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  #326    
Old January 12th, 2013 (02:23 PM). Edited January 12th, 2013 by gatarda.
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Quote originally posted by xalien95:
It's not a hack, just testing... XD
But it is still cool! I am going to do same things now!

How to edit tileset palettes?
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  #327    
Old January 13th, 2013 (04:23 AM).
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Quote originally posted by gatarda:
But it is still cool! I am going to do same things now!

How to edit tileset palettes?
You have to extract a tileset with SDSME, open it with MKDS, edit their textures importing new ones like PNGs (palettes'll be automatic), save the tileset and import it with SDSME.
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  #328    
Old January 13th, 2013 (09:20 PM).
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I'm gonna share you guys something interesting, it's called UVMapper, I found it while playing around with GameMaker 8 Pro.

More inforemation at UVMapper website, this might be able to fix UV better after editing an obj file.
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  #329    
Old January 14th, 2013 (02:51 AM).
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Quote originally posted by VERGUNDAI:
I'm gonna share you guys something interesting, it's called UVMapper, I found it while playing around with GameMaker 8 Pro.

More inforemation at UVMapper website, this might be able to fix UV better after editing an obj file.
Is it a 3d modeling tool. And is it free??
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  #330    
Old January 14th, 2013 (06:44 AM).
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Quote originally posted by Pike15:
Is it a 3d modeling tool. And is it free??
pro version is not free. but you can try free version.
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  #331    
Old January 14th, 2013 (08:50 AM).
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Quote originally posted by xalien95:
You have to extract a tileset with SDSME, open it with MKDS, edit their textures importing new ones like PNGs (palettes'll be automatic), save the tileset and import it with SDSME.
I always tought the PNG become the palette of the tile. Thanks.
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  #332    
Old January 14th, 2013 (09:47 AM).
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News update: I have finished a trainer class editor, which will allow you to add/edit/remove trainer classes (name and sprite). Music and animations are not supported yet simply because I have no idea where the data is.

I have also rewritten the ROM load/save code to make it faster and safer. The "game.nds" errors won't show up anymore, and the game will now be loaded in the same folder it's located, not in SDSME's. That will also allow you to have multiple windows of SDSME opened at the same time safely :D
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  #333    
Old January 14th, 2013 (10:00 AM).
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Nice spiky keep up the good work
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  #334    
Old January 22nd, 2013 (04:30 PM).
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Quote originally posted by Spiky-Eared Pichu:
News update: I have finished a trainer class editor, which will allow you to add/edit/remove trainer classes (name and sprite). Music and animations are not supported yet simply because I have no idea where the data is.

I have also rewritten the ROM load/save code to make it faster and safer. The "game.nds" errors won't show up anymore, and the game will now be loaded in the same folder it's located, not in SDSME's. That will also allow you to have multiple windows of SDSME opened at the same time safely :D
Awesome, since trainer editor was really useful, I've compiled some new scripts for BlazeRuby.
I still can't figure out while Max 8 won't load my png files file trying to export some maps into imd.
Works for the first map Twinleaf(can be imported to imd with no errors), then errors for other maps(unknown error)..

Lately, I've been successfully importing some maps without textures, so therefore I won't need to upload pics.
And I guess Photoshop CS6 is awesome for editing some pictures and graphics.

Pokemon BlazeRuby will be officially release on June 7th 2013, with new maps, and a few scripts...
and will be uploaded on pokemonregen website.
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  #335    
Old January 26th, 2013 (10:26 AM).
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I have to say, I really love how far this tool has come... But I really am terrible at navigating to the map I want to in this.
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  #336    
Old January 26th, 2013 (11:41 AM).
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Quote originally posted by thanethane98:
I have to say, I really love how far this tool has come... But I really am terrible at navigating to the map I want to in this.
Thank you! I'm aware navigating maps is pretty confusing unless you know exactly what you're doing, so any feedback about possible ways or "ideal ways to navigate maps" are always welcome. It's important for the tool to be accessible to everyone.

By the way, version 1.7.0 is progressing well. I've been fighting a bit to get scripts working, but now they work like 90% of the time. It's only a viewer, though. I have also added a sound file list, which will be practical for scripts and headers
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  #337    
Old January 27th, 2013 (03:22 AM).
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Quote originally posted by Spiky-Eared Pichu:
Thank you! I'm aware navigating maps is pretty confusing unless you know exactly what you're doing, so any feedback about possible ways or "ideal ways to navigate maps" are always welcome. It's important for the tool to be accessible to everyone.

