Mega-Mario |
Posted on 09-02-11, 06:16 pm in A simple question: How do I get a working model.
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Kuriboss
Posts: 103/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Not reading the warning message carefully. When your textures occupy more than 48k, the editor warns you because if the level model's textures take more than ~48k of VRAM, the level may freeze or textures may get corrupted. Also, a note about that: looking at the sizes of the textures' image files is not a good way to estimate the size they're going to take. The importer converts textures to formats that the DS can use, that is, opaque textures are compressed into type5 textures, and translucent textures are converted into either A5I3 or A3I5. Perhaps I should add some size estimator of some kind... |
Mega-Mario |
Posted on 09-09-11, 10:39 pm in SM64DS Level Editor Future Features? (revision 1)
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Kuriboss
Posts: 104/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
- What do you mean exactly by that? The camera can already be controlled by mouse (left click + drag to move, right click + drag to rotate, mousewheel to zoom). If you mean keyboard control, well, v1 had some that I didn't reimplement in v2. Now, WASD would be specific to QWERTY keyboards (and no I don't want to have to take a billion keyboard layouts into account). v1 would use numpad keys, but then laptops can fuck themselves... someone already reported the impossibility to zoom on laptops with no mouse. But fuck that. Using the editor without a mouse would be a pain in the ass anyway. Also the 'move in relation to the level' would be separate commands, having them be the default commands may be confusing. - Per-axis moving was already suggested earlier. Now I have to find time to implement that (reminds me of that drop-object-to-floor feature from TT64, gotta implement that too). I have heavier stuff to implement... - Oh yeah. That too. Like TT64's 'keep object on ground', but extended. More like 'snap object to level', actually. - v1 had that. Yet another feature I have to reimplement. However, objects in v1 were represented as cubes, so making shadows was easy. Now, with the graphical rendering, it's getting more complicated. |
Mega-Mario |
Posted on 09-11-11, 07:02 pm in SM64DSe Changelog (latest version: 2.0 beta3)
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Kuriboss
Posts: 105/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Yep. I think one can go with pretty much lots of levels. What's more limited is how many stuff you put in your level. It must fit in the DS's tiny 4MB of RAM. Currently, levels are restricted to a total of 32KB, though it may be made expandable in the future if it's required. Also, each new level will need new files, and the file mapping table is stored in RAM... |
Mega-Mario |
Posted on 09-12-11, 05:10 pm in SM64DSe Changelog (latest version: 2.0 beta3)
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Kuriboss
Posts: 106/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
No. I'm not taking decisions that could reduce the SM64DS hacking userbase (which is already tiny enough). The memory expansion only comes with the shitty DS browser. Relatedly, DSi compatibility would not be quite interesting since the DSi isn't an interesting console. 3DS compatibility isn't worth it (not to mention, the 3DS hasn't been hacked ). |
Mega-Mario |
Posted on 09-15-11, 04:06 pm in SM64DS Level Editor Future Features?
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Kuriboss
Posts: 107/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Good points you have there. I'll think about all that. (as for circular shadows, nah, they wouldn't be easier. Square shadows were rendered using the same shadow-volume based approach as the DS. AKA circular shadows would require using a cylinder as a shadow volume, when square shadows just require a long box) |
Mega-Mario |
Posted on 09-15-11, 04:09 pm in SM64DSe Changelog (latest version: 2.0 beta3)
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Kuriboss
Posts: 108/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Level data is stored in overlays. I didn't want to change that because there'd be too many code to patch. I found 32k to be a satisfying compromise between lacking level space and the game going out of RAM and crashing. Now, I figure I could make that changeable... but first tell me you managed to make a working level that fills the whole 32k |
Mega-Mario |
Posted on 09-17-11, 04:06 pm in SM64DS Level Editor Future Features?
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Kuriboss
Posts: 109/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Ouch, my head. Unless someone kindly hands me some aspirin, I'm going to stick with cubic shadows. That code looks horribly complex for what I want to be a simple effect. |
Mega-Mario |
Posted on 09-19-11, 05:31 pm in SM64DS Level Editor Future Features?
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Kuriboss
Posts: 110/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Right. Except that one disadvantage of that method is that it requires flat terrain or it'll look weird. That's acceptable on Minecraft since it's cubic, but SM64DS's levels can be anything, so well... |
Mega-Mario |
Posted on 09-27-11, 03:27 pm in Happy Birthday Thread!
