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  #126    
Old October 27th, 2012, 07:45 PM
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Great, I'm glad to see that the event editor is fixed! I'm still working on a Firered ROM hack right now, but I'll be taking a look at this for future hacks.

Once again Spiky, this is an awesome tool, and the updates are making it even better!
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  #127    
Old October 28th, 2012, 01:25 PM
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Yay! A brand new version of SDSME has emerged! Now it has it's very own map viewer based on MKDS Course Modifier. It makes me wonder if next version will have support for the beta textures in D/P/Pt, 'cause those textures caused NSBMD.exe to crash whenever NSBMD.exe loaded them onto the map.

Edit: I just found a bug in the editor. Whenever you save the header data, it messes all the other values up with other numbers and is uneven.

Simply open up Diamond/Pearl/Platinum, change any value such as the weather, click save and then your ROM will no longer be able to play, due to invalid header values.

I think I know what the problem might be, I think it has something to do with not adding the zeros to the decimal numbers like "1" instead of being "01", or it might be because it fails to put in the values. But I'm not sure, I'll check and see if this occurs in earlier versions of SDSME.
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Last edited by Platinum Lucario; October 30th, 2012 at 04:57 AM.
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  #128    
Old November 1st, 2012, 02:27 AM
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Quote:
Originally Posted by PokémonShinySilver View Post
I just found a bug in the editor. Whenever you save the header data, it messes all the other values up with other numbers and is uneven.

Simply open up Diamond/Pearl/Platinum, change any value such as the weather, click save and then your ROM will no longer be able to play, due to invalid header values.

I think I know what the problem might be, I think it has something to do with not adding the zeros to the decimal numbers like "1" instead of being "01", or it might be because it fails to put in the values. But I'm not sure, I'll check and see if this occurs in earlier versions of SDSME.
I have never experienced such a problem before. I'll take a look at it, because I have no idea about what could be causing it. But try redownloading the tool again, because the first downloads of version 1.2.0 had a small bug with saving that was fixed 15 minutes later

EDIT: I haven't been able to recreate the bug. Pokémon DPPt just save headers fine, and HGSS save as well. However, the only possible issue I see could be related to binary compression. Binary files are compressed in HGSS, and SDSME decompressed them, but then doesn't compress them again. This shouldn't be a problem for the game, because I've done it many times and it still works (the game doesn't care if it's compressed or not). You should note that the game will be A BIT SLOWER at startup, so if you're getting a blank screen when the game loads, just wait a bit.

Yesterday night I made the permissions editor faster with the addition of a "Paint" button similar to that in Advance Map. Now you can edit tiles with a simple click
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Last edited by Spiky-Eared Pichu; November 1st, 2012 at 02:42 AM.
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  #129    
Old November 1st, 2012, 11:48 AM
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Nice spiky. So you should be able to have bw 2 tiles in dp??
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  #130    
Old November 1st, 2012, 03:50 PM
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Originally Posted by Pike15 View Post
Nice spiky. So you should be able to have bw 2 tiles in dp??
Where'd you get that conclusion from?
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  #131    
Old November 1st, 2012, 05:18 PM
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Quote:
Originally Posted by Pike15 View Post
Nice spiky. So you should be able to have bw 2 tiles in dp??
He's referring to movenent permissions - you no longer need to click a tile and set it's value. You can now pick a value from a list, then drag around on the map to place them, just like Advance Map.
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  #132    
Old November 1st, 2012, 06:33 PM
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Originally Posted by Team Fail View Post
He's referring to movenent permissions - you no longer need to click a tile and set it's value. You can now pick a value from a list, then drag around on the map to place them, just like Advance Map.
Yeah, I know that.

It sounds like he's asking if you can use models from Black/White 2 in Diamond/Pearl ROMs though.
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  #133    
Old November 1st, 2012, 10:42 PM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
I have never experienced such a problem before. I'll take a look at it, because I have no idea about what could be causing it. But try redownloading the tool again, because the first downloads of version 1.2.0 had a small bug with saving that was fixed 15 minutes later :P

EDIT: I haven't been able to recreate the bug. Pokémon DPPt just save headers fine, and HGSS save as well. However, the only possible issue I see could be related to binary compression. Binary files are compressed in HGSS, and SDSME decompressed them, but then doesn't compress them again. This shouldn't be a problem for the game, because I've done it many times and it still works (the game doesn't care if it's compressed or not). You should note that the game will be A BIT SLOWER at startup, so if you're getting a blank screen when the game loads, just wait a bit.

Yesterday night I made the permissions editor faster with the addition of a "Paint" button similar to that in Advance Map. Now you can edit tiles with a simple click :)
Ah, alright. I'll re-download it again and use the newer version to see if that could've been the issue.

