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03-29-24 06:44 AM |
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0 users reading DouBOL Dash -- A MK:DD Track Editor (v0.1 Beta) | 1 bot |
Main - Misc. ROM hacking - DouBOL Dash -- A MK:DD Track Editor (v0.1 Beta) | Hide post layouts | New reply |
shibboleet |
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Fire Mario DROP TABLE users; Level: 123 Posts: 4317/4661 EXP: 20824654 Next: 406612 Since: 07-07-12 Last post: 1322 days ago Last view: 334 days ago |
DouBOL DashCurrent Version: v0.1 BetaDownloadIntroductionDouBOL Dash is a program written in C# that I began in the summer of 2016, and let's just say I programmed it horribly. I spammed datagridviews and I called it "progress", when it was the complete opposite. A buggy mess. However, recently, I had decided to take another crack at it. And this time, I would honestly admit that it has been a success so far. And one of my goals of this program is to make it easier to use (and less buggy) than NiAlBlack's BOL editor, which only had a 2D view with small points to determine position (and not a very good visual on heights.) While helping document the file format, named BOL, I had integrated more and more support into the editor for various types in the file. FeaturesTrack Preview and Interactive SettingsDouBOL Dash has a feature that renders the track for you, like what you would see if you tested the track in-game. This removes constant testing to get a certain variable in a track to work. Some object models are rendered, and many more will be rendered in the future. In the editor, everything is color coded according to what object it is. Enemy Route Points - PinkCheckpoint Link - BrownRoute Point - BlueObject - GreenStarting Point - RedArea (Non-filled White Box)Camera - Light BlueRespawn Point - YellowAlong with this, the first tab page of the editor is known as the "BOL Information" tab, which contains a lot of data about the track. There are 5 unknown floating points, and also has the ability to edit the lap count, as well as what music it uses. And as a bonus, the minimap used for the track! Selection IndicationEven though DouBOL does not have the ability to "pick" objects from the scene with a click (yet!), it does have it's ways of detecting to see if an object is clicked on the scene. When an object is selected, or a group of entries (seen below), a red box is drawn around the selected entry to indicate that something has been selected. The label at the bottom of the screen shows you more information about what you have selected. There are many features that deal with selection, like enemy points in a group (seen in the 1st screenshot below), selecting the corresponding route that associates with the object (seen in the 2nd screenshot below), route points in a group, and more. Object Adding UIAdding objects can be a pain. However, with the UI that I created for adding them into a scene, the crash risk is greatly reduced and will be easier to use for those who are new to Double Dash hacking. On the left side of the UI is an object list. These are every object in the game (be it unknown or known what it is), and double clicking on the entry itself will add the item if the files needed are present in the course's /objects folder. If they are not in the folder, this will show and will not let you add the object (and yes, I do see the typo in "dependencies": You can also type in the object's ID (in hex) in the box on the bottom right and hit "Add" if you don't feel like browsing the object list. BMD, BCO & BTI ViewersThere are 3 viewers that come with DouBOL Dash. One of them is the BMD viewer, that allows the user to load a BMD to view in the simple GL control. The next viewer is the BTI viewer. This one allows you to open up the BTI file format, and give you the possibility to export an image to PNG. And when exported.... The last one is my favorite sub-program for DouBOL that I have coded thus far. It's called the BCO viewer. BCO is the collision file format (Link to my docs). The BCO viewer is able to open up a BCO and convert it's Triangles and Vertexes into a viewable model in the GL view. Each different color (except for light blue) represents a different collision type, such as wood, water, lava, etc... The program also has support for selecting all faces that share the same collision format. You can also choose to disable triangle viewing and look at the vertexes themselves: Settings and Keyboard ShortcutsWhen I say "keyboard shortcuts", I don't mean stuff like CTRL+O to open, CTRL+S to save, and whatnot. I mean shortcuts that make using the track scene easy to use! Even though there's not many, but this will soon change. Seen below is the settings window, a window where you can enable/disable certain sections to render, wireframe mode, and also modes for the BCO renderer, to show vertexes/triangles. Keyboard Shortcuts
Missing Route CheckMany entry types have something called a route, or a path that an object follows, assigned to it. Some objects actually require a value to be NOT -1. So upon saving, I made a function that goes through objects only (since other sections don't require routes) and prints an error and prevents saving if there is an object that needs a path (and it even shows you which one!) Misc StuffThere's an update checker that is available for viewing. It will look for the next version that will be released (which is v0.2). You will be notified that an update has come out if you check that in Help -> Check For Updates. ScreenshotsSpecial ThanksI would like to thank StapleButter for the BMD rendering code, and miluaces for a few of his patches. Also MelonSpeedruns for his icons. Thanks for looking, and happy hacking~ -shibboleet ____________________ a |
Yami |
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(ーωー。) Level: 60 Posts: 725/959 EXP: 1731625 Next: 41153 Since: 12-07-14 From: Japan Last post: 2453 days ago Last view: 2451 days ago |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 163 Posts: 7111/9016 EXP: 56054661 Next: 432983 Since: 07-03-12 From: in a box Last post: 57 days ago Last view: 16 days ago |
shibboleet |
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Fire Mario DROP TABLE users; Level: 123 Posts: 4318/4661 EXP: 20824654 Next: 406612 Since: 07-07-12 Last post: 1322 days ago Last view: 334 days ago |
should be fixed.
https://github.com/Reanyboi/DouBOL-Dash/tree/master/DouBOLDash/bin/Debug ____________________ a |
Yami |
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(ーωー。) Level: 60 Posts: 726/959 EXP: 1731625 Next: 41153 Since: 12-07-14 From: Japan Last post: 2453 days ago Last view: 2451 days ago |
I can confirm it works now. |
Tf2_Master |
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Member Normal user Level: 8 Posts: 9/11 EXP: 1916 Next: 271 Since: 09-08-16 From: USA Last post: 2397 days ago Last view: 1792 days ago |
I wish you could do this with Luigi's Mansion
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TheHappyFaceKing |
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Koopa The King Of All Happy Faces Level: 22 Posts: 75/101 EXP: 54307 Next: 4043 Since: 05-27-16 From: Happy Land Last post: 2222 days ago Last view: 1162 days ago |
Posted by Tf2_Master Me too |
shibboleet |
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Fire Mario DROP TABLE users; Level: 123 Posts: 4337/4661 EXP: 20824654 Next: 406612 Since: 07-07-12 Last post: 1322 days ago Last view: 334 days ago |
It's very possible I could look into the levels. I know that the field names are hashed, however. ____________________ a |
pacmainia&luigi |
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Red Paratroopa Hacker Level: 29 Posts: 156/178 EXP: 131656 Next: 16229 Since: 10-29-15 From: The Grandfather Paradox Time Loop Last post: 1789 days ago Last view: 1429 days ago |
Can you export the course models? ____________________ Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka......... |
PhysicBerry |
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Newcomer Normal user Level: 3 Posts: 1/1 EXP: 49 Next: 79 Since: 07-27-17 Last post: 2436 days ago Last view: 2403 days ago |
This is some really incredible work, and this tool has paved the way so that we simply need to be able to edit BCO, and we're ready to truly get started! I know that is no simple task, and it may be a number of months before we can edit BCOs, but we'll no doubt get there! We can export them as wavs, we just need to find how to import them!
Also, there's several song IDs in the tool, despite some songs being exactly the same. Does that indicate that we can have a unique song for each stage? And also, the unused music slots, can those be utilized? |
Main - Misc. ROM hacking - DouBOL Dash -- A MK:DD Track Editor (v0.1 Beta) | Hide post layouts | New reply |
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