Alright tried the new editor....nothing works. <img src="style_emoticons/<#EMO_DIR#>/frown.gif" style="vertical-align:middle" emoid="

" border="0" alt="frown.gif" />
I can edit the level and such like the old editor, but all my attempts results in the game not booting. (tried both booting with patch mode and clean mode). First attemp, I tried adding peach to castle 1st level. No go, rom didn't boot.
Then tried adding Warp Pipe with the same set of behaviors used on Tiny Huge Island...rom didn't boot.
Then added proper entrance/exit warps to my new warp pipe and linked it to a warp pipe I placed in the General Purpose test map. However after setting up the pipe and warps in the General Purpose Test Map I then get a exception and the editor crashes when I try to load that level. So I could no longer load the level without a crash. Tried the rom anyway...didn't boot. I know it's not because I'm adding objects that aren't in the object bank for the levels. They show up in the object list and I assume the others that are highlighted in red are the ones not in the object bank for that level. The warp pipes I added were not highlighted red, nor was Princess Peach.
Also noticed that it won't load the multiplayer version of Castle Grounds. It just crashes when I try to.
Sigh and I was really looking forward to this one. <img src="style_emoticons/<#EMO_DIR#>/frown.gif" style="vertical-align:middle" emoid="

" border="0" alt="frown.gif" />
EDIT: Here's a post of the exception text from the crash dialog after I attempt to reload my edited "General Purpose Test Map":
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->System.IndexOutOfRangeException: Index was outside the bounds of the array.
ÂÂ at SM64DSe.INitroROMBlock.Read32(UInt32 addr)
ÂÂ at SM64DSe.LevelEditorForm.AddPointer(UInt32 _ref)
ÂÂ at SM64DSe.LevelEditorForm.ReadTextureAnimations(UInt32 offset, Int32 area)
ÂÂ at SM64DSe.LevelEditorForm.LoadLevelData()
ÂÂ at SM64DSe.LevelEditorForm.glLevelView_Load(Object sender, EventArgs e)
ÂÂ at System.Windows.Forms.UserControl.OnLoad(EventArgs e)
ÂÂ at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
ÂÂ at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
ÂÂ at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
ÂÂ at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
ÂÂ at System.Windows.Forms.Control.CreateControl()
ÂÂ at System.Windows.Forms.Control.WmShowWindow(Message& m)
ÂÂ at System.Windows.Forms.Control.WndProc(Message& m)
ÂÂ at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
ÂÂ at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
ÂÂÂÂAssembly Version: 2.0.0.0
ÂÂÂÂWin32 Version: 2.0.50727.3623 (GDR.050727-3600)
ÂÂÂÂCodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
SM64DSe
ÂÂÂÂAssembly Version: 1.0.0.0
ÂÂÂÂWin32 Version: 1.0.0.0
ÂÂÂÂCodeBase: file:///C:/Documents%20and%20Settings/Spenser/Desktop/SFRdemo/v2/SM64DSe.exe
----------------------------------------
System.Windows.Forms
ÂÂÂÂAssembly Version: 2.0.0.0
ÂÂÂÂWin32 Version: 2.0.50727.3623 (GDR.050727-3600)
ÂÂÂÂCodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
ÂÂÂÂAssembly Version: 2.0.0.0
ÂÂÂÂWin32 Version: 2.0.50727.3620 (GDR.050727-3600)
ÂÂÂÂCodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
ÂÂÂÂAssembly Version: 2.0.0.0
ÂÂÂÂWin32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
ÂÂÂÂCodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
OpenTK
ÂÂÂÂAssembly Version: 1.0.0.0
ÂÂÂÂWin32 Version: 1.0.278.44921
ÂÂÂÂCodeBase: file:///C:/Documents%20and%20Settings/Spenser/Desktop/SFRdemo/v2/OpenTK.DLL
----------------------------------------
System.Xml
ÂÂÂÂAssembly Version: 2.0.0.0
ÂÂÂÂWin32 Version: 2.0.50727.3082 (QFE.050727-3000)
ÂÂÂÂCodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
ÂÂÂÂAssembly Version: 2.0.0.0
ÂÂÂÂWin32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
ÂÂÂÂCodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
OpenTK.GLControl
ÂÂÂÂAssembly Version: 1.0.0.0
ÂÂÂÂWin32 Version: 1.0.278.44921
ÂÂÂÂCodeBase: file:///C:/Documents%20and%20Settings/Spenser/Desktop/SFRdemo/v2/OpenTK.GLControl.DLL
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
ÂÂÂÂ<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.<!--c2--></div><!--ec2-->
Here's the crash text I get when I tried to load the multiplayer version of castle grounds:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
ÂÂ at SM64DSe.NitroROM.GetFileFromInternalID(UInt16 intid)
ÂÂ at SM64DSe.LevelEditorForm.LoadLevelData()
ÂÂ at SM64DSe.LevelEditorForm.glLevelView_Load(Object sender, EventArgs e)
ÂÂ at System.Windows.Forms.UserControl.OnLoad(EventArgs e)
ÂÂ at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
ÂÂ at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
ÂÂ at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
ÂÂ at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
ÂÂ at System.Windows.Forms.Control.CreateControl()
ÂÂ at System.Windows.Forms.Control.WmShowWindow(Message& m)
ÂÂ at System.Windows.Forms.Control.WndProc(Message& m)
ÂÂ at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
ÂÂ at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
ÂÂÂÂAssembly Version: 2.0.0.0
ÂÂÂÂWin32 Version: 2.0.50727.3623 (GDR.050727-3600)
ÂÂÂÂCodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
SM64DSe
ÂÂÂÂAssembly Version: 1.0.0.0
ÂÂÂÂWin32 Version: 1.0.0.0
ÂÂÂÂCodeBase: file:///C:/Documents%20and%20Settings/Spenser/Desktop/SFRdemo/v2/SM64DSe.exe
----------------------------------------
System.Windows.Forms
ÂÂÂÂAssembly Version: 2.0.0.0
ÂÂÂÂWin32 Version: 2.0.50727.3623 (GDR.050727-3600)
ÂÂÂÂCodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
ÂÂÂÂAssembly Version: 2.0.0.0
ÂÂÂÂWin32 Version: 2.0.50727.3620 (GDR.050727-3600)
ÂÂÂÂCodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
ÂÂÂÂAssembly Version: 2.0.0.0
ÂÂÂÂWin32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
ÂÂÂÂCodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
OpenTK
ÂÂÂÂAssembly Version: 1.0.0.0
ÂÂÂÂWin32 Version: 1.0.278.44921
ÂÂÂÂCodeBase: file:///C:/Documents%20and%20Settings/Spenser/Desktop/SFRdemo/v2/OpenTK.DLL
----------------------------------------
System.Xml
ÂÂÂÂAssembly Version: 2.0.0.0
ÂÂÂÂWin32 Version: 2.0.50727.3082 (QFE.050727-3000)
ÂÂÂÂCodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
ÂÂÂÂAssembly Version: 2.0.0.0
ÂÂÂÂWin32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
ÂÂÂÂCodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
OpenTK.GLControl
ÂÂÂÂAssembly Version: 1.0.0.0
ÂÂÂÂWin32 Version: 1.0.278.44921
ÂÂÂÂCodeBase: file:///C:/Documents%20and%20Settings/Spenser/Desktop/SFRdemo/v2/OpenTK.GLControl.DLL
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
ÂÂÂÂ<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.<!--c2--></div><!--ec2-->
I'm pretty sure I might need to work on figuring out how to set up the warps, but the lone warp pipe I couldn't add to the map without the rom not booting anymore. I even tried changing an existing object to the warp pipe. Seems any change done whatsoever results in the rom not booting anymore.
I am using a DSTWO as my flashcart by the way.
I will now try and see if one of my DS emulators will run the rom.
EDIT:
Ok it boots in the emulator....Something the editor is doing is not making it work on the real hardware. Please find a fix for this. It would be great to be able to play the edited rom on my real DS. (a 3DS in this case)
Warp Pipe works...sorta....White screen after the act screen. Probably linked to wrong entrance. But can't go back to the map it's linked too because the editor crashes. <img src="style_emoticons/<#EMO_DIR#>/frown.gif" style="vertical-align:middle" emoid="

