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  #126    
Old July 18th, 2012 (11:05 AM).
pichu2000 pichu2000 is offline
 
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You can try to open Map Editor without opening ROM.
In the Main interface there is a button on top-right, with written Map Editor. Try clicking on it. If freezes, your PC have problem rendering OpenGl...
  #127    
Old July 19th, 2012 (04:07 AM).
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Hooray! The BMD0 viewer for viewing the maps works once again! Though I'm not sure if the controls for viewing the map is normal... but it seems that in the 3D Command, it has the controls set to be zoomed in too far, what I think might fix it... might be to re-position the BMD0 model position, 'cause as you can see in this in this screenshot.

Though you might also want to include an extra Elevation command in the 3D viewer, if that is possible. I've had to adjust the 3D command to have it in the position I'd like it to be, but even that wasn't enough to put it in the correct position. As you can see in the screenshot. Not only have I tried Black, I have indeed tried Platinum as well, I would assume Diamond/Pearl, HeartGold/SoulSilver as well as Black Version 2/White Version 2 would have the same problem as well.

But the good thing is, we'll finally be able to edit the maps now and create our first ever DS Pokémon ROM hacks.

Welcome to the next generation of ROM Hacking!
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  #128    
Old July 19th, 2012 (04:29 AM).
pichu2000 pichu2000 is offline
 
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Thanks! But I don't undertand a thing (In which direction the new slider must operate (across Z,X ,Y?))

Status: A little update. I implemented a function to Reset Polygon (Fill with 00 OpenGL Command) and I'm working on a function to Resize a Polygon. (Removing give me some strange problem).
  #129    
Old July 19th, 2012 (07:16 AM).
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Quote originally posted by pichu2000:
Thanks! But I don't undertand a thing (In which direction the new slider must operate (across Z,X ,Y?))
Hm... actually when I think about it... it might be the camera angle might be in the wrong position. Try maybe -120 less in Y rotation. As well as zoom out a fair bit, 'cause when you open the NARC... it's zoomed in too far as default. As for the new slider should be for Y position in Elevation, so there will be a Elevation X and Elevation Y. As I can already see... that the Elevation for position Y is already implemented. So there needs to be position X as well for Elevation.

Remember... X is depth, Y is width and Z is height.
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  #130    
Old July 19th, 2012 (09:51 AM). Edited July 19th, 2012 by pichu2000.
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I decided to added a slider for each DOF (RotX,RotY,RotZ,TransX,TransY,TransZ), and I wanna know if do you like this camera as default.

http://img225.imageshack.us/img225/1918/newdefaultcamera.png

Tell me what do you think!

Edit 7:31 PM

Released Beta 4.1!

ChangeLog
- Added more slider, with total of 6 (RotX,Roty,RotZ,TraX,TraY,TraZ).
- Direct render when load Map from List Narc or change Polygon from Visible command, with a default camera that "attempt" to render map like A-Map.
- Added command to Reset Polygon (Change All command to 0x0 command) and to Resize Polygon (Seemed it work only when "enlarge" a polygon, need to test).
  #131    
Old July 19th, 2012 (01:39 PM).
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Movement Permissions are working:
http://img827.imageshack.us/img827/35/testrom4017883.png

http://img9.imageshack.us/img9/885/testrom4218281.png
  #132    
Old July 20th, 2012 (08:58 PM). Edited July 20th, 2012 by theavenger.
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please help me find the name of the map so i can repack it after i edit
p.s:this thing is shaping up nicely,it needs a tut right now and we're good to hack gen 5(counting that scripting is coming up nicely too)
  #133    
Old July 20th, 2012 (11:04 PM). Edited July 20th, 2012 by Platinum Lucario.
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The 3D command controls work very smoothly now, however there is a slight problem though... which I have been noticing, and now I realize what the problem really is.

The 3D Viewer window only shows the left half of what the camera shows, it should be positioned in the center of the camera, rather than the left, 'cause it kinda feels a little awkward with the map seeming like it's out of alignment when I have the 3D command controls set to having the map straight. Just as it shows in this screenshot:

Quote originally posted by theavenger:
please help me find the name of the map so i can repack it after i edit
p.s:this thing is shaping up nicely,it needs a tut right now and we're good to hack gen 5(counting that scripting is coming up nicely too)
It's actually stated in the README.txt file where you can find the maps.
Quote:
Originally Stated in README.txt
2)How can I open a Map?

- After your open the ROM, you need to go on a particular file (depending from ROM).

* Diamond, Pearl : /root/fielddata/land_data/land_data_release.narc
* Platinum : /root/fielddata/land_data/land_data.narc
* Heart Gold, Soul Silver: /root/a/0/6/5/5
* Black, White, Black2, White2 : /root/a/0/0/8/8
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  #134    
Old July 21st, 2012 (06:24 AM).
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You should also mention the Diamond/Pearl Kiosk demo rom and it's map folder.

/root/fielddata/landdata/land_data_demo.narc

The only real difference as far as I know is the modified version of Route 203.
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  #135    
Old July 21st, 2012 (06:29 AM). Edited July 21st, 2012 by pichu2000.
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Quote originally posted by PokémonShinySilver:
The 3D command controls work very smoothly now, however there is a slight problem though... which I have been noticing, and now I realize what the problem really is.

The 3D Viewer window only shows the left half of what the camera shows, it should be positioned in the center of the camera, rather than the left, 'cause it kinda feels a little awkward with the map seeming like it's out of alignment when I have the 3D command controls set to having the map straight. Just as it shows in this screenshot:


It's actually stated in the README.txt file where you can find the maps.
I know of this camera problem, but I don't know how to fix it. (OpenGL is complicated for me...)

