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02-15-25 12:25 PM |
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0 users reading Editor development | 4 bots |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
Fiachra |
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Local moderator Level: 65 Posts: 705/1065 EXP: 2317095 Next: 18533 Since: 12-15-12 From: Ireland Last post: 2456 days ago Last view: 405 days ago |
Triangle strips only help if the level is crashing due to too many polygons; it won't fix a corrupt ROM or a level broken for any other reason. Did you try exporting each level as XML and importing them into a clean ROM like I suggested before? |
Stomatol |
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Normal user Level: 30 Posts: 154/178 EXP: 151575 Next: 14294 Since: 12-21-13 From: Sweden Last post: 2784 days ago Last view: 1675 days ago |
Oh wow, this is really exciting! I'm looking forward to trying out the environment mapping when I get home |
Jesse |
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Member Normal user Level: 54 Posts: 497/688 EXP: 1166902 Next: 66968 Since: 09-05-13 Last post: 2674 days ago Last view: 2235 days ago |
Posted by Fiachra Yes I did, 7 times actually. The rom is not corrupt, stuff in the rom has been shifted or something. When I import a low texture and polygon level in B.O.B then peaches room will not crash (and many other levels) |
Fiachra |
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Local moderator Level: 65 Posts: 707/1065 EXP: 2317095 Next: 18533 Since: 12-15-12 From: Ireland Last post: 2456 days ago Last view: 405 days ago |
Posted by jjesss064 Continued in the general help thread as more appropriate. |
SuperMario64DS |
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Normal user Level: 27 Posts: 78/141 EXP: 111000 Next: 5159 Since: 02-03-13 Last post: 2961 days ago Last view: 2846 days ago |
Not sure if this is a bug or a function of the game/importer - There seems to be no support for negative scale values, which is an issue because I wish to invert a model. I've read the documentation and attempted to do so manually, yet I seem to be missing something (The 'offset' to the bone section both relative and not relative does not appear to be the 'bone section' as described by the documentation of the bone section). |
Fiachra |
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Local moderator Level: 65 Posts: 720/1065 EXP: 2317095 Next: 18533 Since: 12-15-12 From: Ireland Last post: 2456 days ago Last view: 405 days ago |
Posted by SuperMario64DS The editor does allow you to enter a negative scale value, after doing so the textures appear to be inside-out however this seems correct given that scaling by a negative value is supposed to do just that - turn the object inside-out. If you need to you could just make the faces all double-sided, for DAE this is described here, can be done for OBJ by adding the option "PDF both" to the material definition and can be set in material settings for IMD. Is there a reason you couldn't just invert it before importing? Posted by SuperMario64DS The address given at offset 0x08 in the BMD header is the offset from the start of the file at which the bone headers begin. Note that it's stored in Little-Endian format so, for example if it gives the value (0x)"56 34 12 00" then the bones section begins at offset 0x00123456 from the beginning of the file. |
SuperMario64DS |
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Fiachra |
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Local moderator Level: 65 Posts: 744/1065 EXP: 2317095 Next: 18533 Since: 12-15-12 From: Ireland Last post: 2456 days ago Last view: 405 days ago |
R91 2015/03/18
Shows many people there are making ASM hacks, that first bug which prevents SM64DS ROM's working properly with NSMBe's ASM insertion has been there since October and no-one noticed. ![]() Download in Latest SM64DSe Download thread. |
Hiccup |
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Normal user Level: 58 Posts: 194/815 EXP: 1568570 Next: 8976 Since: 09-06-12 Last post: 1987 days ago Last view: 64 days ago |
This appeared when I tried to open the USA Kiosk Demo rom:
--------------------------- SM64DS Editor --------------------------- The following error occured while loading the ROM: Unknown ROM version. Tell Mega-Mario about it. --------------------------- OK --------------------------- |
Fiachra |
