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Tool Spiky's DS Map Editor (NOW OPEN-SOURCE)

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  #376    
Old March 9th, 2013 (9:58 AM). Edited March 9th, 2013 by VERGUNDAI.
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    Quote:
    Originally Posted by Team Fail View Post
    You can, but you'd also have to import the textures into the game.
    Yeah, for people who want to import maps and textures from BW/BW2 this is optional, the only hard part is that BW maps are more difficult to edit. Rather than the easy 4th Gen maps..

    Check out what i did for the past 30 Minutes of my life...
    I also wonder if we could use the Bell tower on BW/BW2 for Spear Pillar
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      #377    
    Old March 10th, 2013 (10:19 AM). Edited March 10th, 2013 by Chaos Rush.
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      Does anyone know what would be the best program for actual map model editing? Maya 7 always gives me ugly-looking results when I convert from obj-->imd-->nsbmd-->SDSME, and 3DS Max 6 isn't an option for me because I have Windows 7. Currently, is actual map model editing impossible for Windows 7 users?
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        #378    
      Old March 13th, 2013 (11:17 AM).
      YORAMRW YORAMRW is offline
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        This thread must never be closed. There are always people with new ideas.
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          #379    
        Old March 17th, 2013 (1:14 AM).
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          The script editing function looks nice- will actual script editing be possible in the next version?

          I hope so, because then I can finally edit all things that ppre couldn't without freezing the game.
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            #380    
          Old March 17th, 2013 (2:00 AM).
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          Spiky-Eared Pichu Spiky-Eared Pichu is offline
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            Quote:
            Originally Posted by Michielleus View Post
            The script editing function looks nice- will actual script editing be possible in the next version?

            I hope so, because then I can finally edit all things that ppre couldn't without freezing the game.
            Version 1.8.0 will introduce scripts and missing features in Gen V in the same manner as 1.7.0 did for Gen IV. Script editing won't be possible until 1.9.0, and for 2.0.0 I'm planning something huge :)
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              #381    
            Old March 17th, 2013 (12:54 PM).
            YORAMRW YORAMRW is offline
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              Quote:
              Originally Posted by Spiky-Eared Pichu View Post
              Version 1.8.0 will introduce scripts and missing features in Gen V in the same manner as 1.7.0 did for Gen IV. Script editing won't be possible until 1.9.0, and for 2.0.0 I'm planning something huge :)
              I have noticed that maps with curved tiles and rotating camera, like Castelia City, Gear Station and Skyarrow Bridge, haven't movement permissions. Maybe, there is a way to fix that. I assume that the move permissions on maps like these a programmed as events.
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                #382    
              Old March 18th, 2013 (5:06 AM).
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              Master-Pixel Master-Pixel is offline
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                Hey, Spiky :)
                Erm, I've been trying to use your tool, but to no avail - changing the model of a building doesn't seem to want to work for me, and the program pops up with this message:

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

                ************** Exception Text **************
                System.OverflowException: Value was either too large or too small for a UInt16. ---> System.OverflowException: Value was either too large or too small for a UInt32.
                at System.Decimal.ToUInt32(Decimal d)
                at System.Decimal.ToUInt16(Decimal value)
                --- End of inner exception stack trace ---
                at System.Decimal.ToUInt16(Decimal value)
                at Map_Converter.Form2.button3_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: 4.0.30319.296 (RTMGDR.030319-2900)
                CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
                ----------------------------------------
                SDSME
                Assembly Version: 1.7.0.0
                Win32 Version: 1.7.0.0
                CodeBase: file:///C:/Users/Rhyan/Desktop/SDSME/SDSME.exe
                ----------------------------------------
                System.Windows.Forms
                Assembly Version: 4.0.0.0
                Win32 Version: 4.0.30319.1002 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: 4.0.30319.1001 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: 4.0.30319.1001 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/Rhyan/Desktop/SDSME/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:///C:/Users/Rhyan/Desktop/SDSME/Tao.OpenGl.DLL
                ----------------------------------------
                HelixToolkit
                Assembly Version: 2011.10.1.0
                Win32 Version: 2011.10.1
                CodeBase: file:///C:/Users/Rhyan/Desktop/SDSME/HelixToolkit.DLL
                ----------------------------------------
                PresentationCore
                Assembly Version: 4.0.0.0
                Win32 Version: 4.0.30319.298 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: 4.0.30319.298 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.


