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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 R released! Get your copy here
  
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Itachi Sennin
Posts: 12/217
Yippee! even tho i'm not supposed to be downloading stuff, i gonna download this! (cus i am kinda a mariofan)
d4s
Posts: 13/325
thanks. =)
you can also go and download version 1.1 if you dont have it yet
Itachi Sennin
Posts: 11/217
Wow D4s, i just played Mario Kart R, and its great!
Darth Coby
Posts: 169/1371
Originally posted by Stifu
Originally posted by Coby
I can't find a copy, I've lost the link to this French site with each and every single ROM on there (SNES ROMs), you could only download one ROM every 300 seconds though.

Looks like you're talking about Planet Emu... Just add dot net after that and you're there.

YES! That's the one. Thanks a lot, Stifu!
Kario
Posts: 129/2082
Here is my honest opinion of the hack:
Likes:
1. New GFX
2. New Title
3. New Names
Dislikes:
1. Kirby is white
2. The levels are the same, just with shortcuts only the player can take
3.The oil. Especially in the dark city levels. Cant even see them until you hit them
4. The fact that enemies dont get effected by the oil
Stifu
Posts: 4/304
Originally posted by Coby
I can't find a copy, I've lost the link to this French site with each and every single ROM on there (SNES ROMs), you could only download one ROM every 300 seconds though.

Looks like you're talking about Planet Emu... Just add dot net after that and you're there.
d4s
Posts: 6/325
lunar compress can handle the mario kart compression format.
it seems like nobody ever had a look at this tool, its really awesome and
supports quite a number of games.
Darth Coby
Posts: 160/1371
I can't find a copy, I've lost the link to this French site with each and every single ROM on there (SNES ROMs), you could only download one ROM every 300 seconds though.

NOTE: This is a subtle hint for if anyone knows what page I'm talking about, you know what to do.

Anyway, did you make your own de/recompression tool?
knuck
Posts: 101/1818
For some reason it doesn't works.
I have a GOOD Super Mario Kart (U) ROM but for some reasn it doesn't works...
And i really wanted to play it...
d4s
Posts: 5/325
a little update:
i have just finished fixing all the palette entrys in the stages and one or two in the menu, the problem here is that the palettes(amongst basically everything in the game) is heavily compressed and
changing something mostly results in the palette file beeing too large when recompressed.
plus, a lot of sprites share palettes.
but youre right, the oil really sucks.
i will remove it from all levels and maybe make some bubbly clouds and acid bath levels a little easier.
still, in case you havent noticed yet, this patch is ALL about eyecandy and doing innvative stuff, i just quickly edited the levels yesterday so i could actually call it a hack

evil peer: its no problem to expand the rom, ecspecially since the game natively uses 3byte pointers alot, the problem is that the compressed files contain
palette, tile and map data, and i have no idea where the game has the pointers to any of these once decompressed, i assume they are relative to the ram location they are decompressed to,but i dont know how to find that data.
i mean, the title screen has a fixed number of tiles that are usable.
datawise, my hack is only 5mbit in size, but i padded it to 8mbit cause thats more common.


btw, kirby is pink now as he should be.
he was blue before cause that did compress better,(cause nothing besides kirby is pink) however i was able to compress the driver palettes better today,its no issue anymore. =)
Stifu
Posts: 3/304
Originally posted by Mighty Kefka
Originally posted by Stifu
Isn't Kirby supposed to be pink, though ?


Easter egg= nice little extra that doesn't NEED to be in the game, but it is there just for fun

Heh... Can't see how that answers my question in any way.

I know Kirby's an extra, I was just wondering about why he got colored this way. I guess d4s just prefered it this way.
Kefka
Posts: 334/3392
Originally posted by Stifu
Isn't Kirby supposed to be pink, though ?


Easter egg= nice little extra that doesn't NEED to be in the game, but it is there just for fun
HyperLamer
Posts: 164/8210
Doh, I meant first left. (Not gonna bother logging in to edit the post since the Log Out link doesn't seem to work and clearing cookies in IE is a pain in the bum.)
And I do believe that the tracks could easily be improved to be fun. Personally though, I'd rather see all-new ones. Even if the AI doesn't work (and I'm sure it'd be fixed after OK's hack is released ) it's still hella fun in multiplayer. (And you don't have to deal with enemies who can jump over everything, have an unlimited supply of superweapons, and go faster than you.)
frantik
Posts: 17/66
i checked this out some more; the tracks could definitely use some work to increase their fun factor. i just read the readme and it says you spent on month on the graphics and music but only a day on the levels. after the initial ooohs and ahhs of the graphics/music, the thing that is going to keep people playing is good level design. you might consider releasing a level pack addon at a later time

your ideas for the graphics are really good though... and i didnt notice any palette issues either
Stifu
Posts: 2/304
Isn't Kirby supposed to be pink, though ?
Kefka
Posts: 326/3392
I think this hack could use a little work... but Evil Peer, there is one reason why it would have sold: eye candy. The graphics all in all are pretty damned good. I think, as others have said, the level design could be touched up on a little, but in total, I say this is a very innovative hack, doing things no one has done before with MK roms, and it has some very nice features, and, as I said before, eye candy. And Kirby is a nice little easter egg, too.
Geiger
Posts: 35/460
Originally posted by d4s
of course some of the background tiles had to be removed to make more room for the big logo.


