ROM Hack Super Mario 64 DS editor

Arisotura

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I don't think it would. Collision maps could get big, but they use an intelligent format to limit the number of collision checks: they're split into several blocks of same size, and there is a table that says which collision triangles (planes) are within each block. If the game is coded to use it properly (and I think it is), it can skip most of the collision map that way when doing collision checks.
 

Apache Thunder

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Try running the game in "clean mode" without any automatic patching being applied. (usually used to enable cheats and stuff) I don't recall what it's called for the Acekard though. This varies from flashcard to flashcard, but I had a similar issue with the game not booting on my Supercard DSONEi, and running it in clean mode fixed the non booting problem.

But you may have also screwed up something and caused the game to not boot. Take that into account too.
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Arisotura

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So I'm writing a little documentation about SM64DS's level format. For now, it's incomplete, but covers the basics of the format. It is mostly the format generated by SM64DSe v1.1's patching, but the actual format is mostly the same as before-- the thing that changes is mostly where the level data is located.

So, here's the doc: http://kuribo64.cjb.net/docs/sm64ds_level_format.txt

Also, I'd post progress on the editor, but I have nothing really interesting to show. It's all internal progress.

Besides, I opened a board for technical discussion about SM64DS hacking. http://kuribo64.cjb.net/board/
 

livetek

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Excellent work, i've seen your vid in Youtube subscription.
Can you release this update ?
Nice to see you always still working on this project !
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SSVAV

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In the video it doesn't seems so. I mean, 1 ground, 4 walls, and 4 platforms with ramps and bridges. How many triangles is that? Also, that texture you used for the walls isn't the best. It would be great if the DS was higher resolution, but right now it just makes a weird visual effect when you approach them.

Now there's also the angle of the triangles, I believe this determines if it is possible to climb them or if you'll fall back. In the last Bowser level I remember there were some vertical paths you could climb, so I believe there is an option to make steep ground climbable.
 

Arisotura

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SSVAV said:
In the video it doesn't seems so. I mean, 1 ground, 4 walls, and 4 platforms with ramps and bridges. How many triangles is that? Also, that texture you used for the walls isn't the best. It would be great if the DS was higher resolution, but right now it just makes a weird visual effect when you approach them.

Now there's also the angle of the triangles, I believe this determines if it is possible to climb them or if you'll fall back. In the last Bowser level I remember there were some vertical paths you could climb, so I believe there is an option to make steep ground climbable.
There are more triangles in that model than you think. There are actually 1258 triangles. But many of them could be merged together, hence me trying to write a mesh simplification algorithm.
As for the textures, this model is from a SM64 hack. I didn't make it, it was given to me by vinnyboiler. I explained that in the video's description. (note to self: when posting a video on the forum, always post the description along with it)

And for the climbable slopes... I believe that's a particular collision behavior.

QUOTE(YoshiInAVoid @ Jun 14 2011, 07:22 AM) May already have been asked, but I can't be bothered to read 16-pages... Is the source code available?
I did post the source code to v1.01 somewhere at Neritic Net. Otherwise, you can use Reflector to decompile SM64DSe into readable source code.
 
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