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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - ROM Hacking Related Releases - Super Mario 64 DS editor New thread | New reply

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Senaye
Posted on 03-24-11 08:41 PM Link | Quote | ID: 140373


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For the manual thing, I meant you could release a Readme with the program, so we can know it better. Glad you're getting things done, Can't wait!

Hint: I'll probably try this after I get my hack done

Mega-Mario
Posted on 03-24-11 10:20 PM Link | Quote | ID: 140375

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IIRC, there's already a readme provided with the latest version. But there's not much else to say about the program than what's said in this thread's first post...

As for adding objects in the latest SM64DSe, since I guess you wanted to know that- you don't. This will be available in the next SM64DSe. Reason, the level data is surrounded with code and other crap that makes it a pain to move. I had to elaborate a whole plan to move the data at a place where it can be edited more easily. The plan is ready for the next SM64DSe release. It took a while to get it working right with the most used ROM versions.

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Kafuka -- ROM hacking
Kuribo64 -- we hack shit

Senaye
Posted on 03-24-11 10:37 PM Link | Quote | ID: 140378


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Ahhh, Ok. So the program is in beta? thats good to hear. I wanted to see if you got me correctly, but it appears, you didn't.


I want the readme to include how to make new stars for an area, and remaking the level design, and making it solid. I remade one with TT64 and it was air, I went though it and couldn't stand on it.

Just an Op. but you should get it now. (I'm not telling you to, I'm just asking if you could do it)

Mega-Mario
Posted on 03-24-11 10:43 PM Link | Quote | ID: 140379

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I don't know what you mean by 'making new stars', but that should be nothing impossible

As for remaking the courses, it will be possible in the next version as well. A model importer/exporter is planned. I'd just have to finish figuring out the last bits with the collision maps.

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Kafuka -- ROM hacking
Kuribo64 -- we hack shit

Senaye
Posted on 03-24-11 10:56 PM Link | Quote | ID: 140380


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For the new stars, I mean, putting another star there, and making it possible to get and NOT freeze the game, like in TT64. I placed a star in the castle grounds, on the roofs RC's. and it froze the game. AVOID IT AT ALL CAUSES. please?

Mega-Mario
Posted on 03-24-11 10:59 PM (rev. 2 of 03-24-11 11:07 PM) Link | Quote | ID: 140382

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>star in the Castle Grounds
Of course. (note, I don't know how secret stars work. Also collecting more than 150 stars can have bad effects from what I heard)

Adding stars in 'normal' levels should work, as far as the new star has its parameters set correctly. You can look at how the existing stars are set up to get an idea

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Senaye
Posted on 03-24-11 11:12 PM Link | Quote | ID: 140383


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So your including that? Good. Also if you know how to work stars, you should know how you work hidden ones....they are stars too...


isn't it amazing what you can do with all these editors? ^.^ keep 'er up.

jacek2144
Posted on 03-27-11 11:08 AM Link | Quote | ID: 140493


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Its Awesome Ive Waited For Super Mario 64 DS editor years.But you should realase new version because its great.

Mega-Mario
Posted on 03-27-11 02:23 PM Link | Quote | ID: 140497

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Want me to release the very incomplete v1.1 right now?

Be patient

(and yeah, didn't people start thinking about hacking SM64DS since 2007?)

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Mega-Mario
Posted on 04-04-11 07:07 PM Link | Quote | ID: 140686

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Time to show some progress. I decided to first work on model importing, which is to be one of the key features of SM64DSe v1.1. I will continue reimplementing object editing later

So here's a screenshot of the (very incomplete) model importer.


Here's the model that was used above, in SketchUp:


This model importer supports Wavefront OBJ files, since it's apparently the most common model format in SM64 hacking. Perhaps it will also support .3ds files.

Feedback on the model importer is welcome.