                This is on all (U) Rom's (DP,Plt,HGSS,BW,BW2)
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                  #383    
                Old March 18th, 2013 (6:37 AM).
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                Spiky-Eared Pichu Spiky-Eared Pichu is offline
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                  Quote:
                  Originally Posted by Master-Pixel View Post
                  Hey, Spiky :)
                  Erm, I've been trying to use your tool, but to no avail - changing the model of a building doesn't seem to want to work for me, and the program pops up with this message:

                  This is on all (U) Rom's (DP,Plt,HGSS,BW,BW2)
                  I wasn't aware of that bug, so thank you very much. I've been able to fix it, and it'll be available for you in the next version. I have also fixed a really bad bug in the matrix editor that prevented matrices from saving correctly in all games. Yesterday I got BW scripts working 95% too, which only leaves me B2W2 scripts after finishing the BW ones :)
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                    #384    
                  Old March 18th, 2013 (8:51 AM).
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                  Master-Pixel Master-Pixel is offline
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                    Quote:
                    Originally Posted by Spiky-Eared Pichu View Post
                    I wasn't aware of that bug, so thank you very much. I've been able to fix it, and it'll be available for you in the next version. I have also fixed a really bad bug in the matrix editor that prevented matrices from saving correctly in all games. Yesterday I got BW scripts working 95% too, which only leaves me B2W2 scripts after finishing the BW ones :)
                    Wow, that was quick!
                    Glad I could help.
                    Wish I knew I how to do half of the things that you do; it's incredible...

                    I was also going to ask; can theses games be put onto a flashcart? I just wondered due to them being hacked on the rom; rather then being unable to when making a game within Pokemon Essentials or the like.
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                      #385    
                    Old March 21st, 2013 (9:10 AM). Edited March 21st, 2013 by Trifindo.
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                    Trifindo Trifindo is offline
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                      Thanks a lot for your tool Spiky, it is awesome!
                      I have edited some maps and the results are good:

                      http://www.youtube.com/watch?v=ObkWElhyKY8&list=UUqmrpUDHWBUrwskKMr_aI_w&index=1

                      http://www.youtube.com/watch?v=ivTPCTDV0Q8&list=UUqmrpUDHWBUrwskKMr_aI_w&index=1

                      Are you working on (*.bdhc) files? I think that editing terrain settings is really important to create a hack.
                      Please continue with your project you are the best!
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                        #386    
                      Old March 21st, 2013 (10:16 AM).
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                      Pike15 Pike15 is offline
                         
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                        Can anyone please tell me which is the best program to edit maps with i have tried sketchup and it was not so good
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                          #387    
                        Old March 23rd, 2013 (3:56 AM).
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                        JokerBen JokerBen is offline
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                          Can you export tilesets? I am trying to make a tileset for RMXP.
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                            #388    
                          Old March 23rd, 2013 (5:53 AM).
                          YORAMRW YORAMRW is offline
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                            Quote:
                            Originally Posted by BenGames,Films, and More! View Post
                            Can you export tilesets? I am trying to make a tileset for RMXP.
                            Yes. You can export tilesets.
                            I wonder about you can import BW tilesets in Gen 4 without any corruption.
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                              #389    
                            Old March 23rd, 2013 (6:03 AM).
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                              This map editor is going to be what I am to use on my next hack! Thanks, Spiky!
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                                #390    
                              Old March 24th, 2013 (11:33 PM).
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                                For some reason, I cannot choose to edit the Wild, Train, Text or Script Editor in my Black 2 ROM. Can somebody please help? Thanks!
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                                  #391    
                                Old March 25th, 2013 (12:13 AM).
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                                Platinum Lucario Platinum Lucario is offline
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                                Quote:
                                Originally Posted by UltraNerdtendo64 View Post
                                For some reason, I cannot choose to edit the Wild, Train, Text or Script Editor in my Black 2 ROM. Can somebody please help? Thanks!
                                This is because it's not yet possible for 5th generation ROMs yet, it is still currently under development and will be made possible in a later version.

                                If you really want to edit Wild Pokémon, Trainers or Text, there's other tools that have already been made for it, such as PPTXT. As for Script Editing, the only method as of now is to use LUA scripts to research by debugging values, then using a hex editor to change them, then inserting them back into the ROM, which is rather time consuming and requires alot of research into which values would the scripts do and so on. :P
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                                  #392    
                                Old March 25th, 2013 (2:01 PM).
                                Kaphotics Kaphotics is offline
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                                  Quote:
                                  Originally Posted by PokémonShinySilver View Post
                                  This is because it's not yet possible for 5th generation ROMs yet, it is still currently under development and will be made possible in a later version.

