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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Mario Kart R released! Get your copy here | |
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d4s

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Posted on 03-23-04 09:35 PM Link | Quote
after more than a month of work, here's my Super Mario Kart hack for your pleasure :>



features that are unique to this hack and that have never been done in a mario
kart hack before are:

- completely overhauled graphics, including a new menu, titlescreen
and all new track themes.i've basically touched up every tile
that's in the rom in one way or another.

- the new track themes are:

- night lane
- hot desert
- bubbly clouds
- acid bath
- dead anchor
- deep forest
- sunset beach


- a new driver (kirby) with its own track theme and music.

- updated and edited sound samples and music
(just bowsers victory theme to show it is actually possible to hack the music,
i'm far too bad when it comes to composing music so i left the rest as it was
the engines have less annoying engine sounds, they sound more like trucks now. :>

- music swapped all around to fit the stages.

- driver sprites have their ugly black outlines removed
and some basic anti-alaising was added where possible,
besides they have received a less saturated palette,
i didnt like it as colourful as the original was.
you most likely wont notice the difference, though.

- very crude anti-hacking mechanism, will only prevent the most clueless "hackers" from editing my hack.




stuff that is also featured in this hack but has already been done in other hacks:

- 24 racetracks edited. the tracks aren't totally new, they are basically updated versions
of the old ones with lots of shortcuts, turbo-arrows and the likes.
what was important to me was that you could still drive them in GP mode with
the CPU-drivers.i mean, of what use is a mario kart hack with tracks you can only drive alone, tell me that.
the graphics and sound editing took me about a month of my precious spare time and when i was done with that
i did the 24 levels in no more than one day, today, to be precise.
to be honest, i hate level editing and i wanted to get that done as fast as possible and here it is. ~_=



and here's the updated patch(version 1.1):

http://www.mos-fx.de/zeug/snes/d4s_mario_kart_r_v11.zip

have fun!

oh, and please leave your opinion here!




(edited by d4s on 03-23-04 12:36 PM)
(edited by d4s on 03-23-04 12:36 PM)
(edited by d4s on 03-23-04 12:37 PM)
(edited by d4s on 03-23-04 12:37 PM)
(edited by d4s on 03-23-04 12:38 PM)
(edited by d4s on 03-23-04 12:39 PM)
(edited by d4s on 03-25-04 03:44 AM)
Ok Impala!

Buzzy Beetle
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Posted on 03-23-04 10:56 PM Link | Quote
Ok!

Like you said...you did some things nobody else had ever done before in a Mario Kart hack. Praise for that, you did some great things to the Mario Kart ROM.
Weasel
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Posted on 03-23-04 11:37 PM Link | Quote
Acid Bath 1 is my bane Hahahah, it's pretty fun.
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
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Posted on 03-24-04 02:03 AM Link | Quote
w00t! I've been waiting for this hack to be released.
Ed

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Posted on 03-24-04 02:33 AM Link | Quote
1 Month is a very short time for a hack of this stature, as there are many people who leave screenies and info of their hack, and not talk about it for ages. Then it may or may not come out.

So you had determination!

Which shows you worked hard!

Request: Put in Ness, will you? You do know who he is, right?
frantik

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Posted on 03-24-04 02:36 AM Link | Quote
thats some awesome work. you beefed the the music quite a bit and i've just begun to check the the levels but they look really pro style

one thing though: it crashes whenever i hit a pipe in the night world the lower screen goes grey in zsnes
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 03-24-04 07:09 AM Link | Quote
Well it's quite nice, but there's a few problems. (Taking notes as I play. )

-Some sort of glitch on the title screen, next to the text.
-Whatever you did to the AI, it's quite annoying. (Mario and Luigi never used stars that much on 50cc before. You can't come within 2 inches of them (and I don't mean inches in the game) without them throwing one on and ramming you.)
-WTF happened, an oil tanker explode? These tracks are covered in oil in all the most annoying places.
-I'm seeing a lot of paths to nowhere that will certainly cost you the race to use. It's made exploring the game and enjoying it at the same time impossible.
-The credits music is NOT a good track theme; it's way too repetitive.
-There appears to be quite a few palette bugs.
-I just fell into lava in track 4 - through a cement floor. Way annoying.
-And my Red Shell just turned into Coins when I used it. Which reminds me, Coins are the most useless item in the game. I highly suggest changing them.
-Consider giving Lakitu a map.

I'm not even gonna bother trying to finish track 4. It's a nice-looking hack (that title kicks buttloads of truck) but that's not all there is. I don't think I should have to explain to a Mario Kart player the difference between 'hard' and 'challenging', but this controller cost 50 bucks, so it's important that people figure it out. One is fun, the other is... well, not.

Your engine sound tweaks rule tho.
d4s

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Posted on 03-24-04 11:57 AM Link | Quote
hyperhacker:
i cant see any glitches on the title screen, if you mean the
thing in the lower right, thats "d4s!", my nickname

if you had read the readme, you would know that i did absolutely nothing to the AI data.

yeah, i kind of overdid it with the oil
its just an easy and fast way to make the track a little more challenging.

ALL paths/shortcuts will make you faster, but only if you do them perfectly.
i left it that way so beginners can still drive tracks the normal easy way and
pros can use the shortcuts, wich are much more fun in my opinion.

i agree that the credits music is not too great for a stage, however i found it to be quite fitting.

plus,I've just built a cartridge from my hack and i'll try if i can beat it on the real thing. if theres a stage thats too hard to beat, i'll consider redoing it.

to me however, this hack is more or less %100.
maybe i'll release a small bugfix when i find time.


[edit]

[quote]1 Month is a very short time for a hack of this stature, as there are many people who leave screenies and info of their hack, and not talk about it for ages. Then it may or may not come out.

So you had determination!

Which shows you worked hard!

Request: Put in Ness, will you? You do know who he is, right?[/quote]

thanks for the praise =)
however, mario kart isnt like mario world, i mean mario kart is basically 24 one-screen levels, while mario world has 96(i think) multiscreen levels.
i think you can get a good mario kart hack done in a very short amount of time.
i dont know who ness is, however

[quote]one thing though: it crashes whenever i hit a pipe in the night world the lower screen goes grey in zsnes[/quote]

it doesnt do that here, it works fine with zsnes AND on a real snes.
that means the problem must be somewhat related to your version of zsnes.




(edited by d4s on 03-24-04 03:22 AM)
Geiger

Buster Beetle
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Posted on 03-24-04 12:39 PM Link | Quote
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
d4s

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Posted on 03-24-04 01:30 PM Link | Quote
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.









HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 03-24-04 06:52 PM Link | Quote
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?
Geiger

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Posted on 03-24-04 07:06 PM Link | Quote
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
Kefka
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Posted on 03-24-04 07:50 PM Link | Quote
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.
Stifu

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Posted on 03-24-04 08:09 PM Link | Quote
Isn't Kirby supposed to be pink, though ?
frantik

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Posted on 03-24-04 08:51 PM Link | Quote
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
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 03-24-04 09:39 PM Link | Quote
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.)
Kefka
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Posted on 03-24-04 09:56 PM Link | Quote
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
Stifu

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Posted on 03-24-04 10:27 PM Link | Quote
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.
d4s

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Posted on 03-24-04 10:30 PM Link | Quote
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. =)


(edited by d4s on 03-24-04 01:34 PM)
(edited by d4s on 03-24-04 01:37 PM)
(edited by d4s on 03-24-04 01:37 PM)
knuck

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Posted on 03-25-04 12:17 AM Link | Quote
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...
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