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Kuriboss
Posts: 111/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Happy birthday, dude |
Mega-Mario |
Posted on 10-12-11, 05:38 pm in Hack Showoff Thread (Screenshot/Video)
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Kuriboss
Posts: 112/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Nice work I hope you can get it finished. (and mostly, I hope I can fix that collision crap-- I have no idea what to do...) |
Mega-Mario |
Posted on 10-13-11, 05:21 pm in Hack Showoff Thread (Screenshot/Video)
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Kuriboss
Posts: 113/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Sadly, I'm not flexible enough to properly reach my ass with my foot. However, I started coding the minimap editor. Nothing worth viewing atm... |
Mega-Mario |
Posted on 12-01-11, 07:22 pm in SM64DS hacking documentations and notes (revision 3)
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Kuriboss
Posts: 8/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Documentations:
Overlay mapping: * 8 to 59: old level data, object bank 7 * 103 to 154: new level data More info can be obtained by decompiling the latest SM64DSe release with Reflector. You are welcome to post more info if you have any. |
Mega-Mario |
Posted on 12-01-11, 07:22 pm in SM64DS hacking documentations and notes
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Kuriboss
Posts: 114/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Documentation about BCA animation files has just been added. It's not fully cracked, but should be enough to let one do interesting things... |
Mega-Mario |
Posted on 12-02-11, 08:15 pm in a Start-up Problem!!
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Kuriboss
Posts: 115/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Perhaps give a translation of the part of the message which is in a language I don't understand... You can forget that now that I determined that you're from Netherlands, and asked Google Translate, which gave me the translation I was expecting: 'The memory stream is not expandable'. This is a known problem, and will be fixed in the next release. In the meantime, you can get around it by not using a trimmed ROM (make sure your ROM is 16MB exactly). |
Mega-Mario |
Posted on 12-29-11, 12:12 pm in Trouble playing my SM64 hack!
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Kuriboss
Posts: 116/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
You might want to provide more details, for example, which objects you added/removed... chances are that you removed a crucial object. Or that you got the bank settings wrong-- if some objects in the list are in red, you gotta fix the bank settings (though, the editor should warn you when you try to save a level with wrong bank settings). Also, some objects, like that FIRERING, can't be used-- they seem to be used as sub-objects by other objects and are usable only in those specific conditions. As for save states... when hacking SM64DS, you should avoid taking a savestate in the level you're modifying. That's because when you are in the level, all the data are already loaded to RAM. If you modify the level and reload that savestate, the old RAM contents are restored, with the old level data. You should rather take a savestate right before entering the level in question, so that you're sure that the game will load the new level data from ROM. |
Mega-Mario |
Posted on 12-29-11, 05:47 pm in Trouble playing my SM64 hack!
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Kuriboss
Posts: 117/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
The sky color shouldn't cause any problems. Perhaps it was Bowser or Peach, or just raising the water level-- from what I heard, it causes the intro scene to not work right. |
Mega-Mario |
Posted on 12-30-11, 12:53 pm in Trouble playing my SM64 hack!
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Kuriboss
Posts: 118/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
No problem. However, I still think that raising the water level isn't a wise thing to do. When the player dries the moat, it won't be dry, and as such, how are they going to go to the secret level under the castle, or even use the door to the castle's basement? |
Mega-Mario |
Posted on 12-31-11, 09:29 pm in Trouble playing my SM64 hack!
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Kuriboss
Posts: 119/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
This could be done, I guess, if you can hack the act selector data to make a functional multi-star level in the castle grounds. Then, all you'd have to do is move the existing water to star 1, and create other water objects, one per star, at desired heights. |
Mega-Mario |
Posted on 01-02-12, 11:33 am in problems warp help (revision 1)
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Kuriboss
Posts: 120/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
I don't quite get what you mean, but apparently you did some bad modifications to the Castle Grounds level. You're gonna have to revert those. I hope you had a backup of your ROM, as suggested by the editor and ROM hacking common sense more generally. That, or you're coming across flashcart compatibility issues. In the latter case, tell me what kind of flashcart you're using. I've had reports of flashcart compatibility problems, even after the fix for R4 carts... |
Mega-Mario |
Posted on 01-02-12, 12:56 pm in problems warp help
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Kuriboss
Posts: 121/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Okay. Take a clean ROM, just open it in SM64DSe, and close SM64DSe after the ROM was patched. Try to run the ROM on your flashcart. If the same happens, I need to look into it... otherwise, you just need to revert changes to Castle Grounds, or in the worst case, start over with a fresh ROM. Also, I advise you test your ROM frequently, especially when hacking Castle Grounds, as any error there can fuck everything up. For testing, you can use DeSmuME, or NO$GBA if your PC isn't powerful enough to handle DeSmuME. |