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Local moderator Level: 65 Posts: 754/1065 EXP: 2317095 Next: 18533 Since: 12-15-12 From: Ireland Last post: 2456 days ago Last view: 405 days ago |
Posted by Hiccup That's because it's not supported - only the European, US v1 and v2 and one of the Japanese ROM's are supported. Any others aren't supported and there are no plans to support them as the supported versions should do for any one looking to modify it. |
Hiccup |
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Normal user Level: 58 Posts: 195/815 EXP: 1568570 Next: 8976 Since: 09-06-12 Last post: 1987 days ago Last view: 64 days ago |
Could you not enable support for the demo, if it uses all the same formats? |
Fiachra |
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Local moderator Level: 65 Posts: 755/1065 EXP: 2317095 Next: 18533 Since: 12-15-12 From: Ireland Last post: 2456 days ago Last view: 405 days ago |
Posted by Hiccup Why would you want to be able to edit a restricted version instead of the proper version? There's no point - it's not worth the effort. If someone else wants to, the editor's code is open source. |
Hiccup |
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Normal user Level: 58 Posts: 196/815 EXP: 1568570 Next: 8976 Since: 09-06-12 Last post: 1987 days ago Last view: 64 days ago |
I agree, it is not a priority. I shouldn't have directed it at "you", like a direct request. No pressure intended. ![]() EDIT: About the point: just for fun really, testing things out (e.g. differences to the main game). |
Fiachra |
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Local moderator Level: 65 Posts: 757/1065 EXP: 2317095 Next: 18533 Since: 12-15-12 From: Ireland Last post: 2456 days ago Last view: 405 days ago |
Posted by Hiccup If you just wanted to check the contents of the levels, you could extract overlays 8 - 59 from the demo version, insert them using NSMBe into a clean EUR/US/JAP ROM and then let the editor patch it, the levels should open as before. |
Celestial |
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![]() Ninji Normal user Level: 33 ![]() Posts: 193/234 EXP: 225639 Next: 3540 Since: 03-31-14 Last post: 2970 days ago Last view: 2620 days ago |
Will the editor ever support text editing for the level names in the unused stage select? |
Fiachra |
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Local moderator Level: 65 Posts: 758/1065 EXP: 2317095 Next: 18533 Since: 12-15-12 From: Ireland Last post: 2456 days ago Last view: 405 days ago |
Posted by Celestial It already is possible - text entry 0x195: "While searching for Power Stars, you found a strange yellow cap. When you wear it, you suddenly look and act just like Wario! Unfortunately, you also smell just like him. Plus, your stubby legs make you a slow walker. But, you are also very powerful. You can break hard objects just by punching them! Now, go retrieve more Power Stars!" The three spaces at the start is where the course number would go. You'll notice that this is just before the other level names and uses this entry because it's treated as course number zero, BOB uses 0x196 (+1), WF 0x197 (+2) etc. |
Hiccup |
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Normal user Level: 58 Posts: 197/815 EXP: 1568570 Next: 8976 Since: 09-06-12 Last post: 1987 days ago Last view: 64 days ago |
But unless you find a way to edit course selects, you cannot play the other missions - unless you swap the course select "255" (which maybe represents "not applicable") with another one. |
Fiachra |
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Local moderator Level: 65 Posts: 759/1065 EXP: 2317095 Next: 18533 Since: 12-15-12 From: Ireland Last post: 2456 days ago Last view: 405 days ago |
Posted by Hiccup If someone found where the act selector settings were stored I'd try and add the option to edit them. I don't have the time at the minute to look for it but will try some time. |
Hiccup |
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Normal user Level: 58 Posts: 198/815 EXP: 1568570 Next: 8976 Since: 09-06-12 Last post: 1987 days ago Last view: 64 days ago |
It's fine. I'm not requesting anything, just saying stuff ![]() |
Fiachra |
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Local moderator Level: 65 Posts: 851/1065 EXP: 2317095 Next: 18533 Since: 12-15-12 From: Ireland Last post: 2456 days ago Last view: 405 days ago |
SM64DSe R92 v2.3 BETA 2015/10/11
Download in SM64DSe Git repo and last download thread. |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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