                                  If you really want to edit Wild Pokémon, Trainers or Text, there's other tools that have already been made for it, such as PPTXT. As for Script Editing, the only method as of now is to use LUA scripts to research by debugging values, then using a hex editor to change them, then inserting them back into the ROM, which is rather time consuming and requires alot of research into which values would the scripts do and so on. :P
                                  I'm pretty much past the point of needing Lua scripts to figure out what script commands do, the NPRE version I edited has pretty darn good reading capability :) (parsing case commands here). Most of the remaining commands and their function can usually be determined by just looking at what the script does in game.

                                  I actually made a Lua script to replace the active script file in-game without having to stop and edit the ROM... that's how both of my two event videos were made. Lua script is here. Basically it just overwrites the memory with a string of hex, for a certain script #.

                                  What sucks is that the Japanese version and International versions have different command #'s (japanese has extra/less like Change Kata/Hiragana which causes #shifting).

                                  @UltraNerdtendo64: in the mean time~
                                  Pokemon ROM Changer (for Wild Pokemon) here with source available.
                                  Kazo's BWTE (trainers) here, source code for one of my unofficial sub edits is here.
                                  PPTXT (text editing) is here, source also available there.
                                  Scripting is only possible with hex editing and just observing how it works with NPRE (I posted my NPRE version edited for B2W2 parsing here).
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                                    #393    
                                  Old March 28th, 2013 (12:37 AM).
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                                    I've tried to add a new map in BW2, adding a new nsbmd model (with textures) in a/0/1/4.narc, but in SDSME there isn't.
                                    Some help to let me do it? eheh
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                                      #394    
                                    Old March 29th, 2013 (5:57 AM).
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                                      Guys i have a problem in SDSME 1.7.0
                                      I open the rom and I edit it, later when i finished i save the rom and i put it in my r4i...
                                      In r4i i start it but become the white screen!
                                      I have try to start in a emulator for pc too but later the intro the game doesn't start!
                                      I use Pokémon Heartgold
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                                        #395    
                                      Old March 30th, 2013 (3:13 AM).
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                                        When will be the new version?
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                                          #396    
                                        Old April 2nd, 2013 (4:43 AM).
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                                          Anyone wanna tell me why I get this? I get it whenever I open the ROM.

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

                                          ************** Exception Text **************
                                          System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified
                                          at System.Diagnostics.Process.StartWithShellExecuteEx(ProcessStartInfo startInfo)
                                          at System.Diagnostics.Process.Start()
                                          at WindowsFormsApplication1.Form1.openToolStripMenuItem_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: 4.0.30319.296 (RTMGDR.030319-2900)
                                          CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
                                          ----------------------------------------
                                          SDSME
                                          Assembly Version: 1.7.0.0
                                          Win32 Version: 1.7.0.0
                                          CodeBase: file:///C:/Documents%20and%20Settings/User/Desktop/Recorce%20and%20Tests/SDSME170/SDSME.exe
                                          ----------------------------------------
                                          System.Windows.Forms
                                          Assembly Version: 4.0.0.0
                                          Win32 Version: 4.0.30319.1002 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: 4.0.30319.1001 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: 4.0.30319.1001 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:/Documents%20and%20Settings/User/Desktop/Recorce%20and%20Tests/SDSME170/Tao.Platform.Windows.DLL
                                          ----------------------------------------
                                          System.Core
                                          Assembly Version: 4.0.0.0
                                          Win32 Version: 4.0.30319.1 built by: RTMRel
                                          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:/Documents%20and%20Settings/User/Desktop/Recorce%20and%20Tests/SDSME170/Tao.OpenGl.DLL
                                          ----------------------------------------
                                          HelixToolkit
                                          Assembly Version: 2011.10.1.0
                                          Win32 Version: 2011.10.1
                                          CodeBase: file:///C:/Documents%20and%20Settings/User/Desktop/Recorce%20and%20Tests/SDSME170/HelixToolkit.DLL
                                          ----------------------------------------
                                          PresentationCore
                                          Assembly Version: 4.0.0.0
                                          Win32 Version: 4.0.30319.298 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: 4.0.30319.298 built by: RTMGDR
                                          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.
                                          I am running .NET Framwork 4 Client Profile
                                          AND
                                          .NET Framework 4 Extended
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                                            #397    
                                          Old April 2nd, 2013 (9:31 AM).
                                          Michielleus's Avatar
                                          Michielleus Michielleus is offline
                                          That random guy
                                             
                                            Join Date: Jun 2012
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                                            Posts: 52
                                            You've got the trainer class editor wrong.

