Kuribo64
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03-24-17 05:55 PM
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Main - General SM64DS hacking - Editor development New reply

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Fiachra
Posted on 07-06-14 07:51 AM Link | #43689
The following address I came across when debugging will give you a very good starting point when looking to modify code for character's actions: 0x020E32AC when debugging. This line jumps to the code for each character action such as jumping, punching, walking, landing etc. and should allow you to find the code for modifying that actions much more quickly.

StarLand
Posted on 07-06-14 08:16 AM Link | #43690
...I would like to debugging sm64ds (as try) but: I don't know, I cannot find the Debugger for DeSmuMe >_<

Fiachra
Posted on 07-06-14 08:37 AM Link | #43693
Use NO$GBA Debugger.

Tierage
Posted on 08-01-14 06:31 AM Link | #45207
Where can I even download the editor? I've looked everywhere.

StapleButter
Posted on 08-01-14 06:33 AM Link | #45208
This. A 'download last revision' thread sticked and in sight would be a nice thing to have. Even I don't know where to download the last editor other than retrieving the code from Google Code and building it.

____________________
RHCafe - NSMBHD - Kafuka - Jul

<SmithJrBlaquaLuigi> Now look, I am not going to make fun of you, but I would like to advise you to kiss my foot.

Fiachra
Posted on 08-01-14 02:15 PM Link | #45225
Added a stickied thread.

R75 2014/08/01:

- Started refactoring/restructuring the import and export code for 3D formats (BMD and KCL), with OBJ to BMD working. The new structure will remove any duplication when importing and exporting models and is much cleaner. Uses "Loaders" and "Writers" with a common ModelBase class (See ImportExport folder).
- Fixed bug in importing DAE models where the materials and images weren't being looked up properly for Google Sketchup models.
- Started an editor for the 'Info' section of SDAT files, currently read only (actually forgot I had started this until I went to commit) (hidden).
- Added SM64DS File System browser to main form with ability to import and export any file. Will end up with similar features to the equivalent in NSMBe.

See stickied thread for download.

Tierage
Posted on 08-02-14 01:44 AM Link | #45249
Posted by Fiachra
Added a stickied thread.

R75 2014/08/01:

- Started refactoring/restructuring the import and export code for 3D formats (BMD and KCL), with OBJ to BMD working. The new structure will remove any duplication when importing and exporting models and is much cleaner. Uses "Loaders" and "Writers" with a common ModelBase class (See ImportExport folder).
- Fixed bug in importing DAE models where the materials and images weren't being looked up properly for Google Sketchup models.
- Started an editor for the 'Info' section of SDAT files, currently read only (actually forgot I had started this until I went to commit) (hidden).
- Added SM64DS File System browser to main form with ability to import and export any file. Will end up with similar features to the equivalent in NSMBe.

See stickied thread for download.

What about putting the link on the downloads page, too?

Fiachra
Posted on 08-02-14 03:58 AM Link | #45251
I've asked Mega-Mario about that several times already but got no response.

BlackYoshi485
Posted on 08-02-14 07:56 AM (rev. 2 of 08-02-14 08:12 AM) Link | #45254
Posted by Fiachra
- Fixed bug in importing DAE models where the materials and images weren't being looked up


Finnally! The sketchup DAE's are supported!
GO GO ANIMATION EDITOR GO! finally!! this the best SM64DSE release!!

Fiachra
Posted on 08-02-14 08:51 AM Link | #45256
The animation editor is still only suitable for importing simple animations. The DAE importer rewrite will hopefully fix this.

lenidas
Posted on 08-02-14 02:25 PM Link | #45279
nice good job :D

Fiachra
Posted on 08-03-14 04:46 AM Link | #45308
FYI:

No$gba v2.7c debug version is now freeware: http://problemkaputt.de/gba.htm

StarLand
Posted on 08-12-14 05:06 AM Link | #46532
Is it possible to add a word/sentence search function in the text editor?

Fiachra
Posted on 08-13-14 12:41 PM Link | #46607
I'll add it eventually, busy at the moment on refactoring/rewriting model importing and exporting.

StarLand
Posted on 08-16-14 01:00 PM Link | #46724
Is that possible to manipulate cutscene? Or the cutscene paths etc?

Stomatol
Posted on 08-16-14 06:23 PM Link | #46740
As far as I know it's not possible and I doubt it will ever be.

Fiachra
Posted on 08-17-14 02:43 PM Link | #46796
R76 2014/08/17:

Lots and lots of code changes but not much noticable for users:

- Model and animation (internal: BMD, BCA, KCL, external: DAE and OBJ) importing and exporting has been heavily re-factored and rewritten to make it much simpler and cleaner through a "Loaders" and "Writers" interface using a common ModelBase class.
- DAE importing has been rewritten from scratch to use XSD-generated XML classes (deserialisation).
- KCL importer can now handle quadrilaterals as a result of above changes.
- Added functionality to LZ Compress/Decompress buttons in main form.

The issue with importing animations re-exported from Blender is still there. I think the issue may be related to the conversion from Y-Up to Z-Up, Blender adds a node that rotates X 90 degrees when importing SM64DS models but this is ignored when importing to SM64DSe but the inverse bind poses will include this and so the animation is expecting that transformation to have happened. I'm not sure though, I'll continue investigating but my SMS64DS hack is going to be my priority for the next while after getting distracted working on that model import/export rewrite.

Download link in this thread.

Posted by StarLand
Is that possible to manipulate cutscene? Or the cutscene paths etc?

I don't know where that data is stored, let alone how to edit it. You could try asking Skelux, he's the most likely to know.

Stomatol
Posted on 08-17-14 04:11 PM Link | #46800
Posted by Fiachra
- Model and animation (internal: BMD, BCA, KCL, external: DAE and OBJ) importing and exporting has been heavily re-factored and rewritten to make it much simpler and cleaner through a "Loaders" and "Writers" interface using a common ModelBase class.
- DAE importing has been rewritten from scratch to use XSD-generated XML classes (deserialisation).


Does this mean we can import more complex animations? :)

Fiachra
Posted on 08-17-14 05:44 PM Link | #46812
Not yet, see my note below the list of changes.

Stomatol
Posted on 08-17-14 05:59 PM Link | #46813
Oh right, I see.
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Main - General SM64DS hacking - Editor development New reply

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