Edit: Hm... odd, on Platinum it still has that problem. What I did was edit the weather header and then clicked "Save Header Data" then saved the ROM as header-test.nds

But when I tried editing the weather header in Diamond, then "Save Header Data" then saved the ROM as header-test.nds... it came up with this error:
Code:
See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'I:\Emulation\ROM Hacking\Nintendo Systems\Handheld\Nintendo DS\Tools\SDSME120\Data\NDS\data\fielddata\land_data\land_data\'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler)
   at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
   at NarcAPI.Narc.FromFolder(String folderPath)
   at WindowsFormsApplication1.Form1.saveROMToolStripMenuItem_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: 4.0.30319.269 (RTMGDR.030319-2600)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
SDSME
    Assembly Version: 1.1.1.0
    Win32 Version: 1.1.1.0
    CodeBase: file:///I:/Emulation/ROM%20Hacking/Nintendo%20Systems/Handheld/Nintendo%20DS/Tools/SDSME120/SDSME.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:///I:/Emulation/ROM%20Hacking/Nintendo%20Systems/Handheld/Nintendo%20DS/Tools/SDSME120/Tao.Platform.Windows.DLL
----------------------------------------
System.Core
    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.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:///I:/Emulation/ROM%20Hacking/Nintendo%20Systems/Handheld/Nintendo%20DS/Tools/SDSME120/Tao.OpenGl.DLL
----------------------------------------
PresentationCore
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.275 built by: RTMGDR
    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: 4.0.30319.275 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.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.
Quote:
Originally Posted by Pike15 View Post
Nice spiky. So you should be able to have bw 2 tiles in dp??
Yep, as long as you import the BMD0 and BTX0 files from B2/W2 into D/P/Pt, then you'll be able to have those models in the game.

Remember, in D/P/Pt... the building model data is stored in "./fielddata/areadata/area_build_model/area_build.narc", and the textures for building models are in "./fielddata/areadata/area_build_model/areabm_texset.narc". And so I realized something, "build" is a short word for "building". However earlier I was thinking it was meaning build as in "programming build". xD

Edit: Just remember, the building data is stored in a similar way to the map models in land_data.narc, so it shouldn't be any problem finding them in other games such as B2/W2 in the same way, just open them up with Tinke and use it's hexadecimal function to see if there's any "BMD0" data in them. If there is, extract whichever binary file and open it up in a hex editor such as HxD and do the same highlighting and pasting the BMD0 data onto a new file and saving as .nsbmd in the same way as you extract the data manually in this tutorial.
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Researching the NDS ROMs...

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I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!

Last edited by Platinum Lucario; November 1st, 2012 at 11:12 PM.
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  #134    
Old November 2nd, 2012, 02:48 AM
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ok all this sound great. But i am really wondering when you gonna be able to actually edit the maps with only this tool.
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  #135    
Old November 3rd, 2012, 09:22 AM
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New version! The paint button is now available and major bugs have been fixed (it's now safe to hack Platinum). Thanks for your bug reports! Get it here: http://www.mediafire.com/?kq77b55j47mr18l
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  #136    
Old November 4th, 2012, 07:45 PM
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It's interesting the stuff you can do with this, i made a building in the first town in diamond like super tall. Hopefully you figure out how to modify tiles and such. I'm not too active in the rom hacking scene, i prefer to program my own engines but whats the current state with event scripting in nds pokemon games right now? I'm curious as to how it changed from previous gba games.
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  #137    
Old November 5th, 2012, 02:15 AM
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Quote:
Originally Posted by oxysoft View Post
Whats the current state with event scripting in nds pokemon games right now? I'm curious as to how it changed from previous gba games.
PPRE can edit 4th gen scripts; 5th gen scripts there is no editor yet. However, Drayano and I and a few other users have been able to edit 5th gen scripts by hand (our youtube channels have examples).

People are so attracted to the already developed gen3 hacking scene... genV is by far better in terms of capability and simplicity,it just doesn't get the love it should

As far as differences, it's pretty much the same. Only difference is that the command hexes are different, so Gen IV is different from V; and localizations have extra commands as well which shift the rest.

===

One thing I noticed is that the bottom-right corner Drag to Resize functionality isn't really working. I click&drag and nothing happens :\ Making it fullscreen still works. Win7 64bit Ultimate
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  #138    
Old November 5th, 2012, 12:17 PM
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thank you
so much this is so cool
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  #139    
Old November 5th, 2012, 12:21 PM
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Good news! I've got textures to work in the 3D renderer. That means the program is one step closer to true map editing! Take a look at it:

Spoiler:

More updates coming soon!
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  #140    
Old November 5th, 2012, 12:29 PM
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So awsome spiky keep up the good work. When do you think we have a map editor??
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  #141    
Old November 5th, 2012, 05:37 PM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
Good news! I've got textures to work in the 3D renderer. That means the program is one step closer to true map editing!
This is truly good news. Can you break it down for us on how the map editor is going to function? What are your plans and do you think you have the skill set atm to do this? That would be awesome if you set ur goals on here so we can all look ahead and advise you with our wise words. Thanks.
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  #142    
Old November 6th, 2012, 03:21 AM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
Good news! I've got textures to work in the 3D renderer. That means the program is one step closer to true map editing! Take a look at it:

Spoiler:

More updates coming soon!
This is excellent, I knew it could be achieved. I wonder if it will be able to load the prototype textures on the 3D renderer in D/P/Pt? 'Cause I know NSBMD crashes with those textures loaded. Maybe you could also have an area where you select the texture to use for the 3D view function, and maybe even change which NSBTX it uses?