By the way, version 1.7.0 is progressing well. I've been fighting a bit to get scripts working, but now they work like 90% of the time. It's only a viewer, though. I have also added a sound file list, which will be practical for scripts and headers

Awesome spiky! Keep up the work, because who knows maybe one day this tool can do almost everything for 4th gen hacking. And then later on maybe another 5th gen hacking tool similar to this one will come out.
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  #338    
Old January 27th, 2013 (12:24 PM). Edited January 27th, 2013 by Chaos Rush.
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I'm having a bit of a problem.

I tried importing the upstairs of the Pallet Town room from HG/SS into Pokemon Platinum, replacing the player's bedroom. I made sure I exported everything possible from HeartGold and imported it into Platinum, being move permissions, the map model, the tileset textures, everything. It looks fine in the Map Editor, but when I test it in-game, it looks like this:


Anyone know how to fix this?

EDIT: Nevermind, I found out that the bedroom Tileset was actually Tileset 20, not Tileset 3. However I still have another problem:


EDIT: nevermind again, I figured out that it's just a matter of changing the model numbers.

I have a suggestion for the tool: Include a Ctrl+F search function in the model list


EDIT: lmao this tool is amazing, this is what I've done so far on a Platinum ROM:
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  #339    
Old January 28th, 2013 (12:53 PM).
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Will there come a Pokémon Black and White version of Spiky's DS Map Editor? That is an amazing idea!
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  #340    
Old January 28th, 2013 (01:30 PM).
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Quote originally posted by gatarda:
Will there come a Pokémon Black and White version of Spiky's DS Map Editor? That is an amazing idea!
Gen V support is planned for the future. But there won't be any branches, everything will be included in a single tool, hence the inclusion of "DS" in the tool's name
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  #341    
Old January 28th, 2013 (02:45 PM).
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Quote originally posted by gatarda:
Will there come a Pokémon Black and White version of Spiky's DS Map Editor? That is an amazing idea!
There is already NPRE which can indeed edit the maps in Black/White, though it does actually lack in the way of map rendering in the latest build. If I was a programmer, I could've switched the 3D render to the one that's used in MKDS Course Modifier.
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  #342    
Old January 29th, 2013 (05:58 PM).
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Quote originally posted by PokémonShinySilver:
There is already NPRE which can indeed edit the maps in Black/White, though it does actually lack in the way of map rendering in the latest build. If I was a programmer, I could've switched the 3D render to the one that's used in MKDS Course Modifier.
So, MKDS does'nt work for some reason, Light vector errors in BWB2W2?!? what actually cause this?
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  #343    
Old February 3rd, 2013 (07:55 AM).
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Which are the new feature in version 1.7.0?
Just curious :D
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  #344    
Old February 3rd, 2013 (12:09 PM). Edited February 3rd, 2013 by gatarda.
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Quote originally posted by Spiky-Eared Pichu:
Gen V support is planned for the future. But there won't be any branches, everything will be included in a single tool, hence the inclusion of "DS" in the tool's name
Cool! Then we could really port maps from BW to DPPtHgSs and conversely. AND we can research how the movement permissions in Castelia City, and the camera positions on the Skyarrow Bridge really work!

Quote originally posted by Hacker Bisharp:
Which are the new feature in version 1.7.0?
Just curious :D
I don't think Gen V support will be in 1.7.0. Maybe in 2.0.0. I can't judge, but SDSME is a very big step in NDS ROM hacking!
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  #345    
Old February 3rd, 2013 (09:44 PM). Edited February 3rd, 2013 by VERGUNDAI.
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Quote originally posted by gatarda:
Cool! Then we could really port maps from BW to DPPtHgSs and conversely. AND we can research how the movement permissions in Castelia City, and the camera positions on the Skyarrow Bridge really work!



I don't think Gen V support will be in 1.7.0. Maybe in 2.0.0. I can't judge, but SDSME is a very big step in NDS ROM hacking!

I'd rather have it like this:

SPDSME should stay Gen IV, since we've added a lot of features into it already, and we still need to research on bugs and stuff about it.

I prefer making a 5th gen editor, apart from this, because you'll mainly focus on 5th Gen. Like calling it Spiky's V Gen editor.(SVG)

And BTW if you think about XYZ, compared to all of these it will take years to make something like that.

Quote originally posted by Chaos Rush:
I'm having a bit of a problem.

I tried importing the upstairs of the Pallet Town room from HG/SS into Pokemon Platinum, replacing the player's bedroom. I made sure I exported everything possible from HeartGold and imported it into Platinum, being move permissions, the map model, the tileset textures, everything. It looks fine in the Map Editor, but when I test it in-game, it looks like this:


Anyone know how to fix this?