" border="0" alt="frown.gif" />
That or perhaps I just can't have warps lead to the test map. (since the test map is essentially a free level slot I can use to import a model into. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

" border="0" alt="smile.gif" /> )
I'll continue working with the warps and perhaps set it up as a door instead.
EDIT Again:
Succesfully set up a warp pipe to send mario to Tox Box Test map. Glitched act screen appears, but does not white screen on me and the level loads. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid="

" border="0" alt="biggrin.gif" /> Yay, one free level slot to use for whatever I want. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid="

" border="0" alt="biggrin.gif" />
EDIT:
Found the cause of the level crash. As soon as I changed the entrance behavior (Parameter 5 in this case) from 78 to 6A0, the level no longer loads in the editor. I bet level entrance warp settings are why some of the multiplayer levels are crashing the editor?
Ok I gave up. The level editor is too unstable at this point. The moment I do any significant warp object editing, the editor crashes on the next load attempt of the level which essentially destroys the level as I no longer have access to it. It seems to crash when I edit the entrance warp or when I tie a warp pipe to it. I'll wait till a more stable version comes out.
Here's what I managed to do with the editor. I decided not to add a exit warp or warp pipe to the custom level due to the above mentioned crash issues:
<a href="http://www.youtube.com/watch?v=h2GNC4DF8yA" target="_blank">http://www.youtube.com/watch?v=h2GNC4DF8yA</a>
Here's what the custom level mesh I made looks like in the N64 version of the game to give you an idea on how it should look:
<a href="http://www.youtube.com/watch?v=b2MxSUbK2PA&NR=1" target="_blank">http://www.youtube.com/watch?v=b2MxSUbK2PA&NR=1</a>
Texture mapping is a bit off in some places in respect to the N64 version. (affects mainly the toad houses and pipes)
Note the custom terrain within the brick fence was made from scratch by me. The pipes, toad houses and the brick wall fence was ported from Mario Kart Double Dash (pieces of the Pipe Plaza map). The Bridge came from Battlefield Heroes.
Can't wait till the next version. That one will have the exporter and hopefully less crash issues. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid="

" border="0" alt="biggrin.gif" />
Oh and one last thing, what size textures can I use with the importer? I used the existing 32x32 (and some are 32x64) which were the max size the N64 version of the game could handle. Does the DS game handle higher res textures? 64x64 or perhaps 128x128? Haven't seen any guidelines as to what resolutions are support for the textures.