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09-12-24 09:33 PM |
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0 users reading Editor development | 1 bot |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
CodingKoopa |
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Lakitu she/her Level: 48 Posts: 130/560 EXP: 797540 Next: 26003 Since: 10-13-14 Last post: 1147 days ago Last view: 376 days ago |
Fiachra |
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Local moderator Level: 65 Posts: 857/1065 EXP: 2276170 Next: 59458 Since: 12-15-12 From: Ireland Last post: 2300 days ago Last view: 250 days ago |
SM64DSe R93 v2.3 BETA 2015/10/31
Download in SM64DSe Git repo and last download thread. |
Fiachra |
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Local moderator Level: 65 Posts: 911/1065 EXP: 2276170 Next: 59458 Since: 12-15-12 From: Ireland Last post: 2300 days ago Last view: 250 days ago |
SM64DSe R94 v2.3 BETA 2016/02/22
See here for examples of lighting and environment mapping working correctly (IMD files). Download in SM64DSe Git repo and last download thread. |
Hiccup |
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Normal user Level: 58 Posts: 486/815 EXP: 1541483 Next: 36063 Since: 09-06-12 Last post: 1831 days ago Last view: 187 days ago |
Two feature suggestions:
1. Could you make it so the number "1" in a parameter field is displayed as "0001" (and 11 displayed as 0011. etc). In my opinion this makes using object parameters quicker and clearer. 2. Could you add some very basic built in model editing: e.g. ability to add a cube to an existing level model. |
Fiachra |
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Local moderator Level: 65 Posts: 945/1065 EXP: 2276170 Next: 59458 Since: 12-15-12 From: Ireland Last post: 2300 days ago Last view: 250 days ago |
Posted by Hiccup 1. Yes. 2. A few years ago this would have been extremely difficult due to the structure of the code but should actually be quite easy now: both internal (BMD) and external (OBJ, DAE, IMD) model formats are all read into a sensible common structure which can then be converted to any other internal or external format; loading two models separately and then merging the two should be easy enough. Probably won't be in the next release (I found a bug so it'll be out soon) but hopefully in a few weeks' time. |
Hiccup |
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Normal user Level: 58 Posts: 487/815 EXP: 1541483 Next: 36063 Since: 09-06-12 Last post: 1831 days ago Last view: 187 days ago |
Thanks a lot. That should really make (basic) custom levels easy to make! |
Hiccup |
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Normal user Level: 58 Posts: 499/815 EXP: 1541483 Next: 36063 Since: 09-06-12 Last post: 1831 days ago Last view: 187 days ago |
Another feature request:
Some kind of system for "snapping" objects. E.g. snapping objects in relation to each other/and or on grid that could be adjusted so that the grid cubes match an object. This would help with putting objects close together, or creating consistent gaps between objects. This sort of thing could be useful for the "basic model editing" idea too. |
Fiachra |
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Local moderator Level: 65 Posts: 953/1065 EXP: 2276170 Next: 59458 Since: 12-15-12 From: Ireland Last post: 2300 days ago Last view: 250 days ago |
I'll try but it'll be a while before I have anything done. |
Crashdance22 |
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Normal user Level: 24 Posts: 111/112 EXP: 76356 Next: 1769 Since: 05-04-13 Last post: 3033 days ago Last view: 2275 days ago |
Are there still issues running the editor in Mono on Linux? |
Fiachra |
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Local moderator Level: 65 Posts: 954/1065 EXP: 2276170 Next: 59458 Since: 12-15-12 From: Ireland Last post: 2300 days ago Last view: 250 days ago |
There haven't been for a good while, it should be fine. |
Crashdance22 |
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Normal user Level: 24 Posts: 112/112 EXP: 76356 Next: 1769 Since: 05-04-13 Last post: 3033 days ago Last view: 2275 days ago |
Hmm, I'm running Mono(libmono2.0-cil 3.2.8) in Mint 17.3 x32 and the program closes as soon as I open a level. I didn't alter the folder structure when I extracted it. |
Fiachra |
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Local moderator Level: 65 Posts: 956/1065 EXP: 2276170 Next: 59458 Since: 12-15-12 From: Ireland Last post: 2300 days ago Last view: 250 days ago |
Will have a look. |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 28/270 EXP: 244493 Next: 9158 Since: 05-20-16 Last post: 2848 days ago Last view: 2707 days ago |
There should be an option in the editor settings to toggle user friendly object names.
Ex. Kuribo changes to Goomba, Dokan changes to Warp Pipe Its really annyoing having to refer to the object database everytime I want an object that doesn't have an identifiable name. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Hiccup |
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Normal user Level: 58 Posts: 531/815 EXP: 1541483 Next: 36063 Since: 09-06-12 Last post: 1831 days ago Last view: 187 days ago |
Why don't you just download the latest spritedb.xml from the link in the sprite database page and put it in the editor's folder?
Most objects have friendly names mow. |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 29/270 EXP: 244493 Next: 9158 Since: 05-20-16 Last post: 2848 days ago Last view: 2707 days ago |
It should be an option thats quickly togglable via the editor settings. You still need the internal names for checking the object banks. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Hiccup |
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Normal user Level: 58 Posts: 533/815 EXP: 1541483 Next: 36063 Since: 09-06-12 Last post: 1831 days ago Last view: 187 days ago |
Yeah, or the object banks need updating. |
Liquid worm |
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Liquid worm |
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Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 38/270 EXP: 244493 Next: 9158 Since: 05-20-16 Last post: 2848 days ago Last view: 2707 days ago |
1. You are not able to import anything over pokeys. It says there is no head.bmd, even though there is a head.bmd and a body.bmd in the pokeys folder, so im pretty sure this is a bug with the editor.
2. *suggestion deleted because skelux told me to not post his code on kuribo* 3. Update SM64DS.h (let me know if you need help) 4. words: drop to ground button (its basically impossible to have a pushable metal block.) 5. this is for the US 1.0 rom but I think its the same for EUR so these should work with the asm patch template because on US 1.0 its base + 5c for player X pos and thats the same on eur. address size (bytes) description base+$8 1 which character are you playing with base+$5c 4 character X base+$60 4 character Y base+$64 4 character Z base+$8e 2 character model angle base+$94 2 character motion angle base+$98 4 forward speed base+$a4 4 character X speed base+$a8 4 character Y speed base+$ac 4 character Z speed base+$370 12 I think these have to do with what mode you're in (walking/jumping/swimming/crouching/etc.) The following are actually less than base; this means they are probably in a separate object, so they might not always be at the same place relative to base (although they are consistent in limited testing). address size description base-$12c 4 camera X base-$128 4 camera Y base-$124 4 camera Z base-$3a 2 camera up/down angle Us1.1 values that probably apply for eur rom too. base + 0x69d = Y run timer (size: 1 byte) base + 0x308 = Base address of held object base + 0x310 = Base address of eaten object base + 0x676 = Yoshi swallow countdown (size: 2 bytes) UPDATE: So I added current character (+008) to marios actor struct and it works. Although its useless, I'm now fairly certain the 1.0/1.1 addresses work the same on EUR. EDIT: Motion angle (+094) is confirmed working too ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
pacmainia&luigi |
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Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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