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Posted on 11-27-11, 07:37 pm
Roy Koopa


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BTW, one of my custom SM64 DS levels has OVER 44000 Views! Thats soo nice So please, please, please MM, continue working on the editor!
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Posted on 11-27-11, 07:40 pm
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That's awesome. I never ever thought SM64DS hacking could get that many interest.

I am working on the editor. But yeah it's slow. I have other projects to complete, and real life getting in the way...

In the meantime, if anyone is willing to help improve the editor, the full source code is provided in the same zip as the editor itself... you just have to know C#.
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Posted on 11-27-11, 07:47 pm (rev. 1)
Roy Koopa


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I'm glad to read you are still working If I would know C#, I could help, but still, I would never know how to get something with the DS Filesystem to work xD

EDIT: Now over 47k
here: But I think the video is a piece of shit xD Dunno why so many likes and views
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See a lots of creative DS Hacking here
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Posted on 11-27-11, 08:02 pm
Super Mario
( ͡° ͜ʖ ͡°)

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Wow, nice
Is there a way to force the camera to be sideways? It'd make playing the level way easier...
(The Bowser Road levels do that, so it must be possible)

Also, you could make invisible walls at the sides of the levels so it's effectively 2D.
Or even better, an ASM hack to keep Mario's position, and the enemies too, in the level. (I saw it done in the original SM64 somewhere)...
Probably MM knows how to do it
Posted on 11-27-11, 08:07 pm
Roy Koopa


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There ARE invsible walls xD But I dont know how to use the camera objects I'll look how the Bowsers Road level did that
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See a lots of creative DS Hacking here
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Posted on 11-27-11, 08:37 pm
Super Mario
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Posted by ray
There ARE invsible walls xD


Oh, great
OoOoh, from looking at the video I couldn't see them. LOL

Posted on 11-27-11, 10:32 pm
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I don't think that invisible walls would be the solution, since the camera tries to not go outside of the walls...

Perhaps making the walls just high enough for Mario not to cross them, and moving the camera objects (yellow cubes), can do it...
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Posted on 12-01-11, 07:31 pm
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Oh hey, some proof that I'm working on it

http://helmet.kafuka.org/megamario/sm64ds/bca_format.txt

Not fully cracked, but should let one do interesting things. May also be useful for NSMB, who knows...

Looking at it now, the format is actually much simpler than I first thought.

Now, gotta code some animation viewer into SM64DSe, to help finish cracking that... and perhaps turn said viewer into an editor
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Posted on 12-20-11, 05:21 pm (rev. 1)
Roy Koopa


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Wow nice... RAHH!! Cant wait for next editor version xD


EDIT: Are you still working?
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See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 12-31-11, 08:50 am (rev. 1)
Paratroopa


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hmmmmm that video reminds me of the beta in New Super Mario Bros. because of the punching and kicking and other stuff..
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Posted on 01-07-12, 05:59 pm
Porcupo
Captivated by Persona 4

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Posted by ray
Wow nice... RAHH!! Cant wait for next editor version xD


EDIT: Are you still working?



Me too
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Posted on 01-07-12, 08:04 pm
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Please avoid two-word posts, RiksKing.

And yes I'm still working on it. It's just slow. Keep in mind that the editor is not discontinued until I say so.
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Posted on 01-07-12, 08:39 pm
Porcupo
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Posted by Mega-Mario
Please avoid two-word posts, RiksKing.

And yes I'm still working on it. It's just slow. Keep in mind that the editor is not discontinued until I say so.



Ok, thanks.
Mega Mario, you are absolutely right about the two-words post. I am sorry. This is my first post on a forum EVER
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Posted on 01-08-12, 04:05 am
Roy Koopa
The guy who does things.

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Anyone here see what Skelux has been doing with this editor??



It's a port of his SM64 hack to the DS. Amazing. Though he's not guaranteeing completion
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
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Posted on 01-08-12, 12:16 pm
Roy Koopa


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Yes, I have seen it^^ It looks amazing!
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See a lots of creative DS Hacking here
If you want to support me, you might check out my Patreon Page : )
Posted on 01-08-12, 12:20 pm (rev. 1 by ImageBot on 11-21-16, 02:12 am)
☭ coffee and cream


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I saw it too. Infact, he sent me a Youtube message about it. I linked his video on Kuribo64. (I would embed it but gotta add a [Invalid youtube video ID]
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Posted on 01-08-12, 12:28 pm (rev. 1 by ImageBot on 11-21-16, 02:12 am)
Super Mario
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Posted by Mega-Mario
I saw it too. Infact, he sent me a Youtube message about it. I linked his video on Kuribo64. (I would embed it but gotta add a [Invalid youtube video ID]
Posted on 01-08-12, 12:45 pm
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I was talking about the blog that software was coded by me and doesn't support ABXD plugins

Skelux told me that he used the Castle Grounds water object to make his water. Next version of the editor should support assigning collision behaviors to polygons, though.
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Posted on 01-08-12, 12:47 pm
Super Mario
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Ah, ok, the blog
Hmm xD you can still copy-paste the code from the ABXD plugin probably

How are you going to make per-polygon collision behavior? I mean, how will that information be stored on the obj file? By texture? Or is there a way for 3d editors to make per-polygon atrributes or something?
Posted on 01-08-12, 04:35 pm
☭ coffee and cream


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Nah. You'll do the collision part in the same time as when you import the model. There will be per-material collision, and possibly per-polygon too.

There's already an option to keep the previous collision map when importing, that's meant to be used when you're doing minor changes to the model.
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