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  #551    
Old September 8th, 2013 (12:55 PM).
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Quote originally posted by Spiky-Eared Pichu:
Seeing the "Can not activate the GL rendering context" issue is not limited to a single person and seems to be more common, I decided to compare the actual code with that of SDSME 1.7.0, because up to that version there were no problems. I have found two commands which are supposed to run on startup and refresh the 3D renderers, and thus far I've been able to remove them without breaking the tool. Next version will include the change, and hopefully it will fix the issue. Sorry.

I'm also working hard on scripts. Pokémon Black 2 and White 2 aren't supported yet, but hopefully in 1.9.0 they will work (with limited support, script plugins won't work). There's an important bug in the current script engine too, which makes all Gen IV and V games to freeze during execution when compiling certain movements. In order to fix it, I'm rewriting most of the engine and scripts will now be loaded separately, even inside the same file.

Finally, I'm writing a PDF user's guide for SDSME. The guide will be included and updated every time I finish a new section, and will include pictures and complete explanations of everything.

I hope you're enjoying everything in SDSME. See ya

Thanks a lot Spiky!
Please continue with this awesome tool. :D
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  #552    
Old September 15th, 2013 (03:38 PM).
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Quote originally posted by Spiky-Eared Pichu:
Finally, I'm writing a PDF user's guide for SDSME. The guide will be included and updated every time I finish a new section, and will include pictures and complete explanations of everything.
That would be useful. Thankies~ :3
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  #553    
Old September 17th, 2013 (11:04 AM).
Bond697 Bond697 is offline
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how are you doing with finding the map header counts for the other games/versions?
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  #554    
Old September 19th, 2013 (10:22 AM).
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This is amazing
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  #555    
Old September 20th, 2013 (04:08 AM). Edited September 20th, 2013 by 805587804.
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Why do I open SDSME it says "can not activate the GL rendering context."?


How to solve this problem?
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  #556    
Old September 20th, 2013 (10:41 AM).
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Quote originally posted by 805587804:
Why do I open SDSME it says "can not activate the GL rendering context."?


How to solve this problem?
Spiky has already said that this problem is related to version 1.8.x, so he is comparing this with the older version 1.7.0, in order to find the bug and solve the issue. You have to wait till the next release (or you can use 1.7.0 version)
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  #557    
Old September 21st, 2013 (01:41 AM).
805587804 805587804 is offline
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Quote originally posted by JackHack96:
Spiky has already said that this problem is related to version 1.8.x, so he is comparing this with the older version 1.7.0, in order to find the bug and solve the issue. You have to wait till the next release (or you can use 1.7.0 version)
I know,Thank you very much!
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  #558    
Old September 21st, 2013 (02:32 AM).
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Quote originally posted by Michielleus:
I'm guessing this is a very simple problem, but I can't seem to figure it out.
When inserting a map, no matter what I do, all my buildings (the "outside"-ones) show up as dmybox00. I'm guessing something in the header needs editing, but copying vars from other headers doesn't work.
I've noticed that editing gen V maps gives you a "map type" column, but editing gen IV doesn't do this. I think the map I'm editing is still counted as an "inside" map, like a house or a cave. Is there any way to somehow change that so that it's an "outside" map, like a city? Right now, I can't add houses or fountains
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  #559    
Old September 22nd, 2013 (11:58 AM). Edited September 22nd, 2013 by Sliter.
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Omg Picku! It's really a great work! o-o I'm impressed xD now I belive that hacking has no limits! XD I cant wait to see DS hacks with the quality of the GBA hacks! O3O congrats!
I see this is really good to everything! I will use to edit the text for my translation project! I'm just seeing it yet but can't export/import texts, texture, models, yet? are planning something to this or not really?
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  #560    
Old September 22nd, 2013 (01:37 PM). Edited September 22nd, 2013 by HyruleShield.
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Looks like I'll try testing this out today! Sweet!

