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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Mario Kart PAL : build an editor
  
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d4s
Posts: 139/325
you can get the patch here: http://retroplayer.emubase.de/saves/d4s_mario_kart_r_v11.zip
KawaiiImoto-e
Posts: 671/1068
Originally posted by HyperHacker
Yes, TrackDes can't edit start points or AI courses, so you kinda have to stick to the original starting areas and either use similar course designs or live with not having working AI.

Bouche, any plans to make a new version, or god forbid, the MKSC version you said you were working on?


Bouche reading that post is as likely as that Ailure finishes a hack.

And yeah, d4s, Linkage, please.
HyperLamer
Posts: 3822/8210
Yes, TrackDes can't edit start points or AI courses, so you kinda have to stick to the original starting areas and either use similar course designs or live with not having working AI.

Bouche, any plans to make a new version, or god forbid, the MKSC version you said you were working on?
Violent J
Posts: 263/749
I recently tinkered with hacking Msrio Kart, and it started me off outside my course, and the AI drove around on the grass. What joy
||bass
Posts: 246/817
I didn't even know d4s HAD a mario kart hack. Where's the ips?
d4s
Posts: 137/325
whoa!
great to hear my had such an impact.
Lin2tagada
Posts: 2/7
Thanks guys : your ideas worked great !

> have you tried my mario kart r hack?

Yes. Actually your hack is what got me interested in this. The first time I played on the 1st race, I almost had a heart attack !! The gfx are AWESOME. (my favorite theme is Bubbly Clouds).
FloBo
Posts: 26/101
But there is no REAL ai-hack in his game (afaik). He just edited the tracks in a way, the original line for the computer-drivers still worked. Additionally, the AI hasn't been figured out up to now (also afaik). Perhaps this will change when Ok Impala releases his MK hack.

If you want to know, where the tracks of the PAL-version are lying: they're exactly at the same offsets like in the NTSC-version but it seems like track designer somehow screws up the offsets when you try to load them directly from the rom. better choose Track -> Import level from offset and type the according offset of the track, you want to open. The offsets are in the readme of mkedit (or at least most of them...).

Anyway: here they are as well^^

---------------------------------------------- Mushroom Cup
1) Mario Curcuit 1: 68f2ch - 6972ah
2) Donut Plains 1: 7a381h - 7ba24h
3) Ghost Valley 1: 6F7BFh - ?
4) Bowsers Castle 1: 7ba25h - 7c726h
5) Mario Circuit 2: 50e45h - ?

------------------------------------------------ Flower Cup
6) Choco Island 1: 77451h - ?
7) Ghost valley 2: 7EA21h - 6c167h
8) Donut Plains 2: 6aa23h - ?
9) Bowser's Castle 2: 7c727h - 7d7feh
10) Mario Circuit 3: 68200h - 68730h(?)

-------------------------------------------------- Star Cup
11) Koopa Beach 1: 6E3AEh - ?
12) Choco Island 2: 6d1c4h - ?
13) Vanilla Lake 1: 3123ch - 3217eh(?)
14) Bowser's Castle 3: 7d7ffh - ?
15) Mario Circuit 4: 6972bh - ?

----------------------------------------------- Special Cup
16) Donut Plains 3: 78c6bh - ?
17) Koopa Beach 2: 3d751h - ?
18) Ghost valley 3: 6A445h - ?
19) Vanilla Lake 2: 6c168h - ?
20) Rainbow Road: 3ECD1h - ?

----------------------------------------------- Battle Mode
21) Track 1: 6F538h -
22) Track 2: 21965h - 21c82h(?)
23) Track 3: 216eeh - 21964h
24) Track 4: 7ef3bh - 7f380h(?)
------------------------------------------------------------



The only problem with track designer is, that the program expands the rom to 16Mbits and changes the pointers to the changed tracks which are inserted at the end of the original code (the advantage is, that when expanding the rom, there's more space for tracks that are larger than the original ones...). This change of pointers works great with the NTSC-version but when trying to use it with the PAL-version, it doesn't work properly (or even NOT AT ALL... ). If you want to change this, you have to figure out, at wich offset the pointer to the according tracks lie in the PAL-version and then edit them to point to the correct position in the newly created space at the end of the rom.
iamhiro1112
Posts: 237/487
d4s hack also has AI that don't go whack and run into walls during the race. Pretty damn cool hack. My bro spent hours on this game.
d4s
Posts: 134/325
do your editing with the ntsc version, then copy your new tracks to the pal version and update the pointers to the tracks.
iirc, the adress of the pointertable to the individual tracks is hardcoded into trackdes.
maybe you can modify the .exe to make the editor load a pal-rom as well, but i havent tried that.
depends on how it was implemented.

have you tried my mario kart r hack?
its the most extensive smk hack so far and should give you an idea of whats been done already and whats possible.
Lin2tagada
Posts: 1/7
Hi all,
I'm a Mariokart addict, and I play the PAL version. Unfortunately there is no track editor available for PAL ROMs. (AFAIK Track Designer and mkedit will only work for NTSC ROMs)

So I am trying to figure out how to do it myself. Do you know of any docs that would help me ? It's ok if the docs are specific to the NTSC ROM, I'll work and convert the info to PAL.

At the moment, I'm looking for the offsets to the various tracks.

I have played a bit with Lunar Compress and its sniffer tool. This produced many data structures and I couldn't identify the tracks yet. I read that the tracks are RLE encoded. Does anyone know what tool I could use to decode the RLE stuff ?
Acmlm's Board - I2 Archive - Rom Hacking - Mario Kart PAL : build an editor


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