Homebrew Tiled map level editor on DS

absolalone111

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I'll look into the guru error, thanks for letting me know. Could it be an issue with libfat? Please try the following steps:
- Re-download the file. I have updated the binaries to include a fat check.
- Start the editor. If it's a fat issue, it should start up now.
- Press L+R+SELECT. This will open the debug menu (You can close it by tapping the icons in the top-right and selecting 'close')
- Tell me if you see the console say 'Could not initialize fat!'
- If it does, I'll have to look into another way to do file management
- If it doesn't, it was likely just a bug in my boot code, and it should work fine for you now
- If it doesn't show or still crashes, please run it in an emulator (I use no$gba) to make sure you have the right version (it may be cached). It should boot, and show the message in the log by default.
Tried it and it boots up now, but I don't see "Could not initialize fat!". This is what it says:
Debug Menu: Stats
Game: LevelEditor
Last recorded FPS: 61
Number of components: 27
Number of active components: 27
Memory usage: 41252b
Runtime: (time here)
Debug Menu: Console

Initializing...
Initializing game base; Dual3D...
Setting video modes and vram banks...
Initializing sprite/3D engine...
Initializing console...
Loading new texture with id 1
Done initializing game base
Loading new texture with id 2
Loading new texture with id 3
Loading new texture with id 4
Activating menu
Initializing done. Dual3D mode: Yes
However, when I boot it up again click the "Load" button I get a brand-new Guru Meditation Error.

pc: 00000008
addr: 00000008

r0: FFFFFFFF
r1: 00000001
r2: 00000000
r3: 040943D0
r4: 0208613C
r5: 0204A209
r6: 00000000
r7: 0B0027D6

r8: 00000000
r9: 0B0027D6
r10: 00000001
r11: 0206C078
r12: 0000001F
sp: 0B001F90
lr: 023FA6C5
pc: 0000000A

stack:
0B001F90: 0206C078 00000000
0B001F98: 00000000 020856C0
0B001FA0: 00000019 0202C489
0B001FA8: 0B001FD3 00000002
0B001FB0: 00000000 02009789
0B001FB8: 0207F1B0 0207F1C0
0B001FC0: 0207F1C0 02085D28
0B001FC8: 3A746166 61642F2F
0B001FD0: 00006174 00000000
0B001FD8: 00000000 00000000
I use several other homebrew apps that access the filesystem such as DSOrganize, MoonShell 2, DSCraft and NitroTracker (and of course AKAIO itself) so I don't think it's my microSD acting up (as formatting didn't fix the problem).

EDIT: Interestingly, saving DOES seem to work as it produced three BackupX.level files as I was toying around with it, 4.11 KB each.

Ditto here, im having the same problem, i cant load anything, and when i do it comes up with a red screen with the guru meditation error
 

Schmendrick

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Prof. 9: Thanks for your continued help with finding out the issue. I was able to load your level just fine, as apparently you can too as long as you use R4.

Alright, I've updated the download yet again. It now automatically saves a logfile on a crash, including the crash details. No more manually copying values! It also autodirects to '/' instead of 'fat:/', for whatever it's worth. Still works on my R4, and may or may not fix other carts.

Additionally, levels can now be saved on custom location and with custom names. Simply click the 'save' button as before to enter a browser window.

As stated in the updated first post, please mail me the saved console.log file to mail dennisvanzwieten com, and let me know which cart you use.
 

Prof. 9

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E-mail sent with some console.log files. I couldn't try OMG CART CRASH because it crashes as soon as I hit Close. Could the issue be not related to file I/O but instead be caused by the menu loading code?

Also, instead of jumping power and gravity, how about jumping height (in pixels) and jumping time/speed instead? I've found it annoying to fine-tune jumps since the jumping height will change if you change either jumping power or gravity. EDIT2: for RPG overworlds, there could be a checkbox and jumping time/speed could be a "slowdown" time/speed instead (when you release the button).

EDIT: By the way, if you want I might be able to help with the ASM for the guru errors. I've never programmed for the DS but I have experience with debugging GBA/NDS games. :P
 

Schmendrick

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All right, I just got my acekard, and confirmed the exception on doing anything at all. Did some more testing, and figured out the akaio crash cause (fseek on directory.. derp). Fixed in new upload. It works for me, let me know if it works for you.

As for the 'game creator' idea, I've been thinking about it, but I'm kinda stuck on how to make the objects dynamic enough to be in any kind of game with any kind of AI, while still being easy to edit on DS, while being able to save/restore everything for the editor AND the game while still being fast when running..

I looked at DSGameMaker, but that simply writes C++ code based on actions, and compiles into a ds binary; no run-time loading required. I don't really know any other on-device editors I could look at. Any suggestions?

Lua seemed like a nice solution, but I'm not familiar with the syntax or communication with C++ at all. On top of that, creating an interface to easily create a Lua script on the DS without a keyboard would be a big challenge (although a fun one). Anyone who can give me some ideas on what's possible with Lua on DS?

Thanks!
 

Schmendrick

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Aargh, I knew I should've tested everything first T.T

Fixed and updated. Saving/loading and changing texture shouldn't be a problem now.
Judging by the relative severity of these bugs, I wonder why it worked at all on R4..
 

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