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12-05-24 06:46 AM |
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0 users reading Editor development | 3 bots |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
Stomatol |
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Normal user Level: 30 Posts: 175/178 EXP: 150225 Next: 15644 Since: 12-21-13 From: Sweden Last post: 2712 days ago Last view: 1603 days ago |
From what I can see there's no way to change the scrolling direction of a texture currently, is that right? Do you think that would be possible to implement eventually, or is it simply not supported by the SM64DS engine? |
Fiachra |
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Local moderator Level: 65 Posts: 988/1065 EXP: 2298189 Next: 37439 Since: 12-15-12 From: Ireland Last post: 2383 days ago Last view: 333 days ago |
I think there is meant to be some way but it's not supported in the editor. You'll notice that after patching the ROM texture animations stop working in certain levels such as Lethal Lava Land. This is because there is some data that is not copied from the original overlays. I would have to investigate. |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 101/270 EXP: 247827 Next: 5824 Since: 05-20-16 Last post: 2931 days ago Last view: 2791 days ago |
Bugs that should be fixed for peoples sanity:
-If you try to open a rom thats open in nsmbe (or another program) sm64dse throws an error and you can't open another rom. -If you open the model importer, import a model, then close the importer and reopen it, it will crash. This is probably the most annoying bug there is. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Fiachra |
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Local moderator Level: 65 Posts: 991/1065 EXP: 2298189 Next: 37439 Since: 12-15-12 From: Ireland Last post: 2383 days ago Last view: 333 days ago |
SM64DSe R96 v2.3 BETA 2016/08/25
Changes: - Fixed bug whereby Model Importer would crash after closing and then re-opening from another level editor window. - Fixed bug whereby objects would be rendered with the wrong model after replacing another's model through the Model Importer. - Fixed bug whereby editor would crash if trying to open a ROM after having received an error due to a ROM being open in another program. - Fixed bug whereby DAE texture co-ordinates were not imported correctly if TexGenMode was set to "Normal". - Fixed bug whereby DAE models could not be imported if a child bone had vertices assigned to it but one of its ancestor bones had not. - Object parameters are now padded with zeroes for easier editing. SM64DSe R95 v2.3 BETA 2016/08/19 Changes: - Add new methods to ASM Hacking Template and update examples. Download in SM64DSe Git repo and last download thread. |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 102/270 EXP: 247827 Next: 5824 Since: 05-20-16 Last post: 2931 days ago Last view: 2791 days ago |
What exactly was happening that was making the model importer crash? I'm just curious. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 104/270 EXP: 247827 Next: 5824 Since: 05-20-16 Last post: 2931 days ago Last view: 2791 days ago |
I'm not exactly sure if I did something wrong, but whenever I use the template to patch something, skelux's modded controls get patched to my ROM. I ran 'make clean' prior to patching and am using a clean sm64ds rom that wasn't previously opened in SM64DSe (then I opened it in sm64dse and click toggle suitability for NSMBe ASM patching.)
Did you add something that patches skeluxs fixed controls? I don't want them patched to my ROM. (Double post because its been over a day and i'm assuming hes not answering the above question) ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
Fiachra |
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Local moderator Level: 65 Posts: 992/1065 EXP: 2298189 Next: 37439 Since: 12-15-12 From: Ireland Last post: 2383 days ago Last view: 333 days ago |
Posted by Sparsite It should be obvious from the both the commit history and the code in your downloaded "source" directory that I did not. Delete the "bak" and "build" folders. If NSMBe encounters an error it will try to restore a backup. The backup in your case must contain those control changes.
There's little point in me trying to explain if you're not at all familiar with SM64DSe's code. |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 105/270 EXP: 247827 Next: 5824 Since: 05-20-16 Last post: 2931 days ago Last view: 2791 days ago |
Posted by Fiachra Yeah, your right, ive only skimmed through the code a tiny bit. And thanks for the info, I was really confused on why the controls were being patched. btw, this might be a good tweak to add for debug purposes ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
shibboleet |
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Fire Mario DROP TABLE users; Level: 124 Posts: 4171/4661 EXP: 21426212 Next: 410389 Since: 07-07-12 Last post: 1573 days ago Last view: 585 days ago |
Posted by Fiachra you killed an innocent GL rendering list ____________________ a |
Sparsite |
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take your dumb self out of here. thank you. Level: 34 Posts: 168/270 EXP: 247827 Next: 5824 Since: 05-20-16 Last post: 2931 days ago Last view: 2791 days ago |
For some reason, your unable to view the animation root/data/enemy/togezo/togezo_attack.bca in the animation editor, unsure why. Perhaps it has happened with other animations too but I don't know for sure.
