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Main - ROM Hacking Related Releases - Super Mario 64 DS editor New thread | New reply

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Mega-Mario
Posted on 11-14-10 06:58 PM (rev. 14 of 07-16-11 02:24 AM) Link | Quote | ID: 137908

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As title says. Now you can edit your levels without using AR codes or whatever cheat

Here is a screenshot of the currently available version (v2.0 beta1):


And here are the downloads:
v2.0 beta3
v2.0 beta2
v2.0 beta1 - buggy
v1.01 - old
v1.0 - a bit older
More

Do not forget to backup your ROM before using the editor on it! The editor is normally stable but we never know.

ROM versions compatible with the editor

* USA (both versions)
* JAP
* EUR

If you have another version, tell me so that I can add support for it.

Changelog, user manual and details

Credits
Treeki for the NitroROM overlay decompression code, the object names list and other things.
Dirbaio for other things as well.
Nikolaj, jceggbert5, Treeki, Hammy, Luigi987 (Luigi54000vr) for betatesting

SM64DS hacking news
SM64DS technical stuff
More

Enjoy

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Mega-Mario
Posted on 12-22-10 02:24 AM (rev. 2 of 12-22-10 11:26 AM) Link | Quote | ID: 138798

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Allright. So we have like four days till Christmas. The editor is already undergoing a betatesting phase.

What remains to be done:
- a readme.txt (that noone will read anyway )
- some keyboard shortcuts
- more little tidbits

What will be supported in this release:
- 3D preview of the level: geometry, background, and objects as color cubes
- Editing existing objects, moving them directly in the 3D preview
- Changing the level's background
- Changing the level's object banks
- Texture dumping

Adding/removing objects is planned for future versions, but can't be implemented now because SM64DS is a fucking bitch to edit, and adding objects is gonna be a major pain in the ass. To give you an idea of the absolute nightmare it is, the level overlays, that embed the objects and all for each level, also embed code and actor definitions for the objects specific to the concerned levels. And if objects are added to the level, not only the actor definitions, but also the objects' code, have to be fixed (like, reads or branches pointing to data that has been moved).

(I am posting that in case someone actually cares enough to post in this thread, but this seems unlikely here :/ ) I take that back

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Friedslick6
Posted on 12-22-10 08:51 AM Link | Quote | ID: 138801

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I'll post.
That's a cool can of beans you're cooking, Mega-Mario.
Merry future Christmas to you.

Ailure
Posted on 12-22-10 10:12 AM Link | Quote | ID: 138804

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I enjoyed Super Mario 64 DS a lot, even if I admit that it almost felt like a whole different game due to the character selection and the way powers are handled. Plus the game looks much better, mostly due to improved textures.

It sounds like you need to make the editor understand the actor and code (scripting?) the levels has.

Also I read readme's.

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Mega-Mario
Posted on 12-22-10 11:26 AM (rev. 2 of 12-22-10 11:35 AM) Link | Quote | ID: 138805

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Posted by Ailure
It sounds like you need to make the editor understand the actor and code (scripting?) the levels has.

Actually, the levels themselves don't have code, only data defining their objects and everything else.

However, most levels have certain objects that are specific to them, like the Chain Chomp in Bob-Omb Battlefield. Those objects, in most cases, have their code and actor entries right in the overlay of the level they are for.

Since, because of that, the level data is stuck between object code and object actor entries (and other object data), this makes enlarging level data quite problematic as any object code that referred to object data past the level data will be broken.

And when I'm talking about code, that's not even some kind of scripting- that's purely ARM assembly code. So yeah. It's gonna be a pain to have the editor properly follow and fix that code.

Also, thank you guys for the feedback

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Mega-Mario
Posted on 12-23-10 03:58 PM Link | Quote | ID: 138836

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Version 1.0 is out! Check out the first post for details.

Merry Christmas guys!

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Mega-Mario
Posted on 01-09-11 01:04 AM Link | Quote | ID: 139055

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In case anyone actually cares, v1.01 is out, with nothing really exciting. Just the same as v1.0, plus fallback rendering for old graphics cards/drivers. Enjoy

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Mega-Mario
Posted on 01-24-11 06:55 PM Link | Quote | ID: 139303

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The guys at the RVLution forums suggest that I rename the editor to 'Dorrie'. What do you guys think of it?

(wow, four posts of mine with nothing else inbetween.)

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blackhole89
Posted on 01-24-11 08:01 PM Link | Quote | ID: 139304


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The rationale being what?

There might be some witticism in there that eludes me, but otherwise, the name sounds rather bad.