I'm planning on installing Windows 8 on a different partition so it can run alongside Windows 7, I assume that the reason why the editor isn't saving is probably because of the different Windows operating system it's built on.

Is anyone else finding SDSME saving the ROM... but not any of the changes? 'Cause when I edited the headers and then saved them, they didn't make any changes to the ROM.
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Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!

Last edited by Platinum Lucario; November 6th, 2012 at 03:26 AM.
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  #143    
Old November 6th, 2012, 04:31 AM
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Quote:
Originally Posted by PokémonShinySilver View Post
This is excellent, I knew it could be achieved. I wonder if it will be able to load the prototype textures on the 3D renderer in D/P/Pt? 'Cause I know NSBMD crashes with those textures loaded. Maybe you could also have an area where you select the texture to use for the 3D view function, and maybe even change which NSBTX it uses?
That's what I'm working on. The 3D view will have a combobox where you'll be able to choose the tileset to load the model with, including Tileset 0 which is the beta one. It shouldn't crash, but you may get glitched textures.

EDIT: I've finished the texture thing and added a preliminary tileset viewer (which will later become an editor). Version 1.4.0 available here: http://www.mediafire.com/?kq77b55j47mr18l
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Last edited by Spiky-Eared Pichu; November 9th, 2012 at 12:42 PM.
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  #144    
Old November 13th, 2012, 07:55 AM
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HELP!!!!!! The program doesn't work with me!!! There appeared an error message:

A part of the pad C:\{{FILES}}\SDSME140\Data\game.nds cannot be find

And I HAVE placed a DPPtHgHs ROM in the ''Date'' directory and named it ''game''!!!
HELP!!!!!! What can I do!?!?!
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  #145    
Old November 13th, 2012, 02:03 PM
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Quote:
Originally Posted by gatarda View Post
HELP!!!!!! The program doesn't work with me!!! There appeared an error message:

A part of the pad C:\{{FILES}}\SDSME140\Data\game.nds cannot be find

And I HAVE placed a DPPtHgHs ROM in the ''Date'' directory and named it ''game''!!!
HELP!!!!!! What can I do!?!?!
Don't place anything there. That file is the temp file used by the tool to write changes before saving the full rom. Try copying the tool to a folder with a full path that contains no spaces and open the tool again. I'm already working on a fix for this, but for now you'll have to use that workaround. Sorry!
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  #146    
Old November 14th, 2012, 09:10 PM
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Since SDSME is unable to save for anyone, I would recommend waiting for a solution to the problem or waiting for a new version. I've tried using SDSME on multiple operating systems, they still won't save anything with the header data. Marc, I would suggest installing a completely fresh install of Windows 7 or 8 on a different partition, install the .NET Framework 4, then try changing the weather header for Twinleaf Town (T01) on SDSME so you can then see what the problem I'm having. Perhaps I'm missing some .dll file or .ocx file? If that's the case, can you please tell me what it is? Thanks!
Quote:
Originally Posted by gatarda View Post
HELP!!!!!! The program doesn't work with me!!! There appeared an error message:

A part of the pad C:\{{FILES}}\SDSME140\Data\game.nds cannot be find

And I HAVE placed a DPPtHgHs ROM in the ''Date'' directory and named it ''game''!!!
HELP!!!!!! What can I do!?!?!
Yep, that's exactly the problem I had while running it on a Windows XP operating system, though it was SDSME120 at that time.
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Researching the NDS ROMs...

sure does feel like a brand new adventure!

I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

Always focus on the present, best thing to do! Never look back into the past and never worry about anything bad of the future!
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  #147    
Old November 15th, 2012, 08:57 AM
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I have rewritten the code that loads and saves ROMs. Now it's safer than before, and it should work in the next version.

The next version will also include translation support (Spanish will be available) and an OBJ exporter (you won't have to use MKDS Course Modifier anymore)
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  #148    
Old November 15th, 2012, 09:02 AM
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But when are you gonna be able to map hack??
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  #149    
Old November 15th, 2012, 01:41 PM
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You've been doing some really nice work on this tool.
Will you be able to implement an OBJ importer?
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  #150    
Old November 15th, 2012, 10:59 PM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
I have rewritten the code that loads and saves ROMs. Now it's safer than before, and it should work in the next version.

The next version will also include translation support (Spanish will be available) and an OBJ exporter (you won't have to use MKDS Course Modifier anymore) :)
Yay! That's excellent! I could also suggest that the 3D Viewer could also have a unique feature in which the 3D viewer shows the NSBTX automatically accordingly to what the ARM9 tells which one it's using, even though you can change which NSBTX the model uses to kind of experiment with each NSBTX.
Quote:
Originally Posted by agentgeo View Post
You've been doing some really nice work on this tool.
Will you be able to implement an OBJ importer?
That would indeed take quite a while, though it can be done... but expect some glitches with the NSBMD that is inserted into the ROM. ;)
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Researching the NDS ROMs...

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I'm really looking forward to learning how to understand what the hex values mean and how to create programs using Microsoft Visual Studio!

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