Also, was is Staple who came up with the form's inspector gadget title reference or Fiachra? lol. ____________________ ASMR: *quietly whispers* move r0 r7 push r4 to r14 load register r4 into r0 POP |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 182/331 EXP: 386221 Next: 18550 Since: 08-31-13 Last post: 2171 days ago Last view: 148 days ago |
It would be nice to warn the user if the offset to anything in a BMD comes after the offset to the texture/pallete data block. When the game loads a BMD, it eventually deallocates anything from the data block offset onward, not caring if there is other crucial data there. Putting pallete headers after the data block is how I got black Goombas in a level. ____________________ Current hack: Excerpt from Super Mario 256 |
Fiachra |
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Local moderator Level: 65 Posts: 999/1065 EXP: 2298189 Next: 37439 Since: 12-15-12 From: Ireland Last post: 2383 days ago Last view: 333 days ago |
SM64DSe R98 v2.3 BETA 2017/04/14
Changes: - Fixed a bug in the minimap/image editor which could cause the ROM to become corrupt when importing an image without an NSC tile map SM64DSe R97 v2.3 BETA 2017/04/12 Changes: - Fix issue in DAE loader so that normals are ignored if no lighting is enabled for the current material - Fixed issue in BMD loader whereby vertex normals were being set to (0, 0, 0) when none specified instead of having no value - Improved the NITRO IMD loader so that Download in SM64DSe Git repo and last download thread. |
Hiccup |
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Normal user Level: 58 Posts: 739/815 EXP: 1556055 Next: 21491 Since: 09-06-12 Last post: 1914 days ago Last view: 15 days ago |
Does this add anything useful?: http://orimagi64.net/showthread.php?tid=688
Could it be merged? |
Fiachra |
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Local moderator Level: 65 Posts: 1003/1065 EXP: 2298189 Next: 37439 Since: 12-15-12 From: Ireland Last post: 2383 days ago Last view: 333 days ago |
In short, no. The version Skelux used is ~1.5 years out-of-date. From what I can tell he fixed two issues:
1. Normal commands where being calculated incorrectly 2. The material diffuse colour was being written in place of the ambient colour These and many more issues have been fixed in later releases. I see he also disabled the shininess table flag in cmd 30h but according to GBAtek what I have is correct. He also mentioned that the github repo doesn't appear to have been updated in a while, this incorrect, there have been 5 commits since the version he has modified. |
shibboleet |
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Fire Mario DROP TABLE users; Level: 124 Posts: 4374/4661 EXP: 21426212 Next: 410389 Since: 07-07-12 Last post: 1573 days ago Last view: 585 days ago |
GBATEK isn't 100% accurate, however ____________________ a |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 165 Posts: 7332/9047 EXP: 57969898 Next: 965783 Since: 07-03-12 From: in a box Last post: 38 days ago Last view: 1 day ago |
Fiachra |
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Local moderator Level: 65 Posts: 1004/1065 EXP: 2298189 Next: 37439 Since: 12-15-12 From: Ireland Last post: 2383 days ago Last view: 333 days ago |
Posted by shibboleet I have found no issues in it related to 3D models having used it as reference when implemented the model importer and exporter. Models exported using SM64DSe can be re-imported with all original features (which include this flag) and no issues so I consider gbatek to be accurate on this matter. Posted by StapleButter It seems in this case that he wasn't aware it had been updated but I would prefer people either raise issues on github or this forum or else submit a fix to the repo. It can then be linked to on my SM64DSe download thread. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 165 Posts: 7333/9047 EXP: 57969898 Next: 965783 Since: 07-03-12 From: in a box Last post: 38 days ago Last view: 1 day ago |
mibts |
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Panser =Josh65536 (Programmer) Level: 39 Posts: 205/331 EXP: 386221 Next: 18550 Since: 08-31-13 Last post: 2171 days ago Last view: 148 days ago |
Speaking of normals, you should multiply them by 511/512 to avoid the overflowing normals <1, 0, 0>, <0, 1, 0>, and <0, 0, 1>. ____________________ Current hack: Excerpt from Super Mario 256 |
Fiachra |
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Local moderator Level: 65 Posts: 1006/1065 EXP: 2298189 Next: 37439 Since: 12-15-12 From: Ireland Last post: 2383 days ago Last view: 333 days ago |
Posted by StapleButter If I hear that he's added something useful I'll probably add it to the official version but yeah, I'll not be using this forum to discuss or support unofficial versions. Yes, I would be happy to take over it. Posted by mibts Thanks, I'll update it. |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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