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Quick Curly
Posted on 01-24-11 09:16 PM Link | Quote | ID: 139306


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I've never played this game myself - only the original on Nintendo 64 - but I have been keeping up with your updates! And yes, it is discouraging when there aren't a lot of posts. I think what you're doing with this program is amazing, Mega-Mario, and there will definitely be people who will be able to make good use of this utility! Best of luck with your continued progress!

Naulahauta
Posted on 01-25-11 10:26 AM Link | Quote | ID: 139312


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Looks superb. Can't really say I like the name 'Dorrie' (what's wrong with 'SM64DS Editor'?)
Does it have an export model/dump textures option? Even if it doesn't I can see that this is a very aspiring project and symbolizes the evolution of ROM hacking very well.
What was once thought as a complex thing to emulate even, DS has become a popular interest among hackers worldwide. With almost 100% accuracy on several emulators and now even an editor for one of the most popular games, I can't grasp where the ventures with DS will take us next.
Maybe it's the filesystem, maybe it's the simplicity of the formats. Maybe it's both.
Regardless, I am more than happy to see something like this.

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Friedslick6
Posted on 01-25-11 11:29 AM Link | Quote | ID: 139313

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Well level textures can be extracted, and you can use 3D Via Printscreen if you really want the map models shown through the editor... That can be a good alternative until a model exporter for the editor is made (if ever.)

Mega-Mario
Posted on 01-25-11 12:40 PM Link | Quote | ID: 139315

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A model importer/exporter will be done. This is planned for v1.1, but well there's many work for that release so it will take some time

Also, if someone wants to try messing with the models themselves, I have a (badly-written) doc about the .bmd files.

For those who are curious as to the suggestion of the name 'Dorrie', it came from RVLution- the guys there find 'SM64DS Editor' to be boring. (on the other hand, 'SM64DS Editor' is clearer than anything else, noone can wonder what the software is )

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Ailure
Posted on 02-05-11 03:35 PM Link | Quote | ID: 139483

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Plus it dosen't sound accidentally suggestive with that name.

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Mega-Mario
Posted on 02-06-11 08:34 PM Link | Quote | ID: 139495

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Yeah.

I don't know if there are any active japs around here, but the next version of the editor will support JAP ROMs. I just finished adapting the patching method to those

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Mega-Mario
Posted on 02-15-11 01:26 AM Link | Quote | ID: 139587

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Never posted so much visual stuff here, so here's some update.



This, to tell that I've implemented support for accessing files within NARC archives. In other words, those shared-with-multiplayer levels, that are currently impossible to edit, will be editable in the next version. Let's just hope it won't break multiplayer

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Ailure
Posted on 03-02-11 09:31 PM Link | Quote | ID: 139954

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I'd imagine it shouldn't break anything, as long both participants in the multiplayer have the modified level.

And that screenshot really reminds me about how much better texturework SM64DS have over SM64.

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Mega-Mario
Posted on 03-03-11 07:16 PM (rev. 2 of 03-03-11 07:18 PM) Link | Quote | ID: 139970

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Well, yeah. (why have I been thinking about whether multicart multiplayer would work or not, SM64DS only supports singlecart aka download play) The editor's new patching adds overlays for the levels, so basically each level has two overlays as opposed to one in a clean ROM. I don't know how level transfer works, so I fear that the game may only transfer one of the overlays, and therefore the level would not work.

And yeah, SM64DS has better textures than SM64- the DS's larger texture memory (512k as opposed to 4k for the N64, iirc) allows for more textures (like, nice rock/grass junctions) and more detailed textures (SM64DS has textures that are 64x64 or more, whereas SM64 is limited to 32x64). However, the sky backgrounds are pretty much the same as the N64 ones, without the suns/moons (those are separate geometry), but they're the same size, that is, 256x256. (and they pixelate a lot because the DS doesn't filter textures ).

Also, I feel like I should post this.

A bit outdated; progess on object rendering has been going nicely recently

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Senaye
Posted on 03-23-11 04:54 PM Link | Quote | ID: 140329


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This is looking Great, Mega! I would love to try making a SM64DS Hack, but I don't know if you could get it for the comp...Also I hack SM because its easier and yeah. I tried Toadstool 64. for Editing The N64 one, but I couldn't get how to add new stars. hopefully you give a manual on how to do that! Please? Anyways, I'm liking what you have. Keep it up, Also what is the progress rate on it?

Mega-Mario
Posted on 03-24-11 08:37 PM Link | Quote | ID: 140372

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Oh well, don't ask me about TT64 as I don't really know I have tried it out and it's not the easiest thing to use. Also, it doesn't support adding objects, so you know.

The latest SM64DSe release is also limited to playing around with the existing objects, however the next one will allow more to be done.

Progress isn't going that fast due to real life and stuff, but I'm hoping to get it done soon enough.

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