EDIT: Nevermind, I found out that the bedroom Tileset was actually Tileset 20, not Tileset 3. However I still have another problem:


EDIT: nevermind again, I figured out that it's just a matter of changing the model numbers.

I have a suggestion for the tool: Include a Ctrl+F search function in the model list


EDIT: lmao this tool is amazing, this is what I've done so far on a Platinum ROM:

Wow, restarting DarkViolet?

I've remember your beta on this, but I thought you gave up on it.

Well, i was thinking about making a Firered and Leafgreen remakes, but tons of people are trying so hard to accomplish it. Then in the end everyone who tries to remake it fails.

Firered and Leafgreen remakes are my side-works because they are all ready easy to edit.

It you need help, I'll be availble for scripting only. (BTW why not use a HGSS Rom?) but I like your idea, lets try to see HGSS Maps in different 3D Angles.
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  #346    
Old February 4th, 2013 (06:14 PM).
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This is great cant wait to open it up!
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  #347    
Old February 5th, 2013 (12:00 PM).
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Quote originally posted by VERGUNDAI:
I'd rather have it like this:

SPDSME should stay Gen IV, since we've added a lot of features into it already, and we still need to research on bugs and stuff about it.

I prefer making a 5th gen editor, apart from this, because you'll mainly focus on 5th Gen. Like calling it Spiky's V Gen editor.(SVG)

And BTW if you think about XYZ, compared to all of these it will take years to make something like that.
I think it's better if the 4th and 5th Generation map editor will stay ONE tool.
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  #348    
Old February 5th, 2013 (01:27 PM).
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Quote originally posted by gatarda:
I think it's better if the 4th and 5th Generation map editor will stay ONE tool.
With SDSME you'll be able to edit scripts, so battles with trainers.
Do you want to have triple battles things on 4th gen games? eheheh
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  #349    
Old February 5th, 2013 (02:06 PM). Edited February 5th, 2013 by VERGUNDAI.
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Darn, is this a new error, i haven't touched this ROM since map editing.



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

************** Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.BinaryReader.ReadByte()
at WindowsFormsApplication1.Form1.openToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.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: 4.0.30319.18033 built by: FX45RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
SDSME
Assembly Version: 1.6.2.0
Win32 Version: 1.6.2.0
CodeBase: file:///C:/Users/KJGungeon/My%20NDS%20RomHack/Map%20Editing/Spiky%20DS%20Map%20Editing/SDSME.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18033 built by: FX45RTMGDR
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: 4.0.30319.18022 built by: FX45RTMGDR
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: 4.0.30319.18033 built by: FX45RTMGDR
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/KJGungeon/My%20NDS%20RomHack/Map%20Editing/Spiky%20DS%20Map%20Editing/Tao.Platform.Windows.DLL
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
Tao.OpenGl
Assembly Version: 2.1.0.12
Win32 Version: 2.1.0.12
CodeBase: file:///C:/Users/KJGungeon/My%20NDS%20RomHack/Map%20Editing/Spiky%20DS%20Map%20Editing/Tao.OpenGl.DLL
----------------------------------------
HelixToolkit
Assembly Version: 2011.10.1.0
Win32 Version: 2011.10.1
CodeBase: file:///C:/Users/KJGungeon/My%20NDS%20RomHack/Map%20Editing/Spiky%20DS%20Map%20Editing/HelixToolkit.DLL
----------------------------------------
PresentationCore
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18033 built by: FX45RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.18033 built by: FX45RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.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.

Never mind found the error, this rom had no MAPS narc file.
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  #350    
Old February 5th, 2013 (03:38 PM).
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Quote originally posted by VERGUNDAI:
Wow, restarting DarkViolet?

I've remember your beta on this, but I thought you gave up on it.

Well, i was thinking about making a Firered and Leafgreen remakes, but tons of people are trying so hard to accomplish it. Then in the end everyone who tries to remake it fails.

Firered and Leafgreen remakes are my side-works because they are all ready easy to edit.

It you need help, I'll be availble for scripting only. (BTW why not use a HGSS Rom?) but I like your idea, lets try to see HGSS Maps in different 3D Angles.
No, I am not restarting DarkViolet. DarkViolet is still a GBA game, and it will remain that way for the time being. Me messing around with 4th Gen maps is just a "what if" kind of thing. Ideally, I would like DarkViolet to be a 4th Gen hack, or even a 5th Gen hack, but then it would never get completed.

DarkViolet will be finished as a FireRed hack, but that doesn't mean I won't work on a DS version afterwords (lol then it would be a remake of a remake), or even work on it secretly alongside the GBA one.

For the the time being, I will continue to experiment with DS hacking, but I won't tackle it full-on until DarkViolet on GBA is finished.
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