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04-20-24 07:02 AM |
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Main - Posts by Crashdance22 |
Crashdance22 |
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Normal user Level: 24 Posts: 41/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
Ah, so it is. Apologize for the confusion. Still, might want to outline that in your thread, evidently Goomboid was mistaken as well. |
Crashdance22 |
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Normal user Level: 24 Posts: 42/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
I tried no$gba and the same result. So it's not a weird bug with DeSmuME. Of course I would be testing this on real hardware but I don't have a flash cart. But I'm curious to know under what circumstances MM got these parameters to work. Something had to be observed or he couldn't have documented the bones section in the first place. |
Crashdance22 |
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Normal user Level: 24 Posts: 43/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
Also noticed something else odd. I replaced the rail texture on the castle first floor and it ended up with inverted colors in game. It looks fine in the editor. I looked at the raw texture and palette data and those appear to be ok. Is there a parameter that would cause it to be represented this way? To preserve transparency I imported it into the editor as an RGB texture instead of indexed. It does use multiple levels of transparency for a gradient effect. I've had some success with gradients before. |
Crashdance22 |
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Normal user Level: 24 Posts: 44/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
After closer inspection the texture isn't really inverted, the white areas actually show up as black. I'm running the lastest compiled binary from the Google Code page. The import works if I use an indexed PNG file but I obviously lose the transparency gradient that way.
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Crashdance22 |
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Normal user Level: 24 Posts: 45/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
Nothing is wrong in the first picture, that's how it appears in the editor. I'll attach the image when I get to my PC.
Edit: Here it is, in its exact form (hashes match). I found another "bug"... if I replace the wall sign texture (kanban) and then proceed to replace any other texture in the level the white pixels in the sign texture turn blue, green, etc. This only happens with the edited ROM I have been retexturing, Doesn't happen with a clean NTSC ROM. Here's a PPF patch if you want to look into it. And I now realize that the PPF format sucks, the patch is even bigger than my 16MB ROM file. Any suggestions? http://www.mediafire.com/download/d7vs8kgxk709311/Edited_ROM.ppf Also, if I replace any of the castle painting textures using "new palette" I get this in game, fine in editor: |
Crashdance22 |
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Normal user Level: 24 Posts: 46/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
Well I forgot to mention that when the sign texture messed up the BMD file did not change, but the fact that it shows up fine in the editor suggests this anyway. I'm thinking it may be a palette pointer issue, perhaps an interger overflow or something as a result of importing other textures?
As for the bones, that sounds awesome but I haven't had any luck editing the bones myself. MM had to document the results somehow, you mentioned the bone params don't appear to be used by the game engine. Unless you are wanting to allow other things not involving the params such as adding or removing bones, etc? |
Crashdance22 |
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Normal user Level: 24 Posts: 47/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
Where in the display list would I specify 0x14? Or is it more involved than that? Either way I'll probably just wait for Fiachra to implement bone editing. |
Crashdance22 |
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Normal user Level: 24 Posts: 48/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
The view window stops responding whenever I delete an object running the EXE version of Whitehole 1.1 on Windows 7 x64/2012 Mac Mini. I have to re-open the galaxy to resume editing. |
Crashdance22 |
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Normal user Level: 24 Posts: 49/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
You say you will have bone importing and exporting implemented, but will the bones be editable in the editor? As in parameters/transforms? |
Crashdance22 |
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Normal user Level: 24 Posts: 50/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
I can't help but wonder what is causing these texture errors. Looks like it could be pointer errors causing overflows in the ROM? I'll look more into the castle trees and tell you exactly what areas in the ROM have changed. I'll also try importing the BMD as the level BMD and editing the textures that way then swap it back. Someone was successful in editing Mario's textures that way. |
Crashdance22 |
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Normal user Level: 24 Posts: 51/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
Paths are fixed in 1.2. Haven't tested the new version yet. Hopefully it runs a lot faster? |
Crashdance22 |
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Normal user Level: 24 Posts: 52/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
I am getting this when I turn on shaders. Fine otherwise.
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Crashdance22 |
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Normal user Level: 24 Posts: 53/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
So the Wii will actually overheat?? Generally not the case with consoles. |
Crashdance22 |
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Normal user Level: 24 Posts: 54/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
Bob-omb Battlefield would be amazing. |
Crashdance22 |
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Normal user Level: 24 Posts: 55/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
Sounds great, looking forward to that! |
Crashdance22 |
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Crashdance22 |
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Normal user Level: 24 Posts: 57/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
Ok I did some testing with editing the castle trees. The BMD file isn't the culprit, it's ar1.narc. Something about the archive file is corrupt. I may spend a little extra time figuring out exactly what went wrong with it. I also noticed the editor likes to change a few bytes in the ROM header so I figured I would mention those. After saving the tree texture, compared to the original ROM, 2 bytes at 0x80 changed to D1 4E and 2 bytes at 0x15E changed to 4C F7. Not sure if that's important or not.
Here is a patch for ar1.narc after replacing the tree texture. http://www.mediafire.com/download/2fq7t7s1x1j94n0/ar1.narc.xdelta |
Crashdance22 |
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Normal user Level: 24 Posts: 58/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
The interesting thing I noticed is Nitro doesn't change that stuff. |
Crashdance22 |
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Normal user Level: 24 Posts: 59/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
Does a working NARC editor exist? Tinke 0.9 beta corrupts any NARC file I touch, and narctool just creates empty archives when I try to build from directory. |
Crashdance22 |
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Normal user Level: 24 Posts: 60/112 EXP: 75004 Next: 3121 Since: 05-04-13 Last post: 2887 days ago Last view: 2129 days ago |
Pssh, completely forgot about the built-in browser. |
Main - Posts by Crashdance22 |
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