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12-06-24 07:59 PM |
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0 users reading Editor development | 3 bots |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 165 Posts: 1318/9047 EXP: 57979805 Next: 955876 Since: 07-03-12 From: in a box Last post: 40 days ago Last view: 2 days ago |
A note about high-res textures: with the DS's GPU, texcoords don't work like they do with OpenGL. 1.0 in texcoord units equals one pixel. Meaning that if you replace a texture with a larger one (or a smaller one), you'll also need to update the texcoords accordingly. Unless you can somehow get texture scaling to work.
This also worsens the texcoord overflow problem. A lot. The bigger the texture is and the less it can repeat across a polygon. To give an example: texcoords are stored as 12:4 fixed point, that is: 1bit sign, 11bit integer part, 4bit fractional part. They range from -32768 to 32767, that is, from -2048.0 to ~2047.9. If your texture is 16x16, it can repeat at most 127 times. If it repeats more, texture coordinates will overflow, resulting in visually wrong results. ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Crashdance22 |
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Normal user Level: 24 Posts: 19/112 EXP: 77133 Next: 992 Since: 05-04-13 Last post: 3117 days ago Last view: 2360 days ago |
Replacing tree textures still corrupts the US ROM. Also, replacing a texture with the same name as another texture in the same level corrupts other textures using that name. And considering I've been running into so many texture issues, can you configure the editor to not commit texture changes until you click save? This will allow me to verify importing a texture doesn't break the ROM (often it appears blocky/corrupted in the preview) before I save the file and have to go back and do a restore. |
Fiachra |
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Local moderator Level: 65 Posts: 128/1065 EXP: 2298597 Next: 37031 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
Posted by Crashdance22 They're probably using the same palette and you're overwriting it when you import a new texture. I'll change it to create a new palette entry.
Have done. |
Crashdance22 |
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Normal user Level: 24 Posts: 20/112 EXP: 77133 Next: 992 Since: 05-04-13 Last post: 3117 days ago Last view: 2360 days ago |
Nope, tree still corrupts the ROM. Do you have a US ROM to test with? |
Fiachra |
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Local moderator Level: 65 Posts: 129/1065 EXP: 2298597 Next: 37031 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
Posted by Crashdance22 I know it's still corrupting and yes, I have all 5 versions but I haven't had any time recently - I'm in the middle of exams. Is there a reason you can't just use the EUR ROM until it's fixed? Can you try with some other models stored in archives? |
Crashdance22 |
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Normal user Level: 24 Posts: 21/112 EXP: 77133 Next: 992 Since: 05-04-13 Last post: 3117 days ago Last view: 2360 days ago |
Must have misunderstood what you said about the palettes, you must be talking about the duplicate name issue. Just tested that and it's still happening as well. Take your time there is no rush at all, I'm just poking around testing stuff. |
Crashdance22 |
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Normal user Level: 24 Posts: 22/112 EXP: 77133 Next: 992 Since: 05-04-13 Last post: 3117 days ago Last view: 2360 days ago |
Are there scale properties for these objects? |
Fiachra |
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Local moderator Level: 65 Posts: 146/1065 EXP: 2298597 Next: 37031 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
Most of them don't but you should be able to change the value in the first 4 bytes of the BMD file to increase the scale, 0 = normal, 1 = 2x bigger, 2 = 4x bigger etc.
You could export and re-import for more precise control but you'd have to fix the textures manually. |
Fiachra |
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Local moderator Level: 65 Posts: 152/1065 EXP: 2298597 Next: 37031 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
I had nearly gotten the levels displaying properly in the editor's Java port but I just tried building the latest version of the editor in Mono and it turns out that it does actually work under Linux!
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Crashdance22 |
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Normal user Level: 24 Posts: 23/112 EXP: 77133 Next: 992 Since: 05-04-13 Last post: 3117 days ago Last view: 2360 days ago |
Screenshot doesn't work, but that's awesome! Does this mean just about any OS running Java can run this? |
Fiachra |
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Local moderator Level: 65 Posts: 154/1065 EXP: 2298597 Next: 37031 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
That's not the Java version, that's it running running in Linux under Mono. It means it can run in Windows, Linux and Mac.
Fixed image in above post. |
Tahcryon |
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Embodiment of Time Can someone lead me to a non-capitalist clothing store? Level: 129 Posts: 3089/5087 EXP: 24434337 Next: 615317 Since: 07-07-12 Last post: 2430 days ago Last view: 992 days ago |
Oh my god oh my god oh my god. Fiachra, have I ever told you how awesome you were?! Really awesome work ____________________
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MK7tester |
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Magikoopa I'm back Level: 105 Posts: 1988/3145 EXP: 11877467 Next: 384793 Since: 07-07-12 From: Dolphic Island Last post: 2823 days ago Last view: 2821 days ago |
That looks great Fiachra! Nice work! :yum: |
mariogalaxythree |
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Member Blarg. Yoshi. Of. Composing. Affected by 'RainBlarg' Syndrome Level: 111 Posts: 3024/3627 EXP: 14431912 Next: 436448 Since: 12-24-12 Last post: 2490 days ago Last view: 2430 days ago |
Wow, you are the god of SM64ds hacking Fiachra! Way to make the best use of an underrated game! ____________________
-MG3- IS HERE |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 165 Posts: 1529/9047 EXP: 57979805 Next: 955876 Since: 07-03-12 From: in a box Last post: 40 days ago Last view: 2 days ago |
Posted by Fiachra Ah? From what I remember, it was nothing but pain. It wouldn't work with .NET 4.0 because of something that wasn't implemented in Mono, and the 3D would work rather randomly... Anyway, if that removes the requirement of making a Java port, it's all good ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Fiachra |
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Local moderator Level: 65 Posts: 155/1065 EXP: 2298597 Next: 37031 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
It would give an error when trying to cast certain Form objects such as SplitPaneContainer to ISupportInitialize which wasn't supported in Mono but you don't actually need to have it, it can be safely removed and then it works. I'm going to add keyboard navigation to make the 3D easier to use. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 165 Posts: 1538/9047 EXP: 57979805 Next: 955876 Since: 07-03-12 From: in a box Last post: 40 days ago Last view: 2 days ago |
Fiachra |
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Local moderator Level: 65 Posts: 166/1065 EXP: 2298597 Next: 37031 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
Committed Mono changes (should've done that a few weeks ago). You should be able to check it out as it is and have it compile/run in Mono without any modification. Doesn't affect how it works in VS2010.
bin/ folder also updated with newest versions, so people stop asking how to compile it. |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 165 Posts: 1645/9047 EXP: 57979805 Next: 955876 Since: 07-03-12 From: in a box Last post: 40 days ago Last view: 2 days ago |
Fiachra |
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Local moderator Level: 65 Posts: 167/1065 EXP: 2298597 Next: 37031 Since: 12-15-12 From: Ireland Last post: 2385 days ago Last view: 335 days ago |
When you make a change to a form, eg. adding a button, these two lines get re-added (they prevent most of the forms working):
((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).BeginInit(); ((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).EndInit(); As long as you remove these, it should be fine in Mono. I've been able to switch between VS2010 and Mono without any problems. |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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