                                            I found this when trying to make new trainer classes- some of the sprites I already edited showed up pretty weird in your editor. This is because your editor doesn't actually edit the sprites; it edits the uncompressed (thus unused/trash) version.

                                            Anyway, here's a tutorial by Kazowar on how to edit those sprites. It also has a header remover & such in the description.

                                            I really like the option of adding classes- not having to overwrite one. I'd love to see this in Overworld sprites/Pokemon too eventually! (But you should probably do all the other things first :P)

                                            Keep up the great work!
                                            __________________

                                            A terrible hack; you don't want to play it.
                                            I'll have a nice platinum hack up soon!

                                            Lopunny is based on a playboy bunny.
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                                              #398    
                                            Old April 2nd, 2013 (1:24 PM). Edited April 2nd, 2013 by Icyene.
                                            Icyene's Avatar
                                            Icyene Icyene is offline
                                               
                                              Join Date: Mar 2013
                                              Location: Canada
                                              Gender: Male
                                              Nature: Adamant
                                              Posts: 8
                                              Hello! First off I'd like to begin this rather lengthy post by thanking you for this most excellent tool you have developed. I've been using it for the past month on a rather large project, and as expected have come across some potential usability issues and a handful of subtle bugs.

                                              On the topic of noticed bugs:
                                              • The map renderer displays a stretched frame the first time it loads. Switching to another map and back fixes this.
                                              • Selecting multiple models in 3D building view and clicking export only exports the first (perhaps make the list have a maximum of one selected item?)
                                              • Not sure if this one has been reported yet, but if the ROM is not in the working directory of SDSME, it will fail to load it (silently).
                                              • It encounters an unexpected error at times when viewing models. If I recall, something among the lines of a specific texture not existing or whatnot. If I allow the app to continue executing, it resumes normal operation.

                                              And on that of feature requests:
                                              • You seem to be able to decide on which tileset to use for models: would it be possible to do the same for maps? That way it would be easier to view the map with its proper colours than guessing through at least a dozen tilesets.
                                              • The model viewer displays that a model has an animation, yet does not give the option of playing the animation.
                                              • Lack of flexible model support. It can export to WaveFront OBJ andNSBMD , yet neither are really suitable for animated models. NSBMD cannot be loaded by majority of model editors, and unless you were to have a separate OBJ file for each frame of an animated model (i.e. fountain), which would be nasty and lag-inducing, there is no (current) way to achieve this. Other formats, like 3D Max's .3ds or Collada support animation by (IIRC) vertex deltas per frame.
                                              • Adding onto my last point, its rather painful to attempt to export all models in a ROM for bulk editing. Perhaps an option to export to something other than the NDS building format in the "Export All" menu? I reckon it would be most efficient if it created a new folder for each model, as to avoid conflicts between texture file names.
                                              • If not, than at least storing "preferences" in a temporary file or a %appdata% entry containing last-used options. This would be useful in scenarios where multiple files need to be exported in something other than NSBMD, so that the user would not have to click on the dropdown to select an alternate option for every single model.
                                              • Also on the topic of 3D support, I noted a lack of movement capabilities of the model camera. You can move in and out, yes, but from then on its not a large deal to implement a fully movable camera (just a few glRotatef and glTranslatef OpenGL calls). A fully working example with source code can be found here. Yes, it is in Java, but then again Java and C# are much alike. More so when three-quarters of the code is just math and OGL calls.
                                              Regardless, great piece of software! Keep it up!
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                                                #399    
                                              Old April 3rd, 2013 (5:07 AM).
                                              JokerBen's Avatar
                                              JokerBen JokerBen is offline
                                              Director of Pokémon Nobelium
                                                 
                                                Join Date: Nov 2012
                                                Location: Indiana, United States
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                                                Quote:
                                                Originally Posted by Hacker Bisharp View Post
                                                When will be the new version?
                                                When he decides to release it :/
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                                                  #400    
                                                Old April 3rd, 2013 (5:45 AM).
                                                WeavileCY's Avatar
                                                WeavileCY WeavileCY is offline
                                                Weavile the Ninja of the Night
                                                   
                                                  Join Date: Apr 2013
                                                  Location: United Kingdom
                                                  Age: 21
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                                                  Nature: Jolly
                                                  Posts: 6
                                                  Wow, thanks a lot! :) If it downloads successfully then I will try and make a Pokemon Emerald remake for DS! I love game editing! I will be sure to try and make it as authentic as possible - detail is key! I have a two week holiday to kill and I think that this will be a fun challenge, thanks Spikey!
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