Ratchetfan19
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Yes, I'm actually hacking away at this game. Been messing around with the bmd files and palettes and such, here's what I have so far. Working with castle_tree.bmd, found the palette at the end of the file. I exported from the first 15 bit BGR pixel to the end of the palette with a hex editor, determining the starting pixel with Tinke. The resulting file was too big at 544 bytes so I trimmed off the last 32 bytes to bring it down to the standard 512 byte size. Then I converted it to RIFF format using ImPalEd.
I opened the bmd file in Tile Molester alternate and imported the palette. I seem to be close, but the colors are incorrect. Using the really old clock tower map example I got that to work considering the palette was a seperate file, but am having no luck here. Are my TM settings at the bottom correct?
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Arisotura
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In DS models, all the textures that aren't translucent are compressed in a DS-specific format, so all you'll see in TM is garbage.
The model format SM64DS uses has already been documented here.
We also have more documentation there. And for DS-specific stuff, GBAtek will save you.
Have fun!  ____________________ |
Ratchetfan19
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Thanks for the links MM and everything you have contributed to this game! I just downloaded the latest build of SM64DSe, it's really coming along nicely even after you abandoned the project.
Considering the map tiles are uncompressed I assumed all textures were uncompressed given the fact that I can sort of make out the tree shape in TM. I'm not a programmer, script kiddie at best. I suggested the addition of a texture editor to SM64DSe but not optimistic on that ever happening. Swapping textures from bitmaps/jpegs/pngs would be ideal though. Are there currently any tools I can use to edit DS bmd textures? |
Ratchetfan19
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| Which program would I use to export it this way? |
Ratchetfan19
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The in-game model importer is still pretty broken, and when I loaded an object model back in it complained about missing collision data, etc. Then when I loaded the game the graphics were horribly broken, but the modified texture was imported successfully. Perhaps I can suggest using the existing code to just import textures and not models, if that's possible given pretty much everything is in bmd format.
I also tried GLIntercept but it only works one way, and creates duplicate dumps of everything each time the emulator is run. It's not like Rice's plugin for Project64 which both dumps and loads textures from an external directory. Wish there was something like that for DeSmuME. |
Ratchetfan19
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| Thanks for mentioning it to him, the model importer seems to have been neglected lately due to its complexity but seems like the texture editor works. |
Ratchetfan19
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| By the way, changing the models assigned to an object would be helpful too if you want to screw around. I've been doing this by simply replacing bmd files. I wonder what would happen if I swapped the bca files as well... |