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  #26    
Old September 21st, 2012 (1:10 AM).
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tajaros tajaros is offline
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    Quote:
    Originally Posted by Spiky-Eared Pichu View Post
    I have taken all your suggestions and bug reports into account and I'm working on a new version. The features it will include are:
    • Faster matrix editor (now it loads instantly).
    • New saving method for move permissions. There will be a "Save Current" button instead of an automatic save feature (some people complained it was slow).
    • Event and flag editors.
    • Partial HeartGold and SoulSilver support.
    • Fixed read/write operations (shouldn't give an error at startup anymore).
    I hope you'll like it when it is released. Thanks for your support!
    Ahhh, yesss! I'll wait for this so I can use it!

    And btw what do you mean about partial support for HGSS? Just maps?

    Oh, and goodluck with this!
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      #27    
    Old September 21st, 2012 (12:02 PM). Edited September 21st, 2012 by Incineroar.
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    Quote:
    Originally Posted by Spiky-Eared Pichu View Post
    I have taken all your suggestions and bug reports into account and I'm working on a new version. The features it will include are:
    • Faster matrix editor (now it loads instantly).
    • New saving method for move permissions. There will be a "Save Current" button instead of an automatic save feature (some people complained it was slow).
    • Event and flag editors.
    • Partial HeartGold and SoulSilver support.
    • Fixed read/write operations (shouldn't give an error at startup anymore).
    I hope you'll like it when it is released. Thanks for your support! :)
    Nice to see that the saving/opening bugs are fixed. Can't wait for the update.

    Edit: Having fun with movement permissions:
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      #28    
    Old September 21st, 2012 (3:53 PM).
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    Platinum Lucario Platinum Lucario is offline
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    Quote:
    Originally Posted by Team Fail View Post
    Nice to see that the saving/opening bugs are fixed. Can't wait for the update.

    Edit: Having fun with movement permissions:
    Just remember, in version 1.0 of the Japanese Pokémon Diamond or Pearl Versions, there is a surf movement permission in the Elite Four rooms. lol

    Those images remind me of that error that was made back in the days. xD
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      #29    
    Old September 21st, 2012 (10:31 PM).
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      This.

      Is going to be the next Advance Map.
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        #30    
      Old September 21st, 2012 (11:06 PM).
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      Quote:
      Originally Posted by PokémonShinySilver View Post
      Just remember, in version 1.0 of the Japanese Pokémon Diamond or Pearl Versions, there is a surf movement permission in the Elite Four rooms. lol

      Those images remind me of that error that was made back in the days. xD
      Speaking of which, I might go find a v1 rom of those games and see what the movement permissions are set to and compare them to the corrected USA releases.
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        #31    
      Old September 22nd, 2012 (2:00 PM).
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      While searching through my downloaded tools, I actually managed to find the source code for NSBMD. It will prove useful for adjusting the tool to fit with the map editor. Might even be able to make adjustments to being able to view the beta textures.

      If anyone needs the source code of NSBMD, I will indeed give it out to anyone who wants it.
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        #32    
      Old September 22nd, 2012 (2:18 PM).
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      Quote:
      Originally Posted by PokémonShinySilver View Post
      While searching through my downloaded tools, I actually managed to find the source code for NSBMD. It will prove useful for adjusting the tool to fit with the map editor. Might even be able to make adjustments to being able to view the beta textures.

      If anyone needs the source code of NSBMD, I will indeed give it out to anyone who wants it.
      If it's in C#, I'd love to see it.
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        #33    
      Old September 22nd, 2012 (3:24 PM). Edited September 22nd, 2012 by Platinum Lucario.
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      I actually extracted most of the data of what I think might be the terrain model in Black/White, 'cause I think the map ends with the movement permissions data. But I'm not exactly sure. I tried putting it onto NSBMD.exe to test it out, it didn't work. The Window came up and disappeared. So I'm not even sure I did it correctly

      Quote:
      Originally Posted by Team Fail View Post
      If it's in C#, I'd love to see it.
      Sadly, it's in C++. D:

      I've gotta say... most tools that I know of are developed in C++, I don't see too many in C#.
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        #34    
      Old September 22nd, 2012 (3:59 PM).
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      Quote:
      Originally Posted by PokémonShinySilver View Post
      Sadly, it's in C++. D:

      I've gotta say... most tools that I know of are developed in C++, I don't see too many in C#.