@Team Fail. Yes, I add it on README. Thanks!

Removing polygon seemed work.
Proof with desmume
http://img856.imageshack.us/img856/832/removingpolygon.png
  #136    
Old July 21st, 2012 (05:33 PM).
theavenger theavenger is offline
 
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no i meant after i open it i don't know whats the name of the map since i open the the whole0/0/8 as a narc (3d) so if i don't know the name of the map after i save it a can't reinsert it into the rom
  #137    
Old July 21st, 2012 (05:40 PM).
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Quote originally posted by theavenger:
no i meant after i open it i don't know whats the name of the map since i open the the whole0/0/8 as a narc (3d) so if i don't know the name of the map after i save it a can't reinsert it into the rom
Within the game, they are numbered. There is a drop-down list that will allow you to choose the map you want to load.
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  #138    
Old July 22nd, 2012 (12:04 PM).
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yah but how do i know the number,there are about 700 files in there
  #139    
Old July 22nd, 2012 (12:14 PM).
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Quote originally posted by theavenger:
yah but how do i know the number,there are about 700 files in there
Black and White have a list, but I'm unsure about 4th Gen Games. Perhaps I can find my translated list for this and pichu2000 can add them in the next update.
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  #140    
Old July 22nd, 2012 (12:58 PM).
pichu2000 pichu2000 is offline
 
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Every map has is number into Narc (There are partial list for HGSS, DPP, need to update in future)
Status: Working on text editor.
I take a break with map and working on text viewer (and future editor).
For now I implemented 4th generation algorithm (so you can unpack DPP and HGSS Text).
This is an image for Jubifilice City (In my Italian ROM).
http://img38.imageshack.us/img38/1190/testodp.png
  #141    
Old July 22nd, 2012 (02:33 PM).
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When you finalize the script editor, you will have surpassed PPRE (Which sucks). You will, by far, have the best Pokemon DS tool out there.
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  #142    
Old July 22nd, 2012 (03:00 PM).
pichu2000 pichu2000 is offline
 
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Thanks! But PPRE is a good program (I worked on script part) and more stable than mine, I think.
Little update.
Managed to "join" script- text part (tested only for DP)
Sketch of Script of Pokekron room (Pearl Ita)
http://img843.imageshack.us/img843/6973/scriptext.png
  #143    
Old July 22nd, 2012 (03:15 PM).
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Quote originally posted by pichu2000:
Thanks! But PPRE is a good program (I worked on script part) and more stable than mine, I think.
Little update.
Managed to "join" script- text part (tested only for DP)
Sketch of Script of Pokekron room (Pearl Ita)
http://img843.imageshack.us/img843/6973/scriptext.png
Yours is far more stable, trust me. PPRE won't save on my edited Diamond rom.
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  #144    
Old July 22nd, 2012 (04:26 PM).
theavenger theavenger is offline
 
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can anyone provide the list for black/white maps ,also i have tried everything to edit the map & objects but for now the only thing i have edited is the movement permissions.

p.s: the script editor rocks BTW
  #145    
Old July 22nd, 2012 (10:24 PM).
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Quote originally posted by theavenger:
can anyone provide the list for black/white maps ,also i have tried everything to edit the map & objects but for now the only thing i have edited is the movement permissions.

p.s: the script editor rocks BTW
I don't think there's an editor as of yet, it's currently just a viewer and movement permission editor.
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  #146    
Old July 23rd, 2012 (03:38 AM).
pichu2000 pichu2000 is offline
 
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Yes, it's only a viewer (I have some problem with movement offset, so...).
Status: Compiling DP Command List
  #147    
Old July 23rd, 2012 (05:24 AM).
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Hm... there's something that struck me and made me realize something different about the Castellia maps and some other areas, it only lists the normal movement permissions that we know about. But when it changes modes, it uses a different type of movement permissions, similar to the ones in Super Mario 64.
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  #148    
Old July 23rd, 2012 (06:35 AM).
pichu2000 pichu2000 is offline
 
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You're right. BW Map System has 4 parameters for movement and now you can edit only 2 (For a visual effect of table). I added all 4 in next version, sorry.
  #149    
Old July 26th, 2012 (04:56 PM).
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Quote originally posted by pichu2000:
Status: Compiling DP Command List
Good luck with the script editor because PPRE keeps crashing for me. The only time it doesn't is when I make VERY minor edits .
  #150    
Old July 26th, 2012 (09:06 PM).
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I get this error when I try to open the map directly from the narc or when i extract it. Does this message actually say what is wrong?

Code:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at PG4Map.MapEditor.LoadAvailableTextures(Nsbtx nsbtx)
   at PG4Map.MapEditor.reactionModel()
   at PG4Map.MapEditor.mapToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Pokémon DS Map Viewer
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///C:/Users/Zheka/Desktop/DS%20Map%20Ed/NPRE%204.1.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.278 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.282 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.269 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Tao.Platform.Windows
    Assembly Version: 1.0.0.5
    Win32 Version: 1.0.0.5
    CodeBase: file:///C:/Users/Zheka/Desktop/DS%20Map%20Ed/Tao.Platform.Windows.DLL
----------------------------------------
Tao.OpenGl
    Assembly Version: 2.1.0.12
    Win32 Version: 2.1.0.12
    CodeBase: file:///C:/Users/Zheka/Desktop/DS%20Map%20Ed/Tao.OpenGl.DLL
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.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>
    <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.
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