ROM Hack Super Mario 64 DS editor

Knyaz Vladimir

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SOS-Rens said:
Knyaz Vladimir said:
Treeki, you're a god.

NSMB Editor (and it's STILL being supported), Reggie for NSMB2, and now this editor. He has made more progress on DS hacking more than anyone! Even the hackers at PokeCommunity don't have a decent DS map editor yet!

Maybe this can also be used for pokemon (if you make some changes in the program)
We have something, but it's pretty meh. Advanced, but meh.

It's not AdvanceMap, that's for sure.
 

Arisotura

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Knyaz Vladimir said:
Treeki, you're a god.

NSMB Editor (and it's STILL being supported), Reggie for NSMB2, and now this editor. He has made more progress on DS hacking more than anyone! Even the hackers at PokeCommunity don't have a decent DS map editor yet!
Why is it that everyone reads my username as 'Treeki' when it says 'Mega-Mario' ;_; Treeki did help, but the editor is my project...


Also, more technically speaking, according to Treeki's object/actor name lists, object 0 is hooked to the PLAYER actor, hence its behavior. Seeing how interaction with the clone works, it would not really be coop... but I noticed something else, most levels seem to have atleast four entrances. The first one is the one the player enters the level by, and the others are unused, but placed near the first one. Would that be a leftover from an old beta with coop implemented and playable?
Juanmatron's video seems to match this hypothesis... four-player coop in Bob-Omb Battlefield... perhaps the code for that is still in... but whatever, we'll take a look at that when the editor is more usable
tongue.gif
 

mike2010

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Nothing special for me, you can not edit the script. far from ideal editor N-64 for Mario 64.
but good luck, can ever be built hexedytor for this game.
 

Arisotura

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Super Mario 64 DS is internally quite different from Super Mario 64, y'know. What do you mean by 'script'? Objects' code?

But fine. Since this editor is "nothing special", go ahead and show us a "special" editor for SM64DS.
tongue.gif


Otherwise, thank you.
 

mike2010

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the best editor in my opinion is to NSMB on the Wii. I would like to translate the Super Mario Bros (nds) on my language, but I can not get into the script. I mean the text - msg_data_eng. I used a decompression, and do not know what's next? Is an alternative tool for editing text?
Of course, respect for people like you, I hope that the establishment of an editor, there .. once
rolleyes.gif
 

Arisotura

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booinbob.png


I did it. I forced a Boo into Bob-Omb Battlefield.

This is normally not possible with the latest editor, because the game implements an object banks system (kinda like NSMB), and since Bob-Omb Battlefield doesn't load the bank that is required for Boos, they will crash the game if placed there.

The oncoming, brand new editor will let you change the object banks used by each level. Among others. I'll also let you know that this new version is planned to be a Christmas release if everything goes right.

Note: I had to remove a Koopa to get this Boo working. Due to this very object banks system, you can't use Koopas and Boos at the same time. (however, normally-themed hacks would not use Koopas in haunted mansion type levels or Boos in flatgrass levels. The image I showed you doesn't count, it was a test
tongue.gif
)
 

DSoryu

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I'm just figuring out about this editor, and looks very impressive, I would like to have the posibility of add Textures, or changing Poligons... If someone gets to have Link poligon model in one Hack, it would be Epic...!!!
 

Arisotura

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Texture exporting/importing could be implemented in following versions easily (however possibly not in the oncoming version, there's already many work to be done), but changing the polygons would imply changing the collision map as well, and the format for collision maps has not been figured out fully yet.
 

Arisotura

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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
tongue.gif
)
- 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).
 
D

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Maybe someone should create a New Super Mario Bros. storyline in 3D.

Good to see someone started this.
 

loco365

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This is a very useful little program here. I wouldn't mind redistributing it (With credit, of course!) But, can you edit the ground that you move on, or does it only have support for moving and replacing objects?
 

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