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Please chime in on a proposed restructuring of the ROM hacking sections.
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Mega-Mario
Posted on 12-13-10 02:18 PM, in Ask Kawa - cos I obviously have nothing better to do Link | Quote | ID: 138639

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What do you think will happen if blackhole89 keeps improving the board? Do you think we could have the software releasable?

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Kafuka -- ROM hacking
Kuribo64 -- we hack shit

Mega-Mario
Posted on 12-13-10 02:21 PM, in Introduce yourself here! Don't clog up General Chat... Link | Quote | ID: 138640

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Hi Doggy, welcome to the board, enjoy your stay and post a lot
(wait, didn't I just say what Haz said with different wording? well that doesn't matter )

Also Niko, I am glad you finally reconsidered your decision and came back

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Mega-Mario
Posted on 12-14-10 06:55 PM, in A vote-changeable, multivote poll... Link | Quote | ID: 138661

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Spoiler:
I was kidding


Seriously though, I do think this forum system is decent. Aren't you saying it sucks just because it lacks a doctype and therefore OMFG it doesn't validate XHTML 1.0 Strict?

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Kafuka -- ROM hacking
Kuribo64 -- we hack shit

Mega-Mario
Posted on 12-21-10 11:37 AM, in A vote-changeable, multivote poll... Link | Quote | ID: 138787

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Also, didn't I already say that it shouldn't keep all that junk in your URL after you've voted? That should work like the "Mark forum read" links IMO.

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Kafuka -- ROM hacking
Kuribo64 -- we hack shit

Mega-Mario
Posted on 12-22-10 02:24 AM, in Super Mario 64 DS editor (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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Kafuka -- ROM hacking
Kuribo64 -- we hack shit

Mega-Mario
Posted on 12-22-10 11:26 AM, in Super Mario 64 DS editor (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, in Super Mario 64 DS editor 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 12-24-10 04:37 PM, in board2 Town Square - Down'n'Up (rev. 2 of 12-24-10 05:21 PM) Link | Quote | ID: 138862

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I can see that Christmas dodongos are walking on thin ice too, now that they invaded the banner...

What about we [REDACTED] the last year?

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Mega-Mario
Posted on 01-03-11 01:05 AM, in Happy new year everyone! Link | Quote | ID: 138984

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Happy new year, guys! May it be filled with success

Also, iirc, isn't the board's birthday close to this date? Oh yeah, the first post was made on 19th February 2007. May the board's birthday be celebrated with an epic posting spree (or atleast over 50 posts ).

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Mega-Mario
Posted on 01-07-11 04:52 PM, in What games are you playing right now? Link | Quote | ID: 139042

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Mostly Minecraft, but I've also been playing Age of Empires II recently with my sister.

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Kafuka -- ROM hacking
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Mega-Mario
Posted on 01-09-11 01:04 AM, in Super Mario 64 DS editor 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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Kafuka -- ROM hacking
Kuribo64 -- we hack shit

Mega-Mario
Posted on 01-21-11 11:19 PM, in Super Mario 64 Level Importer Link | Quote | ID: 139254

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How would you extend a .obj file? I think he was talking about his ROM...

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Mega-Mario
Posted on 01-24-11 06:55 PM, in Super Mario 64 DS editor 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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Mega-Mario
Posted on 01-25-11 12:40 PM, in Super Mario 64 DS editor 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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Mega-Mario
Posted on 02-06-11 08:34 PM, in Super Mario 64 DS editor 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 02-07-11 12:55 AM, in Exploding Office Chairs Link | Quote | ID: 139500

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Oh shit. Now I'm kinda afraid of my chair. However, is that gas lift less likely to explode if it's in its topmost position, or bottommost position?

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Mega-Mario
Posted on 02-11-11 11:57 AM, in Ask Kawa - cos I obviously have nothing better to do Link | Quote | ID: 139548

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My god! What's that? A posting spree?

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Mega-Mario
Posted on 02-15-11 01:21 AM, in Super Mario 64 Level Importer (rev. 2 of 02-15-11 01:21 AM) Link | Quote | ID: 139586

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So is this becoming the new Toad's Tool? j/k it'd be nice though.

Either way, looks nice. Aside from that the camera movement seems somewhat wonky...

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Mega-Mario
Posted on 02-15-11 01:26 AM, in Super Mario 64 DS editor 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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Mega-Mario
Posted on 02-15-11 11:43 AM, in Super Mario 64 Level Importer Link | Quote | ID: 139596

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Posted by messiaen
Too bad I've just discovered that loading content at runtime with XNA is a pain in the ass (requires the entire XNA Game Studio SDK for the end user, not just the redistributables!!) , so perhaps I'll have to use something else.

Oh wow. That'd suck.

If you're using XNA for 3D display, may I recommend (C#) OpenTK? That's what I use for SM64DSe's 3D display, and it works fine Or you could also use a Direct3D wrapper if you don't like OpenGL.

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Main - Posts by Mega-Mario

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