Perhaps you could expand the ROM. Actually, it looked like it was already expanded, since the original patch doubled its size when applied.


where exactly do you see palette errors?


Issues, not necessarily errors. There were a few palette errors I noticed (I seem to recall the scoring screen had some problems), but I was mostly refering to the fact that nearly all of the screens looked like they belonged on a NES ROM, and that the colors seemed to be chosen largely at random.


i know the track design isnt exactly outstanding but it isnt all that bad.


I think some of your design problems come from the fact that you were trying to squeeze all these additions onto the pre-existing tracks. You need to figure out how the AI works and redesign all of the tracks from scratch.


theres a difference between hard and challenging, but i found all my tracks to be beatable with some practice and thats what matters in the end.


I'm sure I could beat Contra: Shattered Soldier if I tried it for long enough as well, but I quickly realized that it was a mere exercise in frustration. Your patch isn't quite that bad, but it has the same game design issue: cheese. The measure of a good patch is "would the game have sold well had it been released as such?" I doubt yours would have in its current state, though it could possibly be improved to that point.

Let me be clear that I'm not trashing your patch to just be an asshole. I am giving my honest opinions on it. Even with what I have said, I would still have to admit that its better than a majority of the patches I have seen. Some of the modified tracks show some good imagination, even if the practical outcome is nil.

---Evil Peer
HyperLamer
Posts: 160/8210
Well don't get me wrong, I like the hack, just not the actual tracks. In particular I was talking about the first right on Kirby's track which seems to lead to nowhere. You could maybe jump the gaps with a feather but it wouldn't save any time.
And are you sure you didn't accidentally tweak the AI? Maybe you should then. Nothing special, just make it possible to occasionally come near Mario/Luigi without them turning on a star and wiping you out. I'm serious when I say every time I come near them, not an issue in the original.
Oh, and something I was thinking of doing, but probably won't (mainly since I could never find the proper RAM address, might have to manually add a counter) - add a lap counter. Just a small display of how many laps you've done. Perhaps remove the whole lives system too, I always hated that.

BTW why the big black border in the rear-view mirror?
d4s
Posts: 4/325
the patch is bigger than the original rom, because i removed the backup unit header, this is the first thing i do when working with a rom, cause
i usually burn my hacks to an eprom and to play it on a snes afterwards.

however, i see your point, so i updated the patch.
try redownloading the patch, its 160kb now and should work without patching.

of course some of the background tiles had to be removed to make more room
for the big logo.
thats why i went with that checkered flag style for the backgrounds, because it only needs one tile.
and where exactly do you see palette errors?
the menus are flawless graphicalwise.

i know the track design isnt exactly outstanding but it isnt all that bad.

may i add that my girlfriend tried the game yesterday and she beat both mushroom and flower cup after some trial, so it cant be that hard either.

theres a difference between hard and challenging, but i found all my tracks to be beatable with some practice and thats what matters in the end.

if you dont like the tracks, you are very welcome to design your own and i may include them in the patch.









Geiger
Posts: 33/460
From a technical standpoint, this patch is quite impressive. You've accomplished quite a bit, touching many key areas of the ROM.

And that's about where my compliments end.

My first problem is the fact that your patch cannot be used without actually patching the ROM. IMO, Its not a desirable trait for IPSes. It took me a few minutes to realize why putting the patch in the same directory wasn't working. After I noticed the patch was actually larger than the ROM, my response was "What the crap?"

While the engines sound better, did you overwrite the speed up sound? Its gone.

The title screen is nice, but I found that most of the additional graphics were lacking. But a much more grevious sin than this is that nearly all of the menus and screens have palette issues.

The track design is terrible. Most of the additional paths provide nothing additional to the gameplay. For instance, the first track has a pathway that requires two opposing 90 turns. Using the pathway will save no additional time, thus rendering it useless.

Having 20 oil spots directly in the main pathway is not an interesting or even challenging hack, its just cheese. Acid bath seems designed only to part the character with their precious coins. You may wish to note that the only track to not have some sort of border in the original game was Rainbow Road.

From an actual play perspective, I can't recommend this patch to anyone, particularly not to a beginning player (which you state was something you tried to keep in mind). For playing, I would suggest that you only look at this hack if you like "Xtreme!" challenges.

---Evil Peer
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Acmlm's Board - I2 Archive - Rom Hacking - Mario Kart R released! Get your copy here


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