      Well, C# and C++ shouldn't be too much different.
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        #35    
      Old September 22nd, 2012 (4:02 PM).
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      This is amazing. I didn't see anywhere you can actually edit the map besides just buildings and some movement permissions.

      If you ever get around to making every aspect of the map editable (like A-Map), I swear I'll make an entire game based around you.
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        #36    
      Old September 23rd, 2012 (3:43 PM).
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        Quote:
        Originally Posted by hinkage View Post
        This is amazing. I didn't see anywhere you can actually edit the map besides just buildings and some movement permissions.

        If you ever get around to making every aspect of the map editable (like A-Map), I swear I'll make an entire game based around you.

        :\

        That's a start, if you don't appreciate this tool, create your own map editor
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          #37    
        Old September 24th, 2012 (6:14 AM).
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          is it a like advance map you can fully edit maps??
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            #38    
          Old September 24th, 2012 (7:40 AM).
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            Poor Link_971... But yeah, nice one! Downloaded it so trying it out now.
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              #39    
            Old September 24th, 2012 (7:22 PM).
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              That's completely different than Advance Map.
              It's not the same plateforme, engine, etc...

              We can't have the same results than the 3rd generation.
              That's why we are still working on many editors.
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                #40    
              Old September 24th, 2012 (8:35 PM).
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              Quote:
              Originally Posted by Pike15 View Post
              are you gonna be able to fully edit maps like in a-map??
              you won't be able to at the moment but they're working on it! :3

              It's a lot more complex from Advance Gen's mapping system so don't expect it to be fully editable for at least quite a while.

              Meanwhile, if you read up on the file structure, you can do some minor edits, but only by hand.
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                #41    
              Old September 25th, 2012 (12:40 AM).
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                i know you cant do it yet. But im wondering if you gonna be able to fully map route so we can make a r/s/e remake
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                  #42    
                Old September 25th, 2012 (3:35 AM).
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                Spiky-Eared Pichu Spiky-Eared Pichu is offline
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                  Quote:
                  Originally Posted by Pike15 View Post
                  i know you cant do it yet. But im wondering if you gonna be able to fully map route so we can make a r/s/e remake
                  Editing map models (trees, water, grass, etc) is possible. However, as Gen IV started making maps in full 3D, not 2D tiles, editing is harder and it would require a 3D modeller to be made from scratch. That's very hard, and it would always be inferior to modelling software like Maya, 3ds max or Sketchup.

                  So the best thing we can do is either use Nintendo plugins and expensive software like 3ds max, or make plugins for a free modeller like Blender or Sketchup. Making a brand-new editor is a waste of time.

                  In case someone is interested in making new maps with the current version of the tool, you'll need Maya 6/3ds max 8, Nintendo plugins (I can't give you links because it's like liking a rom) and a tool to convert from nsbmd to obj (MKDS Course Modifier or nsbmdtool). The procedure would be:
                  1. Extract the nsbmd section of the map you want to edit.
                  2. Convert the model to obj.
                  3. Open and edit the model in a 3D software.
                  4. Export it with Nintendo plugins.
                  5. Convert the file to nsbmd with a tool included with the plugins.
                  6. Import the nsbmd to the map.
                  That's it. It sounds easy, but some steps are impossible to do legally unless you're super rich.
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                    #43    
                  Old September 25th, 2012 (4:11 AM).
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                    Im not good at computer so for me it´s gonna be impossible to do that.
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                      #44    
                    Old September 27th, 2012 (7:52 AM).
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                      Could someone experiencing the save error post here the full report? I'm trying to fix it but I can't find the exact command that fails.
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                        #45    
                      Old September 27th, 2012 (11:55 AM).
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                      Quote:
                      Originally Posted by Spiky-Eared Pichu View Post
                      That's it. It sounds easy, but some steps are impossible to do legally unless you're super rich.
                      Well, you don't have to be super rich, you'd just need around $6000 for the software.

                      And if you need it, here is my log:
                      Spoiler:


                      Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

                      Could not find a part of the path 'E:\SDK\SDSME\Data\NDS\data\fielddata\mapmatrix\map_matrix\'.

