ROM Hack Super Mario 64 DS editor

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There is a way to also edit controllers?
I mean, will be good to edit the D-Pad controller to be similar to the touch controllers and in 3DS (with Circle Pad) will be have a nearly perfect portable Mario 64.
 
Mega-Mario said:
Time to show some progress. I decided to first work on model importing, which is to be one of the key features of SM64DSe v1.1. I will continue reimplementing object editing later
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So here's a screenshot of the (very incomplete) model importer.
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Here's the model that was used above, in SketchUp:
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This model importer supports Wavefront OBJ files, since it's apparently the most common model format in SM64 hacking. Perhaps it will also support .3ds files.

Feedback on the model importer is welcome.
Ooh... A model importer... I'd love to use this now.
 
Rydian said:
There's no way to get digital input from the circle pad in DS mode. The information does not exist, when in DS mode the pad sends analog/binary data.

I'm not talking about directly imputting stuff in circle pad, i mean that the normal D-Pad mode, could works as touch mode.
 
This is awesome. I'm using v1.01 now and anticipating the release of v1.1. But I have two questions. Will it be possible to add objects with other objects' models/animations/etc.? Like, for example, Bowser using Mario's sounds, model, and animations. Also, will there be an option to scale objects, such as huge Bob-ombs and tiny Whomp King?
 
Rydian said:
I assume the texture stuff will be as it's viewed in sketchup?
Allright
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TyRaNtM said:
There is a way to also edit controllers?
I mean, will be good to edit the D-Pad controller to be similar to the touch controllers and in 3DS (with Circle Pad) will be have a nearly perfect portable Mario 64.
On a 3DS, you can use the circle pad in SM64DS. However it can't be more precise than the D-pad is. Besides, I wouldn't even know how to make the game detect that it's running on a 3DS. That, and its DS compatibility layer may be nullifying accesses to 3DS registers in DS mode.

QUOTE(SonicFan256 @ Apr 5 2011, 10:28 PM)
This is awesome. I'm using v1.01 now and anticipating the release of v1.1. But I have two questions. Will it be possible to add objects with other objects' models/animations/etc.? Like, for example, Bowser using Mario's sounds, model, and animations. Also, will there be an option to scale objects, such as huge Bob-ombs and tiny Whomp King?
Not planned. However, if you want to look at it, go ahead
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It would most likely require some ASM hacking. You'd also need a program to manipulate DS ROM overlays ('special' files that store code and data. Object code is in there).
A Bowser with Mario's look also seems totally wrong to me. That's like the 'chained-star-that-attacks-you' type bullshit you see in crap SM64 hacks.
Object scaling would be accomplished by editing the objects' models, however, if you only need one size of the object. Here's a (badly-written) doc about the 3D model format used in SM64DS.
 
Wow, Mega-Mario! You're doing an object importer...
I see *a lot* of potential here.

Good luck with it, I'll be waiting for release too
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Dirbaio said:
Wow, Mega-Mario! You're doing an object importer...
I see *a lot* of potential here.

Good luck with it, I'll be waiting for release too
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I recall he is working on a "level" importer. I don't however recall him saying he is working on a "object" importer which would imply things like elevator's and enemies and stuff.....Big difference there so try to use the correct terminology or you will confuse people.
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Well, levels and objects use the same 3D model format, so a level importer could very well be made into an object importer with few changes. Except that most objects have animation data with them, and I don't know how animations work, so it wouldn't be for now.
 
Mega-Mario said:
Well, levels and objects use the same 3D model format, so a level importer could very well be made into an object importer with few changes. Except that most objects have animation data with them, and I don't know how animations work, so it wouldn't be for now.
I love using sketchup, so I can't wait to try this.How can I get Sketchup to read textures? Or must they be converted?

I should start making a basic layout now to test this. Looks so fun! 8D
 
Team Fail said:
How can I get Sketchup to read textures? Or must they be converted?
I wouldn't know, try reading the manual
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Also, the KCL format is almost fully reverse-engineered now- only a few quirks remain to brighten up. I finally found out what the mysterious last section is for. It's actually a clever optimization for collision checks. The whole collision map is split into several blocks of the same size, and the last section tells which planes are within each block.
If that interests anyone, here is a (incomplete) doc about the KCL format used by SM64DS. (certain Wii games, namely, the SMG games, use a similar format)
I also updated the BMD doc, and made it more understandable.

So I'm on the way to give my model importer actual importing abilities. I'll keep you informed about the progress of the operation, and possibly post screenshots and Youtube videos of custom models ingame. Stay tuned
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I was planning that since long. But there will also be a minimap editor, incase the user wants to do some edits or design the whole minimap by hand... or make a 'mystery' minimap (for haunted mansion levels or whatever)...
 

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