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03-29-24 11:08 AM |
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Main - Posts by Fiachra |
Fiachra |
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Local moderator Level: 65 Posts: 81/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Posted by Skelux There's definitely an AR code, it's only for the US v1.1 version though: Skip Intro 220960E8 000000FF I've been meaning to fix the text editing one for a while but left it because I thought it only affected the last string and because it seems completely random. I'll start trying to fix it now. Edit: Fixed it (rev. 44). None of the strings should corrupt now. Also made it easier to work with - it'll save all changes at the end and you won't lose your place. Also, code is much neater. |
Fiachra |
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Local moderator Level: 65 Posts: 82/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Posted by Skelux Great, I'll get that added to the editor, I'll make it an option you can toggle on and off. I changed the object parameters so you could edit the path ID more easily. Do other objects need this as 16 bits long? If so I'll change it back? Sorry, I thought it was working, will try again. Edit: I think I found the problem, I wasn't calculating the difference in length between the new and old strings correctly. Try changing: int lengthDif = txtEdit.Text.Length - m_StringLengths[selectedIndex]; (Second line in UpdateEntries()) To: int lengthDif = EncodeString(txtEdit.Text).Count - m_StringLengths[selectedIndex]; |
Fiachra |
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Local moderator Level: 65 Posts: 83/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Looks good! Always nice to see people interested in modding SM64DS. |
Fiachra |
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Local moderator Level: 65 Posts: 84/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
The code to compress is already there, it's used for the minimaps, it'll be very easy to add.
Add: file.Compress() before file.SaveChanges() in the writeData() method. I'll also check if it makes a difference to the max poly count if you compress the model? Edit: It doesn't, but the option "Drop faces below ..." makes a huge difference - I was able to import an 8000 face model without crashing if I left it at the default 0.001. If I set it to 0 it crashed. Really wish I had realised that earlier, would have made importing Sunshine's models a lot easier. Edit 2: Rev. 45 14/04/2013 - Fixed Text Editor problem - Added option to create, edit and apply own patches (including skipping the intro, thanks to Skelux). When you create a patch a note is made of the original data so you can easily undo it if you make a mistake. Patches are stored as an XML document, so it's easy to update etc. |
Fiachra |
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Local moderator Level: 65 Posts: 85/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
It doesn't move text to the end, it checks if the new string is longer or shorter and if so shifts all following pointers and data forward or back and writes the new string at the original location, so it should be the same as r42.
I'll have a look at it, might be DAT1 size not being updated. What level does CCC replace? |
Fiachra |
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Local moderator Level: 65 Posts: 86/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Posted by Skelux Can you try the latest one? I made a mistake with shrinking entries, forgot that lengthDif was negative, so I was adding it instead of subtracting, meaning that smaller entries were doubling the size of an entry. |
Fiachra |
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Local moderator Level: 65 Posts: 87/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Does it happen every time any string is read in CCC? Does it read an unedited version fine? If so, what if you edit an entry not referenced by CCC?
I put a sign in JRB Ship reading an edited string 0 and it displayed. |
Fiachra |
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Local moderator Level: 65 Posts: 88/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
The difference I can see is that r42 pads the end of each entry with zeroes because it overestiamtes the new string length, meaning offsets are shifted forward as well but I don't see how that would crash it.
I noticed the end of the file has nine FF bytes that r42 removes, r44+ doesn't and after saving r44's version with r42 they are removed. Can you try manually removing them and testing if your level crashes? |
Fiachra |
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Local moderator Level: 65 Posts: 89/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Mega-Mario's Documentation:
0x08 is the entire file size. I simply read it and add/subtract the difference in length of the new string, same with DAT1 + 0x04. I may add the option to import/export strings from TXT/XML to help with situations like this. |
Fiachra |
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Local moderator Level: 65 Posts: 90/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Hooray!
I know, I'm actually working on that at the minute. |
Fiachra |
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Local moderator Level: 65 Posts: 91/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
OK, will merge 3 and 4 again. (In the meantime setting param. 4 to F4 should work).
Thanks. |
Fiachra |
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Local moderator Level: 65 Posts: 92/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Posted by Skelux Yoshi's and other players' models are in ARCHIVE/arc0.narc/data/Player. |
Fiachra |
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Local moderator Level: 65 Posts: 93/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
OK, thanks, I'll add that to the list.
Would this AR code be helpful (EUR)? I'll start a new thread where patches can be posted. Rev. 47 (16/04/2013) - Improved/fixed and much easier handling of special characters within text editor - Import and export text strings to XML |
(post in restricted forum) |
Fiachra |
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Local moderator Level: 65 Posts: 95/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
I've never done it myself but you can try these:
http://gbatemp.net/threads/can-someone-help-me-swap-music.338615/#post-4471702 http://gbatemp.net/threads/the-various-audio-formats-of-the-ds.305167/ http://jul.rustedlogic.net/thread.php?id=7518 |
Fiachra |
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Local moderator Level: 65 Posts: 96/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Posted by Skelux It works fine for me. Have you edited the level at all? |
Fiachra |
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Local moderator Level: 65 Posts: 97/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Should be fine now. I had made changes to LevelObject.cs and then reverted back but forgot to commit the changes. |
Fiachra |
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Local moderator Level: 65 Posts: 98/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
OK, thanks, I'll add that for the next revision. |
Fiachra |
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Local moderator Level: 65 Posts: 99/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
I'll look into that.
In the meantime you can still edit them by importing over another level and then replacing the VS level files using another program that edits NARC files and replacing the overlay. Edit: Have added assigning collision type by material name when importing a model. Unfortunately haven't had time yet to try to fix NARC problem. |
Fiachra |
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Local moderator Level: 65 Posts: 100/1065 EXP: 2231300 Next: 104328 Since: 12-15-12 From: Ireland Last post: 2133 days ago Last view: 82 days ago |
Welcome to Kuribo64
Yes you can - in the level editor, select an object and click on the button "Replace Model". What errors are you getting? Each model is different, but generally 4500 - 4800 is the number of faces you can use. In what way are you trying to optimise it? Your model doesn't look like it has a very high poly count, so it's probably to do with your textures. What sort of sizes are they? |
Main - Posts by Fiachra |
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