Updated to version 0.1.1, which should fix most of the major bugs that people have reported.
- The program will now ask you if you want to save the ROM file before opening a new ROM, launching the ROM in an emulator, or closing Quad64, etc. (if the file is not already saved).
- Added an option to cull triangle backfaces in settings
- Added an option to automatically save the ROM file when the "Launch ROM" button is pressed
- Added a black wireframe outline to the collision map, so now you should see where each triangle is.
- Fixed some crashing errors that appeared in some of Kaze's ROM hacks.
- Fixed a bug where the editor read the Macro Preset ID wrong, so Macro Objects should now no longer get corrupted.
- Fixed wireframe rendering
- The "Platform not supported" error message when trying to build the source code should be fixed. (Thanks Guccifer)
@Fendoroid
I couldn't fit everything into this update due to lack of time, but I'll try to add in some more stuff later on. The Macro Object bug was me being an idiot and I read the preset ID from the wrong byte. lol
To answer your two questions:
1.) Super Mario 64 supports up to 8 areas, starting with area 0 and ending with area 7. I'm not sure why, but the developers only ever use 4 areas and start with the id of 1 instead of 0. I did test out having 8 areas in a custom level, and I can confirm that this works.
2.) VL-tone's notes said that there were only 2 parameters, but that is not technically the case. I do admit that the invalid info on the wiki was my mistake, which I will fix. All 4 bytes are loaded up as a 4-byte word and stored to Object->0x188, and then only the second byte in that word gets stored to Object->0x144. I noticed this behavior before with the
Load Mario (0x25) levelscript command, but only recently did I discover that also happens with normal objects as well.