Originally posted by Luigixhero
sign me up I wanna help
my wishlist for it:
1. better gui and better camera controls but also have TT64 control just in case.
2. Can support selecting custom music slots for level music.
3. Less loading time.
4. Use external files to draw object models in the viewer, so if your hack has modified or new objects you can see them in the editor.
5. adjustable sky boxes.
6. Modify hard coded spawn points in castle grounds.
7. Place water boxes with preview of water.
8. also preview scrolling textures.
9. bunch of shortcuts to make life easier.
10. Since Tarek701 is making this we should also include CajeASM in it.
Before anyone says anything I am just giving out ideas. If this project doesn't even takes off* then I am sure Skelux can find at least one of these to do for Toad tool.
*knocks on wood
I can't code crap but I am planning on learning C++ soon.
At least I know HTML and a little of Motorola 68000 assembly (Sega Genesis code) Which is very simpler to mips...
1. I had an idea of how the controls should work and I had following idea:
- Camera : Zoom in and out by scrolling with MMB (Middle Mouse Button). If no MSB is available on the mouse, hold Ctrl + LMB (Left Mouse Button) and move mouse "down" to zoom out and move mouse up to zoom in. Otherwise the camera can be moved by pressing W(Forward),A(Leftwards), S(Downward) and D(Rightwards) Keys and rotation could be done by holding LMB and move the mouse.
- Object Control : Object control could also be handled in special ways. If an object is selected, you move it with your mouse. By pressing "X" Key on keyboard the object is only moved on X axis, by pressing "Y" Key on keyboard the object is only moved on Y axis and by pressing "Z" key on keyboard the object is only moved on Z axis. The same applies to rotation.
2. That's surely something I'm going to implement.
3. Something like this isn't guaranteed, however it's going to be way faster than it was in TT64.
4. Sounds like a good idea. Gonna do that too.
6. Looking into this too after the main core stuff is done.
7+8. Yes, also thought about that and going to implement that.
9. Yes, that's also gonna happen.
10. CajeASM is getting included. Maybe I do a kind of "ASM Editor" inside my CaJE64 Level Editor. Like, you select "ASM Editor" and write your MIPS ASM Code. Then press patch and the args are passed to CajeASM and this will patch the hack to the ROM and save the ROM automatically.
Not sure about Motorola 68000, but as far as I know it's a CISC CPU and from an objective point of view more "complex" as MIPS, as the name "CISC" already implies. (Complex Instruction Set Computing) Also, Motorola 68000 seems to make use of an orthogonal instruction set, meaning that you're able to combine opcode, adressing mode, data type with each other which leads to a comprehensive instruction set and therefore is more complex and eventually way harder to learn (that depends on everyone however) than RISC ISAs like MIPS. MIPS is extremely simple compared to many other ISAs. MIPS uses a strict instruction format and doesn't allow any combinations. In Motorola you could write something like this:
which would add the word (in motorola word is 16-bit) #$32A6 to D0.
Or you could write:
Adds a word from D0 to D1.
Etc. This works with byte (addi.b and add.b) as well.
In MIPS we have a similar instruction, also called: "ADDI". Let's take "ADDI". It basically does "Add Immediate" It calculates src (source register) + imm (16-Bit) and stores it into the destination register. No combinations are allowed. Like, you can't
The format is as follows:
"ADDI rt, rs, imm"
(rt = target register -> where result is stored)
(rs = operand which gets added with imm)
(imm = A 16-bit value operand which is added with rs)
ADDI S0, T1, $226A ; S0 = T1 + $226A
It really depends on the person however what ISA is faster to learn and whatnot. From an objective view although Motorola is pretty complex and haves more instruction formats than MIPS and is therefore eventually harder to learn than MIPS.
Tarek701 is dead.