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
Awesome job, dude! Never thought anyone would make an SM64DS editor, but then BAM, suddenly one appears!
Awesome! Imma try this thing out!
Everyone should go to #radbusiness, my epic irc channel, RIGHT NOW!
Layout by the super-mega-awesome Counterfeit! THANKS!
Taking ASM requests! PM me if ya want something, but don't ask for sprites.
Also please install Dropbox It'll help both you and me! :3
This, to tell that shared single/multiplayer levels will be editable in the next version of SM64DSe (that is, v1.1). That is, if my code to access files inside NARC archives works right
And also that there are some details to fix in the BMD parser, as witness the misplaced palm tree shadows. So don't be surprised if you meet little graphical glitches in the editor while hacking
Speaking about BMDs, it seems lile the enemies' models hold positioning data that will avoid me having to read the animation (.bca) files. AKA displaying objects' models may be simpler than I thought!
If you have any ideas or whatever for the editor, feel free to post. Here's what is planned so far:
* Exporting/importing 3D models and textures (and perhaps in-place editor for those)
* Editing minimaps (probably there will also be a function to generate them from the 3D models )
* Adding/removing objects, and editing more types of objects (warps and all)
* Displaying the objects' models instead of those blue cubes
* Text editing
* Integration of the Object Info Database into the editor
* and more that I may have forgotten
If you wanna contribute to the object info database, please try to make your object descriptions sound professional. And watch your grammar/spelling! The database will go in the next version of the editor so it should be near-perfect!
Gives an idea what the new interface will look like. Also, ignore the ton of Goombas there- I was testing the object renderer. It's indeed set to render the same model for all the objects, but this will be changed as I can render pretty much any object with no problems.
This looks similar to toads tool 64! (The editor for the for the n64 version of Super Mario 64)
Like the objects are surrounded by a box.But It's probably hard to make it look different.
It also looks really interesting and soon maybe people will make really good hacks and ASM like they have for the N64 version .
Looking awesome so far! It looks just as good as Toads Tool 64! Heck, you could even call it "Toad's Tool DS"! Just one idea for a feature of the editor that I have (I doubt you're going to impliment it though...): It would be nice to have some sort of converter that converts the level edits INTO cheat codes. Then anyone with an Action Replay could play their hack on a real DS without some hard to find/can't find in stores flash card.
-------------------- My New Year's resolution was to finish one of my old projects, and I didn't even remember my SMWCentral password until April. 10/10.
And yeah, I know; my purpose isn't to make the editor be a clone of TT64, but to make placing objects easier
>convert level edits into AR codes
Nah. When a ROM is loaded into the editor for the first time, and patched, the modifications applied to it are too heavy to be reproduced with AR codes (or it would cause freakin' huge cheats).
In case you want to know, the editor adds overlays to the ROM, and stores cleaned up level data in them (the original level data is interleaved with code and whatnot shit that makes it a total pain to enlarge). And of course, certain parts of the game's code are also patched as to read level data from the new overlays.
If it is ever done, it would work pretty much like the current editor's release, aka limited modifications (no adding objects or such). And also AR codes are region-specific...
Unrelatedly, I never told about the SM64DS Object Info database here, seems so. We need contributors. That database will be turned into an XML file to be used by SM64DSe. So try to document and describe the objects the best you can. Please be sure to use proper grammar and all. It should feel the most professional and clean possible.