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10-08-24 10:05 PM |
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0 users reading Editor development | 1 bot |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
NeoBlitzX7 |
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Normal user Level: 25 Posts: 11/115 EXP: 78175 Next: 11445 Since: 10-08-13 From: Somewhere in Germany Last post: 799 days ago Last view: 682 days ago |
Another suggestion: Maybe translating the editor in different languages. I could translate it into German. |
Fiachra |
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Local moderator Level: 65 Posts: 198/1065 EXP: 2283065 Next: 52563 Since: 12-15-12 From: Ireland Last post: 2326 days ago Last view: 276 days ago |
Thanks for your offer but I don't want to be translating it until the very end, whenever that'll be. It would just be too much hassle having to worry about translated text every time you want to make change. |
Jesse |
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Member Normal user Level: 53 Posts: 34/688 EXP: 1148676 Next: 8443 Since: 09-05-13 Last post: 2545 days ago Last view: 2106 days ago |
oke that .dae importing is very buggy. I don't know if it is blender but there is something wrong. and after you imported a wrong .dae you can delete the rom because every single import in the further on that rom will be disturbed. I will give you later the how and what, its very complicated. |
Hiccup |
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Normal user Level: 58 Posts: 37/815 EXP: 1546045 Next: 31501 Since: 09-06-12 Last post: 1857 days ago Last view: 213 days ago |
Suggestion:
Add support for: Japan (R1) Korea China ROMS |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 164 Posts: 1755/9039 EXP: 57525989 Next: 176401 Since: 07-03-12 From: in a box Last post: 7 days ago Last view: 4 hours ago |
Telling users to use one of the already supported ROM versions is easier than adding support for less widely used versions. Just look into the ROM patching code at how many ROM version-specific parameters it takes. ____________________ NSMBHD - Kafuka - Jul melonDS the most fruity DS emulator there is zafkflzdasd |
Skelux |
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Banned Level: 28 Posts: 87/148 EXP: 118528 Next: 12810 Since: 11-27-12 Last post: 3789 days ago Last view: 2248 days ago |
This is my current list of collision types, It may be useful if you were to incorporate a dropdown box or selection in the CLPS editor. You may notice there are certain patterns relating to the walking sound effect and camera behavior in the first and second bytes respectively.
Normal: 196 15 3 0 255 0 0 0 Grass: 194 15 3 0 255 0 0 0 Sand: 200 15 3 0 255 0 0 0 Water: 244 15 0 0 255 0 0 0 35 0 4 0 255 0 0 0 Climbable Hill: 196 47 116 0 255 0 0 0; Normal 197 47 116 0 255 0 0 0; Wood Unclimbable Hill: 196 63 3 0 255 0 0 0 Unclimbable Grass Hill: 194 63 4 0 255 0 0 0 Vanish Cap Wall: 76 128 140 1 255 0 0 0 Death Floor: 192 15 32 0 255 0 0 0 Lethal Lava/Ice: 199 15 12 0 255 0 0 0 192 143 12 0 255 0 0 0 Instant-Death Sand: 8 15 76 0 255 0 0 0 8 0 76 0 255 0 0 0 No-Death Sand (Last 4 bytes are speed/direction): 8 0 60 0 255 0 0 0 Snow: 198 63 4 0 255 0 0 0 Peach's Slide Starting Line: 196 223 120 0 255 0 0 0 Peach's Slide Finish Line: 196 223 128 0 255 0 0 0 Hang From Ceiling: 197 15 27 0 255 0 0 0 0 Level Boundary: 192 63 4 1 255 0 0 0 |
Fiachra |
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Local moderator Level: 65 Posts: 203/1065 EXP: 2283065 Next: 52563 Since: 12-15-12 From: Ireland Last post: 2326 days ago Last view: 276 days ago |
Thanks. I'll see about adding a dropdown to the CLPS editor, possibly as a 'description' column so you can select a type to populate a row and still maintain current functionality.
EDIT: Done R63 2013/12/09 - The CLPS editor now has "Description/Type" column displaying a list of the known collision types. That value will be selected if recognised and you can use it to set the collision entry to a known type. The collision types are stored in the XML file CLPS_Types.xml so more can be easily added as they're found, I've added a couple more to it. - The Texture Editor now loads all textures and palettes within the BMD model which can be manually paired up for importing and exporting or you can load a BTP file to pair them up. - Added option to offset or scale all objects' co-ordinates at once, handy if you need to shift or change the size of your model and have already placed objects. - Fixed bug when importing DAE model where material names sometimes weren't being loaded correctly. - Increased amount of objects that get rendered in the Level Editor including more awkward ones like Wiggler and Pokeys. - Updated Object Database based off recent thread. http://www.sendspace.com/file/81uah8 If anyone has updates to the Object Database or CLPS Types, send me the changes to the XML files or post them in the Object Database thread and I'll include them in the next revision. |
Skelux |
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Banned Level: 28 Posts: 90/148 EXP: 118528 Next: 12810 Since: 11-27-12 Last post: 3789 days ago Last view: 2248 days ago |
Is there any easy way to decompress the overlay files? I am assuming that the code stored at 020D3C30 is in such a file, since I can't find it in the ROM. I've been slaving away all night to find this address with the hope of improving the game's controls, but all of the useful code I've found so far is inaccessible in the ROM. |
Fiachra |
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Local moderator Level: 65 Posts: 218/1065 EXP: 2283065 Next: 52563 Since: 12-15-12 From: Ireland Last post: 2326 days ago Last view: 276 days ago |
NSMBe has an option to decompress overlays within the game, just select an overlay and click "Decompress overlay". You would have to do each one individually though.
