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Super Mario 64 DS Editor
Forum Index - Non-SMW Hacking - Misc. ROM Hacking - Super Mario 64 DS Editor
Pages: « 1 2 3 4 »
As title says. Now you can edit your levels without using AR codes or whatever cheat :P

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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Kafuka - Kuribo64 -- SMG and SM64DS hacking
MUH?

HOLY FUCK!

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


My mind exploded duuuuude.
Holy Mega Mole-y!!!!!!
Imma gonna try this bad boy out soon.
Great effots into making this.

So is there any special features which you can do?

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Originally posted by 1UPdudes
So is there any special features which you can do?

read the readme oh wait, the exact features aren't documented in the readme, neither are they in this thread... so yeah.

* Moving and editing existing objects in levels
* Changing the levels' backgrounds
* Changing the levels' object banks to use other objects
* Dumping textures from levels' models

More features are planned for v1.1. Of course, adding/removing objects is one of said features.

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Kafuka - Kuribo64 -- SMG and SM64DS hacking
Im definatly gonna try this out, maybe next week when Im off. Portable SM64DS hacks...That sir is win!

--------------------


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 :P

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 :P

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! :P


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 :P )
* 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! :P

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Kafuka - Kuribo64 -- SMG and SM64DS hacking
This is awesome, I love to jump into SM64DS hacking if their was an OBJ importer. Heck I got Quite a few OBJ's to import already.
*looking at my Levels I've created for my SM64 hack #w{=9}
Originally posted by vinnyboiler
This is awesome, I love to jump into SM64DS hacking if their was an OBJ importer. Heck I got Quite a few OBJ's to import already.
*looking at my Levels I've created for my SM64 hack #w{=9}

As Mega-Mario said in his post right above yours, there will be such a thing in v1.1 of the editor.
Uh, yeah. At first, I was planning on a .3ds importer, but I will definitely work on a .obj importer too, seeing as it is a popular format in SM64 hacking :)

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Kafuka - Kuribo64 -- SMG and SM64DS hacking


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.

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Kafuka - Kuribo64 -- SMG and SM64DS hacking
Your too awesome Mega-Mario. Just tested this program and it works great :)

I hope you continue this great work :D

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Of course I'm going to continue it! :P


More object rendering is in. Many objects still remain to be added tho.

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Kafuka - Kuribo64 -- SMG and SM64DS hacking
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 :D.

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- Love your enemies and hate your friends, your enemies stay the same and your friends always change -



~50 cent
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.

--------------------

If anyone here is good with layout design, mind critiquing the layout in my bio? I'm worried it's a bit too unreadable...
Thanks :)
And yeah, I know; my purpose isn't to make the editor be a clone of TT64, but to make placing objects easier :P

also
>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...

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Kafuka - Kuribo64 -- SMG and SM64DS hacking
You should add some sort of .obj import support, like how SM64 hacking is into that stage now.

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Every story has an end.

Best viewed in:


Spooky scary ghosts.
Originally posted by Pikerchu13
You should add some sort of .obj import support, like how SM64 hacking is into that stage now.

Originally posted by Mega-Mario
* Exporting/importing 3D models and textures (and perhaps in-place editor for those)

Originally posted by Nikolaj
As Mega-Mario said in his post right above yours, there will be such a thing in v1.1 of the editor.

Originally posted by Mega-Mario
Uh, yeah. At first, I was planning on a .3ds importer, but I will definitely work on a .obj importer too, seeing as it is a popular format in SM64 hacking :)

I died and went to DS heaven.
Toon Link
LOOK I'M BACK
Layout by Xyspade
Haha.

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.

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Kafuka - Kuribo64 -- SMG and SM64DS hacking
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