Mega-Mario |
Posted on 08-10-11, 12:44 am (revision 6)
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Kuriboss
Posts: 51/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
Planned for next release (2.0 beta4 or 2.0 final): * Better collision with imported models, as well as trying to fix some nasty hardware bugs * Minimap editing * * * Model exporting v2.0 beta3: * ROMs patched by it finally run on R4/acekard flashcarts * Imported levels have better collision * Fixed possible little issues with the interface * Added options to the model importer (swap Y and Z axes, don't generate collision map, etc) v2.0 beta2: * Fixed possible level corruption when adding/removing objects * Multiplayer levels can now be opened with non-EUR ROMs v2.0 beta1: * full rewrite to C# * (experimental and glitchy) model importer for levels * graphical rendering for many objects * integration of the Object Database with autoupdate feature and all * compatibility with JAP ROMs * ability to add/remove objects * ability to edit warps and views * many more; too many to be listed here ;P v1.01: * Fallback rendering mode for old graphics cards/drivers. v1.0: * 3D preview 'n' all * Support for simple objects (trees and coins) * Support for changing object banks * NO$GBA should now load edited ROMs fine v0.5: (actually versionless) * first release; unattractive and even repelling * ohh nostalgia |
uTopia Productions |
Posted on 08-11-11, 02:51 pm
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Shyguy
Posts: 75/82 Since: 07-22-11 Last post: 4681 days Last view: 4681 days |
Oh mahn, that's one good update =D Please say that it's unlimited, Please say that it's unlimited, Please say that it's unlimited, Please say that it's unlimited, Please say that it's unlimited, Please say that it's unlimited, Please say that it's unlimited!!!!!!!!!!!!!! |
ray |
Posted on 08-11-11, 07:44 pm
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Posts: 51/65 Since: 07-17-11 Last post: 4679 days Last view: 4574 days |
I wish But the rom is limited. I think |
Mega-Mario |
Posted on 08-11-11, 07:53 pm
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Kuriboss
Posts: 95/138 Since: 05-05-11 Last post: 4583 days Last view: 3006 days |
It can't be unlimited. The amount of RAM in the DS is limited. The maximum ROM size a DS can handle is limited. Basically, everything is limited. However, there should be quite a lotta room to use |
ray |
Posted on 08-11-11, 11:24 pm
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Posts: 52/65 Since: 07-17-11 Last post: 4679 days Last view: 4574 days |
Cant..... wait..... |
uTopia Productions |
Posted on 08-11-11, 11:26 pm
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Shyguy
Posts: 76/82 Since: 07-22-11 Last post: 4681 days Last view: 4681 days |
oh well, better than nothing I guess =P |
Nina |
Posted on 09-11-11, 12:44 pm
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Posts: 6/9 Since: 05-06-11 Last post: 4843 days Last view: 4615 days |
Well, 256MB ROMs do exist, so there should be plenty of space |
Mega-Mario |
Posted on 09-11-11, 07:02 pm
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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... |
Nina |
Posted on 09-12-11, 01:27 pm
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Posts: 8/9 Since: 05-06-11 Last post: 4843 days Last view: 4615 days |
Well, you could use the DS memory expansion pack, though this would make it unplayable on a DSi/3DS[citation needed] and if you don't have that. |
Mega-Mario |
Posted on 09-12-11, 05:10 pm
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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 ). |
Dirbaio |
Posted on 09-15-11, 02:20 pm (revision 1)
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Micro-Goomba
Posts: 6/10 Since: 08-01-11 Last post: 4601 days Last view: 4571 days |
And some SLOT-2 flashcarts can also have extra memory. For example the one that I have, an EZFlash IV. Still, MM is right in not wanting to use that, because I can tell you very very few people have it. I wonder why levels are max 32KB? Does it use static allocation for the level? Or is it a stupid overlay file organization? |
Mega-Mario |
Posted on 09-15-11, 04:09 pm
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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 |