ROM Hack Super Mario 64 DS editor

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So I've been doing the needed offsets research to claim that the next version of SM64DSe will be compatible with JAP ROMs.
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Also, talking about text editing, JAP ROMs use a charset that is completely different from the EUR and USA charsets (USA is the standard alphabet; EUR is the same with accented characters and other bullshit). So I've thought about a way to implement text editing:

Basically, the user will be shown the ROM's charset in a fashion similar to the Windows character map utility, and will have to click characters to type them into the text he's editing. As I understand that this will be a pain, the user will also be able to map characters to keys on his keyboard. What do you guys think about it? I'd like to get some opinions and criticism about it.
 
Mega-Mario said:
So I've been doing the needed offsets research to claim that the next version of SM64DSe will be compatible with JAP ROMs.
smile.gif



Also, talking about text editing, JAP ROMs use a charset that is completely different from the EUR and USA charsets (USA is the standard alphabet; EUR is the same with accented characters and other bullshit). So I've thought about a way to implement text editing:

Basically, the user will be shown the ROM's charset in a fashion similar to the Windows character map utility, and will have to click characters to type them into the text he's editing. As I understand that this will be a pain, the user will also be able to map characters to keys on his keyboard. What do you guys think about it? I'd like to get some opinions and criticism about it.
I kinda like that. I'd be interested in a mapping interface, and a text editing interface in general.
 
Im not sure as im not fluent in English but i understanded that you are doing a lot of compatibility things as if we can do a mod, then apply it to any rom(SM64DS) no matter if its EUR or JAP or USA. Cool
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Again, sorry if missunderstood :/
 
Levels will be exportable and importable no matter what ROM version you take, yes.

Now, things will be quite different for texts. I think they will be region-specific. At the very least, I could make USA texts importable into EUR ROMs and vice-versa, but JAP texts will only be compatible with JAP ROMs. All that due to that bullshit text system SM64DS uses
tongue.gif
 
Well, thank you for your opinions
smile.gif
I will still implement keyboard mapping though. I will also try to make the editor textbox reflect the game's textboxes, so that you don't accidentally end up with your text leaking out of the boxes. (note that it isn't just X characters per line, the font used is a variable-length font)

Unrelatedly, I fixed the Object Info database so that people may contribute to it again. I also imported a lot of data dumped from the game, so no need to set it by hand (stuff like internal names aren't editable anymore). Read the home page for more information and rules
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Also, something I didn't mention, the new version of the editor will be grouping objects by zones. This is because the game does it- for levels made of multiple rooms, the level model is split into multiple parts, and only the part the player is in is rendered. Same goes for the objects as they are split into one main table per zone.

The main object tables can also take some additional data that causes textures on the level model to be animated. This is how most of the water you can see in the game is animated (actually, object-based water uses the same data structure, just referred from somewhere else). While this system is powerful and lets you define sets of values for scale/rotation/translation of texture coordinates, which would let one do fancy animations, it's also being a bitch when it comes to copying the data to the new level overlays.

Once these troubles have been overcome, the part about ROM patching will be, I hope, done.
 
sightlight said:
Quick question: Will we be able to use specific courses object into some other course? nop?
Yes. However, it will work like regular object banks, aka you may not use specific objects from two levels or more. For example, if you wanted to add a Chain Chomp into the Castle grounds, you'd have to remove the water object and some other stuff or it would crash.
 
Small update.

10e4exg.png


I have implemented support for accessing level files (or any files) inside NARC archives, so that the levels that are shared with multiplayer (including Sunshine Isles, pictured above) will be editable.

The palm trees' shadows look off- gotta fix some details with the BMD parser. Must be some texture transforms that I didn't implement. Also, alpha blending is quite glitchy because the new renderer doesn't alpha-sort yet, and the level looks pretty empty because objects aren't being shown yet.
 
Mega-Mario said:
Small update.

10e4exg.png


I have implemented support for accessing level files (or any files) inside NARC archives, so that the levels that are shared with multiplayer (including Sunshine Isles, pictured above) will be editable.

The palm trees' shadows look off- gotta fix some details with the BMD parser. Must be some texture transforms that I didn't implement. Also, alpha blending is quite glitchy because the new renderer doesn't alpha-sort yet, and the level looks pretty empty because objects aren't being shown yet.
Well, Sunshine Isle is usable in Single-player, IIRC. This looks good and I cannot wait for another version.
 
Team Fail said:
Well, Sunshine Isle is usable in Single-player, IIRC. This looks good and I cannot wait for another version.
That's why I said those levels are 'shared with multiplayer'
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Besides, I hope that editing multiplayer levels (or just the ROM patching) will not break multiplayer.
 
Mega-Mario said:
Team Fail said:
Well, Sunshine Isle is usable in Single-player, IIRC. This looks good and I cannot wait for another version.
That's why I said those levels are 'shared with multiplayer'
tongue.gif


Besides, I hope that editing multiplayer levels (or just the ROM patching) will not break multiplayer.
It might if you use it in conjunction with legit cards. It might not if you use download play, though.
 
Mega-Mario said:
I don't know. But seeing as switching to C# apparently increased my motivation, I think it's going fast
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Just to know: what Programming Language were you using before?
 

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