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  #76    
Old October 5th, 2010 (03:43 PM).
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STOP HIM SAM, HE'S GONNA TELL US A STORY!!!
 
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Wow, that looks awesome :3
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  #77    
Old October 5th, 2010 (05:25 PM).
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Now I feel like Pokemon Yellow just came out and I'm going to buy it from Wal-Mart!
JK! Wow, that does look awesome! Maybe you should like get an award or something?
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  #78    
Old October 7th, 2010 (08:15 AM). Edited October 7th, 2010 by knizz.
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Oh. And one more thing. I fixed the scaling problem. Thank you mewthree.
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  #79    
Old October 7th, 2010 (07:59 PM).
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Quote originally posted by knizz:
Oh. And one more thing. I fixed the scaling problem. Thank you mewthree.
\o/

Now the maps look normal, no gigantic doors and puiny models! Thank you! Can't wait for the release!
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  #80    
Old October 8th, 2010 (04:25 AM).
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Quote originally posted by knizz:
Do you know another way to map the materials of a map to the materials of a btx-file without comparing the name?
Quote originally posted by smurph717:
yeah i found out how to do that, it required some disassembly but it turns out that data is actually lz77 compressed in the arm9.bin file somewhere
Quote originally posted by knizz:
Is this data "repointable"?
Quote originally posted by smurph717:
unfortunately the data isn't repointable, it's decompressed into static memory that's present for the entire game (the data is loaded even before the intro/title screen) and the address is hard coded into the game in multiple areas. i can tell you where its loaded in memory while running and i can tell you how to edit the data, recompress it, and replace it in the arm9.bin file though.
I guess this program will stay a viewer forever.
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  #81    
Old November 9th, 2010 (02:13 PM).
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lolololololololololololololol
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  #82    
Old November 9th, 2010 (03:45 PM).
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Quote originally posted by knizz:
lolololololololololololololol
You cannot leave now. This is awesome. How long did it take you to find the algorithm?
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  #83    
Old November 10th, 2010 (05:52 AM). Edited November 10th, 2010 by knizz.
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I removed the first 20 bytes from the wb files to get the bmd files. So yeah... I made the tool in 5 minutes
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  #84    
Old November 10th, 2010 (06:17 AM).
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Quote originally posted by knizz:
I removed the first 20 bytes from the wb files to get the bmd files. So yeah... I made the tool in 5 minutes
Wow. That seems easy. *I need to see how you did this. I want to see some maps.*
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  #85    
Old January 10th, 2011 (09:14 AM).
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What the heck did you do to that house?! It looks like Team rocket got ahold of it!
Seriously, this looks amazing! Only...
1. Can you edit the Distortion World?
2. How do edit maps in a D/P/Pl/HG/SS rom?
3. What in the world is that star-shaped thing in the first attached thumbnail?
My apologies for all of my questions. I know nothing about editing ANYTHING in 3D... :o (Again, I'm sorry.)
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  #86    
Old January 12th, 2011 (08:02 PM).
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Quote originally posted by mew_nani:
What the heck did you do to that house?! It looks like Team rocket got ahold of it!
Seriously, this looks amazing! Only...
1. Can you edit the Distortion World?
2. How do edit maps in a D/P/Pl/HG/SS rom?
3. What in the world is that star-shaped thing in the first attached thumbnail?
My apologies for all of my questions. I know nothing about editing ANYTHING in 3D... :o (Again, I'm sorry.)
1. This isn't a map editor. If you look in the toolbox, there is a map editor in development, but hasn't been released yet due to more research being needed.
2. Same as ^.
3. The star-shaped thing you are seeing is a wire-frame version of a map. What you see in normal gameplay is a game with textures, the colors and such. That wire-thing is the game, but without those textures.

Don't worry about it. I was a beginner myself at one point.
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