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12-06-19 12:36 AM
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Main - Posts by Cackletta

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Cackletta
Posted on 02-06-14 02:04 PM, in Super Mario Sunshine 64 DS Link | #38301
I'm astonished I want to see how sms64ds will turn out with out any fludd or shadow mario keep it up fiachra

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Posted on 02-06-14 02:13 PM, in SM64DS Editor Help Thread - Post your questions here Link | #38302
What assembly syntax does the DS use? Like the N64 uses Mips R4300i

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Posted on 02-07-14 01:08 AM, in SM64DS Editor Help Thread - Post your questions here Link | #38313
Posted by Fiachra
It's ARM assembly. It's documented here:

http://nocash.emubase.de/gbatek.htm

Great! Now what's left to do is to find sm64ds checksum area, I may upload it for the crew to make it easier to asm hack sm64ds

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Cackletta
Posted on 02-23-14 10:50 AM, in SM64DS Editor Help Thread - Post your questions here Link | #38864
If this was true it would be pretty dissapointing, I heard sm64ds can't take levels with more than 2000 triangles but the N64 can take up to 10,000 triangles is this true?

Also can I get a link to sm64dse with Haxxcontrol?

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Posted on 02-26-14 10:53 AM, in Super Mario Star Land [Released!] Link | #38997
Looks like you used just 2 textures, well I can't see the full view of the level,but It looks pretty good.

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Posted on 02-27-14 03:41 PM, in Super Mario Star Land [Released!] Link | #39025
You really shouldn't preview easter eggs like that unless the whole cover will be blown off.


P.S I like the way you mixed snes textures with nes and maybe changing that nintendo emblem to your name will be a good idea.

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Posted on 03-01-14 11:30 AM, in Editor development Link | #39093
Mhhhhm if the editor keeps updating like this, I will never have a stable version to work with, since later versions prepatch already prepared roms, anyways, thank you for the minor update.

~Cackletta

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Posted on 03-01-14 06:45 PM, in Editor development Link | #39115
Posted by Fiachra
The last version to introduce a new patch was R42 (moving music data to level overlays). All versions after and including R42 will patch versions patched before that.

The current revision (R72) should be a very stable version.

Good, all good, don't take my demeanor the wrong way, I am very grateful for the regular updating of the editor, maybe packing a ton of improvement before updating would be a good idea.

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Cackletta
Posted on 03-07-14 12:59 PM, in Super Mario Sunshine 64 DS Link | #39265
You can't hack anything with a mobile phone.

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(post deleted) #39281

Cackletta
Posted on 03-08-14 04:02 AM, in Super Mario Sunshine 64 DS Link | #39283
It looks pretty similar to toxic forest in NSMBU, those texture look pretty amazing, the purple water...hmmmm.

well that's pretty much why I said it looks like toxic forest.

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Posted on 03-14-14 12:55 PM, in SM64DS Editor Help Thread - Post your questions here Link | #39418
How do I implement scrolling textures?

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Cackletta
Posted on 03-17-14 01:53 PM, in Editor development Link | #39481
The competency of this editor is really strong but exported model are fallaciously texture mapped.

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Cackletta
Posted on 03-18-14 01:38 AM, in Editor development Link | #39490
I'd prefer models were exported as .3DS files they are very similar to .BDL or .BMD model formats

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Posted on 03-18-14 02:36 PM, in Editor development Link | #39496
Posted by Fiachra
If any other model exporter is added it'll be DAE as this would allow bones to be exported properly per vertex with the possibility of also exporting animation.

I never knew google earth models supported animations i always thought it was .EDL files as they are video sequenced models, oh well.

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Posted on 03-21-14 04:52 AM, in SM64DS Editor Help Thread - Post your questions here Link | #39543
A level with approximately 6400 polygons imported successfully with no glitches, it may be from the rom version, I really don't know.

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Posted on 03-21-14 12:12 PM, in SM64DS Editor Help Thread - Post your questions here Link | #39550
It sure did. I tried it on my gateway NDS, also I used 4 textures, that small amount of textures could have reduced the complexity.

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Posted on 03-21-14 02:45 PM, in SM64DS Editor Help Thread - Post your questions here Link | #39555
Although all faces were textured, but the whole level can't be seen from the sky, so maybe because of all polygons aren't displayed at first sight.

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Posted on 03-21-14 03:39 PM, in SM64DS Editor Help Thread - Post your questions here Link | #39558
I didn't notice any identifiable glitch on my DS, I could also remember rippping a mario kart ds model with 7000 polys, Mario kart is advanced, just like in sm64, it only supports 32x32 texture, other N64 games could handle 64x64, that's my findings, maybe you slightly mis-matched a polygon count.

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Cackletta
Posted on 03-25-14 02:48 PM, in Editor development Link | #39613
Nice update, I'll wait till textures get exported as 3DS files or DAE files, I know it isn't easy but...

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Main - Posts by Cackletta

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