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Ailure
Posted on 04-11-11 07:42 PM Link | Quote | ID: 140778

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Good call on the format, it's apparently widely used amongst 3D editors!
Posted by Mega-Mario
(and they pixelate a lot because the DS doesn't filter textures ).
I didn't really notice that much in actual gameplay, but then again the DS screen is kind of small to begin with. And some would argue that N64's own hardware based filtering made things a bit too blurry!

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Mega-Mario
Posted on 04-11-11 11:22 PM Link | Quote | ID: 140779

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N64's texture filtering also causes unwanted white pixels to appear on textures that have holes, like those wooden fences. Because the filtering algorithm tries to interpolate the alpha from opaque to transparent...

Unrelatedly:




Still lackin' textures, but atleast I got it to work without freezing DeSmuME.

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Kafuka -- ROM hacking
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Senaye
Posted on 04-12-11 09:20 AM Link | Quote | ID: 140795


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I'm really getting into this, every post, makes it look better and better.

*Yamanaka_Ino wants to get this when next release is done

Mega-Mario
Posted on 05-11-11 08:52 PM Link | Quote | ID: 141937

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So I'm writing a little documentation about SM64DS's level format. For now, it's incomplete, but covers the basics of the format. It is mostly the format generated by SM64DSe v1.1's patching, but the actual format is mostly the same as before-- the thing that changes is mostly where the level data is located.

So, here's the doc: http://kuribo64.cjb.net/docs/sm64ds_level_format.txt

Also, I'd post progress on the editor, but I have nothing really interesting to show. It's all internal progress.

Besides, I opened a board for technical discussion about SM64DS hacking. http://kuribo64.cjb.net/board/

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MasterPhW
Posted on 05-17-11 12:53 PM Link | Quote | ID: 142156


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Wow, it's great to see, that this project is really going well.
It's always a shame to see, that most Editors are aimed "only" at 2D games, because it requires a lot of more work to get things working in a 3D environment, so it's always great to see a new (and good working) editor with a still growing feature palette! Kudos to you, for all the work you already done and the stuff you achieved!
Am I allowed to suggest one little thing? It's a great idea to host (or just mirror) all you hacking documents at the Google documents servers. It's free and will be still available, even if your site or the board goes down. Just my two cents.
Keep it coming and waiting for new screens and (of course) for a new version!

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Senaye
Posted on 05-17-11 05:55 PM (rev. 2 of 05-17-11 05:57 PM) Link | Quote | ID: 142166


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Good job MM, Keep us posted, and We'll all be sure to keep you updated as well, especially when the little things are released. I for one, will tell you what need fixing, improv. and other stuff. ^.^ me > Anthony < me is ready to help anyone, anytime.

anyways, best of luck!



(Edit) btw, are you gonna make it possible to change the overview map, of the level? Don't forget about it, if you do!

Mega-Mario
Posted on 05-17-11 06:58 PM Link | Quote | ID: 142170

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* putting the documents on Google Documents
Why not. I'll look into that when I get some time.

* minimap editing
Planned, of course.

Also, thanks

PS- I forgot to mention that the model importer now supports texturing, with compression 'n' all...

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Kafuka -- ROM hacking
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Mega-Mario
Posted on 06-07-11 11:13 PM Link | Quote | ID: 143492

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Long time I haven't shown some progress. Time to do so, I guess.



Progress's goin' slowly due to school and upcoming exams. But progress there is!

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Kafuka -- ROM hacking
Kuribo64 -- we hack shit

Senaye
Posted on 06-14-11 03:57 PM Link | Quote | ID: 143767


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Great job MM. But you might wanna fix up the falling through glitch. Other than that, that level is ready for stars, don'tcha think? that is...if You're keeping it.

Mega-Mario
Posted on 06-26-11 09:29 PM (rev. 2 of 06-27-11 06:59 PM) Link | Quote | ID: 144119

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After so long, SM64DSe v2.0 beta1 is out! Enjoy

Edit- beta2 out already. Fixes some bad bugs.

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

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