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04-19-24 02:30 AM |
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0 users reading Editor development | 1 bot |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
Fiachra |
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Local moderator Level: 65 Posts: 502/1065 EXP: 2236880 Next: 98748 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 days ago |
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 |
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gtfo Level: 44 Posts: 333/455 EXP: 595476 Next: 15809 Since: 12-28-13 From: Germany Last post: 3394 days ago Last view: 3305 days ago |
...I would like to debugging sm64ds (as try) but: I don't know, I cannot find the Debugger for DeSmuMe |
Fiachra |
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Local moderator Level: 65 Posts: 503/1065 EXP: 2236880 Next: 98748 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 days ago |
Use NO$GBA Debugger. |
kaj |
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Lantern Ghost the gummiest worm of them all Level: 55 Posts: 11/754 EXP: 1239866 Next: 74323 Since: 06-24-14 From: treehouse Last post: 3 days ago Last view: 1 day ago |
Where can I even download the editor? I've looked everywhere. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 2537/9019 EXP: 56218676 Next: 268968 Since: 07-03-12 From: in a box Last post: 7 days ago Last view: 2 days ago |
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. ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Fiachra |
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Local moderator Level: 65 Posts: 541/1065 EXP: 2236880 Next: 98748 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 days ago |
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. |
kaj |
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Lantern Ghost the gummiest worm of them all Level: 55 Posts: 12/754 EXP: 1239866 Next: 74323 Since: 06-24-14 From: treehouse Last post: 3 days ago Last view: 1 day ago |
Posted by Fiachra What about putting the link on the downloads page, too? |
Fiachra |
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Local moderator Level: 65 Posts: 544/1065 EXP: 2236880 Next: 98748 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 days ago |
I've asked Mega-Mario about that several times already but got no response. |
BlackYoshi485 |
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Member Banned for being an idiot. Level: 25 Posts: 74/123 EXP: 85462 Next: 4158 Since: 07-21-13 From: Under a rock Last post: 3321 days ago Last view: 2037 days ago |
Posted by Fiachra Finnally! The sketchup DAE's are supported! GO GO ANIMATION EDITOR GO! finally!! this the best SM64DSE release!! |
Fiachra |
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Local moderator Level: 65 Posts: 545/1065 EXP: 2236880 Next: 98748 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 days ago |
The animation editor is still only suitable for importing simple animations. The DAE importer rewrite will hopefully fix this. |
lenidas |
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Normal user Level: 5 Posts: 3/4 EXP: 476 Next: 53 Since: 07-28-14 Last post: 3515 days ago Last view: 3328 days ago |
nice good job |
Fiachra |
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Local moderator Level: 65 Posts: 546/1065 EXP: 2236880 Next: 98748 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 days ago |
FYI:
No$gba v2.7c debug version is now freeware: http://problemkaputt.de/gba.htm |
StarLand |
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gtfo Level: 44 Posts: 404/455 EXP: 595476 Next: 15809 Since: 12-28-13 From: Germany Last post: 3394 days ago Last view: 3305 days ago |
Is it possible to add a word/sentence search function in the text editor? |
Fiachra |
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Local moderator Level: 65 Posts: 550/1065 EXP: 2236880 Next: 98748 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 days ago |
I'll add it eventually, busy at the moment on refactoring/rewriting model importing and exporting. |
StarLand |
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gtfo Level: 44 Posts: 406/455 EXP: 595476 Next: 15809 Since: 12-28-13 From: Germany Last post: 3394 days ago Last view: 3305 days ago |
Is that possible to manipulate cutscene? Or the cutscene paths etc? |
Stomatol |
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Normal user Level: 29 Posts: 80/178 EXP: 145841 Next: 2044 Since: 12-21-13 From: Sweden Last post: 2482 days ago Last view: 1373 days ago |
As far as I know it's not possible and I doubt it will ever be. |
Fiachra |
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Local moderator Level: 65 Posts: 551/1065 EXP: 2236880 Next: 98748 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 days ago |
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 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 |
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Normal user Level: 29 Posts: 82/178 EXP: 145841 Next: 2044 Since: 12-21-13 From: Sweden Last post: 2482 days ago Last view: 1373 days ago |
Posted by Fiachra Does this mean we can import more complex animations? |
Fiachra |
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Local moderator Level: 65 Posts: 552/1065 EXP: 2236880 Next: 98748 Since: 12-15-12 From: Ireland Last post: 2153 days ago Last view: 103 days ago |
Not yet, see my note below the list of changes. |
Stomatol |
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Normal user Level: 29 Posts: 83/178 EXP: 145841 Next: 2044 Since: 12-21-13 From: Sweden Last post: 2482 days ago Last view: 1373 days ago |
Oh right, I see. |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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