                      Details:

                      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 'E:\SDK\SDSME\Data\NDS\data\fielddata\mapmatrix\map_matrix\'.
                      at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
                      at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath)
                      at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
                      at WindowsFormsApplication1.Form1.button4_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
                      ----------------------------------------
                      Map_Editor
                      Assembly Version: 1.0.0.0
                      Win32 Version: 1.0.0.0
                      CodeBase: file:///E:/SDK/SDSME/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
                      ----------------------------------------

                      ************** 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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                        #46    
                      Old September 28th, 2012 (4:57 AM).
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                      Spiky-Eared Pichu Spiky-Eared Pichu is offline
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                        Matrix saving has been already fixed. I had made a stupid error in the saving path command.

                        I have been working on an event editor, and it now works 100%. It supports Add/Edit/Remove, and uses an interface similar to the building editor (except for the visual map).
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                          #47    
                        Old September 28th, 2012 (5:38 AM).
                        Beike Beike is offline
                           
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                          An event editor, eh? Looking forward to see what that can do. By the way, how's the HGSS support going?

                          I also have a question about the 3D mapping (with 3DS Max and such) process. I have converted the .nsbmd files of some HGSS maps by using Spiky's Map Converter (not this tool, but the one released before), and I want to convert them to .obj so 3DS Max can open them, but nsbmdtool will not open it, let alone convert it (it will open DPP maps, but without textures and I have no idea how to convert them). MKDS Course Modifier won't do the job for me either. This is what I get:

                          C\Users\(Username)>nsbmd.exe nbt.nsbmd (this is the New Bark Town map)
                          glhi: GLHijacker starting up...
                          glhi: will load c:/winnt/system32/opengl32.dll on first OpenGL/WGL call.
                          DEBUG: file size = 000040dc <16604>.
                          DEBUG: file is not BMD0.

                          If anyone could help me, I'd be delighted.
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                            #48    
                          Old September 28th, 2012 (7:14 AM).
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                          hinkage hinkage is offline
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                          Quote:
                          Originally Posted by Link_971 View Post
                          :\

                          That's a start, if you don't appreciate this tool, create your own map editor ;)

                          What... I said it was great. Although I did word it badly. I meant: "This is amazing. I didn't see anywhere where you actually do any map editing besides buildings yet, though." This is a great start, but full-on editing is what I really want.
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                            #49    
                          Old September 30th, 2012 (5:18 AM).
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                            how is it going with the event editor??
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                              #50    
                            Old September 30th, 2012 (7:46 AM).
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                            Platinum Lucario Platinum Lucario is offline
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                            Quote:
                            Originally Posted by Beike View Post
                            An event editor, eh? Looking forward to see what that can do. By the way, how's the HGSS support going?

                            I also have a question about the 3D mapping (with 3DS Max and such) process. I have converted the .nsbmd files of some HGSS maps by using Spiky's Map Converter (not this tool, but the one released before), and I want to convert them to .obj so 3DS Max can open them, but nsbmdtool will not open it, let alone convert it (it will open DPP maps, but without textures and I have no idea how to convert them). MKDS Course Modifier won't do the job for me either. This is what I get:

                            C\Users\(Username)>nsbmd.exe nbt.nsbmd (this is the New Bark Town map)
                            glhi: GLHijacker starting up...
                            glhi: will load c:/winnt/system32/opengl32.dll on first OpenGL/WGL call.
                            DEBUG: file size = 000040dc <16604>.
                            DEBUG: file is not BMD0.

                            If anyone could help me, I'd be delighted.
                            To extract the layout model of the map, you will need a hex editor. First of all... open up your hex editor, go to File > New, then File > Open and open the map file that you want to extract the layout model of the map from. Then after that... select the bytes from where it says "BMD0" in the text view all the way down to the byte next to where it says "BDHC". But if it doesn't have "BDHC" anywhere in the map file, keep a lookout for any text that has some Euro cent signs on it, if you see it... look for the "20 00 20" bytes in the hexadecimal area, as they indicate the header for the next area. After you've done that... copy and paste it onto the new blank file you made earlier.

                            I hope that helps, I'm sure it will help you with any future model extracting from ROMs.
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