Quote originally posted by Hacker Bisharp:
This is awesome! You are the future for the hacking ds
This...Just this. Wonder what the future holds for ROM hacks, DS gen.
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  #561    
Old October 13th, 2013 (11:43 AM). Edited October 13th, 2013 by Stronglion.
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ill try it out. looks amazing although i wish there was a whole video tutorial with commentary on this

OMG so much more complicated than advanced maps i have no idea how to make maps but id wish that i knew
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  #562    
Old October 14th, 2013 (09:52 AM).
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Hey guys does anybody know how to edit a trainers name in battle with sdsme? Like when I battle blue it says "leader blue" I want it to say " Rival Green" I finally changed the sprites for the battle to greens but his intro message in battle cant be editited and his name is wrong.
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  #563    
Old October 14th, 2013 (06:04 PM).
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Whenever I load a rom this message appear
Spoiler:
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  #564    
Old October 14th, 2013 (06:09 PM).
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I've tried this map editor.
But I'm just a bit confused, I'll try to master it somehow.
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  #565    
Old October 24th, 2013 (02:57 AM).
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It seems that this project is dead. I hope not, because this project is awesome.
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  #566    
Old October 24th, 2013 (07:53 AM).
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Quote originally posted by gatarda:
It seems that this project is dead. I hope not, because this project is awesome.
It's not dead, I've just not been posting the progress of SDSME 1.9.0. I know you all think this is taking too much time, but once the version is released you'll understand why. I have focused on fixing all the bugs people have been reporting over these months and thanks to all of you I have discovered new structures and data in the game which are very important. One of them is related to the buildings available in each map, which will keep the dummy box from appearing.

Thank you very much, I'll make sure to keep you all updated
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  #567    
Old October 24th, 2013 (11:43 AM).
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I have a question about the scripts. I was scrolling through them indexing which ones i found to be important. Do you plan on making them editable or are they already and i have yet to uncover how to do so?
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  #568    
Old October 24th, 2013 (01:25 PM).
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Quote originally posted by Spiky-Eared Pichu:
It's not dead, I've just not been posting the progress of SDSME 1.9.0. I know you all think this is taking too much time, but once the version is released you'll understand why. I have focused on fixing all the bugs people have been reporting over these months and thanks to all of you I have discovered new structures and data in the game which are very important. One of them is related to the buildings available in each map, which will keep the dummy box from appearing.

Thank you very much, I'll make sure to keep you all updated
Quote originally posted by Bond697:
how are you doing with finding the map header counts for the other games/versions?
and are you missing anything else?
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  #569    
Old October 24th, 2013 (01:44 PM).
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Hey SpikyEaredPichu, just curious, as someone who is afflicted with the GL Rendering Context error, and seeing that it wasn't in the previous version, could you possibly link to a download for that version? I searched the thread, but it looks like the download for it has been replaced by the 1.8 download.
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  #570    
Old October 26th, 2013 (05:38 AM).
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Hi Spiky,
I have been working with the titlescreen and now I know how to make animations like this:


Please continue with your awesome job. :D
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  #571    
Old October 28th, 2013 (02:57 PM).
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Hello~
I've run into a problem when opening the trainer editor in SDSME. Here is a screenshot:



After I click continue, the box comes up fine and everything, but I noticed that there is nothing in any of the sections.

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  #572    
Old October 31st, 2013 (11:27 AM).
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Hey! This tool is great, and I can't wait for the 1.9 update, but can somebody please make a tutorial?
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  #573    
Old October 31st, 2013 (01:18 PM).
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Quote originally posted by CrystalStatic:
Hello~
I've run into a problem when opening the trainer editor in SDSME. Here is a screenshot:



After I click continue, the box comes up fine and everything, but I noticed that there is nothing in any of the sections.

I'm really sorry about that, I made a typo in a text file path. I have fixed the code and it will work in 1.9.0.
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  #574    
Old October 31st, 2013 (02:01 PM).
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Quote originally posted by Spiky-Eared Pichu:
I'm really sorry about that, I made a typo in a text file path. I have fixed the code and it will work in 1.9.0.
Hmm okay. Any release date set yet for the new version? Also, is there a way to edit the existing trainers in Platinum without using the trainer editor in SDSME? Thanks~
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  #575    
Old October 31st, 2013 (02:16 PM).
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Quote originally posted by CrystalStatic:
Hmm okay. Any release date set yet for the new version? Also, is there a way to edit the existing trainers in Platinum without using the trainer editor in SDSME? Thanks~
Yes, you can use PPTE: http://www.pokecommunity.com/showthread.php?t=163957

I'm bringing you all a new update on SDSME as well. While there is no release date yet, today I have finished the new event editor and I will now work on scripts. Many of you may have noticed sometimes the "ApplyMovement" command freezes the game, so I have to fix it. I know what causes the glitch, so it will be simple to edit the code. Starting with version 1.9.0, in case it freezes, it will be simple to fix: just create a new function at the point it freezes, and add the rest of the script there. B2W2 scripts will be supported too, though a reduced amount of maps will be disabled to avoid serious glitches.

Thank you very much!
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