Should be easy enough to add an option to SM64DSe to decompress them all. EDIT: Here you go: http://www.sendspace.com/file/gj9xri Go to the Debug menu ('D' dropdown on main form) > Decompress Overlays Within Game. |
Skelux |
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Banned Level: 28 Posts: 91/148 EXP: 118528 Next: 12810 Since: 11-27-12 Last post: 3789 days ago Last view: 2248 days ago |
Thanks, here is my first attempt at swapping the run button:
Edit: I fixed those issues, here is a much better code: |
Fiachra |
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Local moderator Level: 65 Posts: 219/1065 EXP: 2283065 Next: 52563 Since: 12-15-12 From: Ireland Last post: 2326 days ago Last view: 276 days ago |
Good work! I'll it to the list of patches. |
Skelux |
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Banned Level: 28 Posts: 92/148 EXP: 118528 Next: 12810 Since: 11-27-12 Last post: 3789 days ago Last view: 2248 days ago |
Swimming has been fixed so that you are not constantly moving while in water, also acceleration is increased. Note that I am using the EU ROM:
Edit: Here's the camera. |
Hiccup |
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Normal user Level: 58 Posts: 48/815 EXP: 1546045 Next: 31501 Since: 09-06-12 Last post: 1857 days ago Last view: 213 days ago |
Could you add the ability to replace levels and/or star selects to the editor? I know that might seem like I'm being lazy, but it is a GUI editor isn't it? |
Skelux |
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Banned Level: 28 Posts: 95/148 EXP: 118528 Next: 12810 Since: 11-27-12 Last post: 3789 days ago Last view: 2248 days ago |
It looks as though collision type 192 143 92 0 X 0 0 0 (windy platform) may use presets stored somewhere else in the overlay. Rainbow Ride uses the collision types 192 143 92 0 4 0 0 0, 197 143 92 0 5 0 0 0, and 197 143 92 0 6 0 0 0. However, using these same collision settings in another level will not produce the same direction and wind strength. |
Crashdance22 |
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Normal user Level: 24 Posts: 103/112 EXP: 76595 Next: 1530 Since: 05-04-13 Last post: 3059 days ago Last view: 2301 days ago |
Would it be possible to port some of these patches to AR codes? They could be useful in emulators. |
Fiachra |
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Local moderator Level: 65 Posts: 224/1065 EXP: 2283065 Next: 52563 Since: 12-15-12 From: Ireland Last post: 2326 days ago Last view: 276 days ago |
"It looks as though collision type 192 143 92 0 X 0 0 0 (windy platform) may use presets stored somewhere else in the overlay." - I think it's using paths for the wind direction but I don't know where the path IDs to use are set. It looks like paths used for wind have different parameter 2 values to other paths.
"Would it be possible to port some of these patches to AR codes? They could be useful in emulators." - It might be possible but why would you want to? You could just patch the ROM and play that in an emulator or on a flashcart. |
Skelux |
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Banned Level: 28 Posts: 99/148 EXP: 118528 Next: 12810 Since: 11-27-12 Last post: 3789 days ago Last view: 2248 days ago |
I don't mind doing this myself if you're not bothered, but I'd like to see the interfaces improved. None of the components are resized when changing the size of the window, you can fix this in the anchoring settings. Also, on a more OCD level, some of the buttons are not precisely adjacent to each other. |
Fiachra |
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Local moderator Level: 65 Posts: 227/1065 EXP: 2283065 Next: 52563 Since: 12-15-12 From: Ireland Last post: 2326 days ago Last view: 276 days ago |
Posted by Skelux I'll try and improve them. I'll be updating: Text Editor, KCL Editor, CLPS Editor, Minimap Editor, Texture Editor, Texture Animation Editor, ROM File Select, Model Importer I had already started and am close to finishing totally re-doing the Additional Patches form, it'll be much clearer and simpler to edit and enter new patches, especially ones with lots of data. I'm aware the current version is a bit awkward. Are there any others you (or anyone) want improved or specific changes to above forms? |
Hiccup |
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Normal user Level: 58 Posts: 58/815 EXP: 1546045 Next: 31501 Since: 09-06-12 Last post: 1857 days ago Last view: 213 days ago |
I would like:
* Text editor: to not go back to the top when saving text |
Fiachra |
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Local moderator Level: 65 Posts: 229/1065 EXP: 2283065 Next: 52563 Since: 12-15-12 From: Ireland Last post: 2326 days ago Last view: 276 days ago |
Posted by Hiccup You must be using an old version, that was fixed a good while ago. When you click 'Save Changes' strings get reloaded but the selected string shouldn't change. Edit: 2013/12/30 R64 - Additional Patches adding and editing made much simpler and quicker. Note: The structure of the AdditionalPatches.xml file has been heavily changed so make sure you use the new version. - All windows/forms have been fixed to scale nicely. - Fixed bug that caused error when DAE model had - Fixed bug where if model only uses two axes, eg. flat square, the KCL Importer will attemp to create an octree with 100's of thousands of tiny empty or almost empty nodes and would take an impractically long time - Added 'Change Starting Level' and Skelux's 'Swap Walk and Run' patches. - Added option to convert hex dump files to binary. - Object DB updates Download: http://www.sendspace.com/file/vkooea |
Main - General SM64DS hacking - Editor development | Hide post layouts | New reply |
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