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03-28-24 11:25 AM
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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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Stomatol
Posted on 08-14-16 08:12 PM Link | #76132
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
Posted on 08-19-16 05:58 PM Link | #76298
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
Posted on 08-25-16 04:51 AM Link | #76459
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
Posted on 08-25-16 08:04 PM Link | #76483
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
Posted on 08-25-16 09:34 PM Link | #76485
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
Posted on 08-28-16 04:24 AM (rev. 3 of 08-28-16 04:25 AM) Link | #76585
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
Posted on 08-28-16 07:13 PM Link | #76598
Posted by Sparsite
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.

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.

(Double post because its been over a day and i'm assuming hes not answering the above question)

There's little point in me trying to explain if you're not at all familiar with SM64DSe's code.

Sparsite
Posted on 08-28-16 11:03 PM Link | #76611
Posted by Fiachra
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.


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
Posted on 08-30-16 01:12 AM Link | #76657
Posted by Fiachra
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.

you killed an innocent GL rendering list :(


____________________
a

Sparsite
Posted on 09-29-16 11:32 PM (rev. 2 of 09-29-16 11:33 PM) Link | #78085
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.
[thumbnail]


____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

mibts
Posted on 12-29-16 06:17 PM (rev. 2 of 12-29-16 06:18 PM) Link | #80610
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

Any map on a flat torus can be colored with at most 7 colors.

Fiachra
Posted on 04-14-17 02:02 PM Link | #82486
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 calculations do not use floating-point arithmetic

Download in SM64DSe Git repo and last download thread.

Hiccup
Posted on 04-15-17 05:21 PM Link | #82515
Does this add anything useful?: http://orimagi64.net/showthread.php?tid=688
Could it be merged?

Fiachra
Posted on 04-15-17 07:04 PM Link | #82516
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
Posted on 04-15-17 07:05 PM Link | #82517
GBATEK isn't 100% accurate, however

____________________
a

Arisotura
Posted on 04-15-17 07:08 PM Link | #82518
oh cool, now Skelux is botching SM64DS Editor

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Fiachra
Posted on 04-15-17 07:56 PM Link | #82522
Posted by shibboleet
GBATEK isn't 100% accurate, however

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
oh cool, now Skelux is botching SM64DS Editor

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
Posted on 04-15-17 10:28 PM Link | #82525
Well we should just ignore that place entirely and only deal with what comes here or on Github.


btw, would you want the SM64DSe repo to be transferred to you?

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

mibts
Posted on 04-15-17 10:29 PM Link | #82526
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

Any map on a flat torus can be colored with at most 7 colors.

Fiachra
Posted on 04-16-17 10:47 AM Link | #82535
Posted by StapleButter
Well we should just ignore that place entirely and only deal with what comes here or on Github.

btw, would you want the SM64DSe repo to be transferred to you?

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
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>.

Thanks, I'll update it.
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Main - General SM64DS hacking - Editor development Hide post layouts | New reply

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