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0 users currently in ROM Hacking. |
User | Post |
HyperHacker Posts: 4242/5072 |
The latest release was posted a few pages back. |
fieldy101 Posts: 13/29 |
Hey HH is the source for the editor up to date? I would like to see just how it works. |
Dirtbag Posts: 56/105 |
Good work HyperHacker, at this rate I'll be working on Baldy Kart 64 before I finsih Super Baldy Kart |
HyperHacker Posts: 4233/5072 |
Well you said you wanted updates... I fixed the texture stretching problem, it was just textures using GL_CLAMP_TO_EDGE. Moo Moo Farm apparently has several instances of a command not used anywhere else, hence its failure to load. Currently deciphering a few commands and fixing a zillion bugs that just kinda appeared out of nowhere.
Wheeeeeee |
ibz10g Posts: 181/588 |
Originally posted by A#B-89 1) The AI don't fall because they're set to follow a specific path that does not tell them to drive down an endless hole. Or at least, that's what I get out of it. 2) Nope. Not me at least. |
Ailure Posts: 2013/2602 |
Originally posted by HyperHacker And frankly, I prefer a stupid and cheating AI over a smarter one that keeps lagging behind becuse of obstacles... |
FreeDOS + Posts: 931/1312 |
Damn guys, this editor isn't even vapourware, ease up a little. (*deleted a couple posts so you might not know what I'm talking about*) |
mastahwolf Posts: 1/4 |
but there are some spots where AI doesnt cheat , visible or not (e.g rainbow road's loop or Wario Stadium's 3rd curve..) , there should be a trick to make this apply to the whole track |
HyperHacker Posts: 3717/5072 |
Originally posted by clarkeish Well, duh. |
clarkeish Posts: 1/4 |
Wow HH dude your amazing, only a few weeks???
Oh and keep us updated on how the editor and viewer is goin! |
HyperHacker Posts: 3162/5072 |
The only way to stop the AI from "cheating" is to completely rewrite the AI system, and you'd probably have to rewrite a lot of other things to waste less CPU power to do it. The game simply moves the AI along its path, ignoring collision detection, when they're not visible. |
A`B-89 Posts: 6/40 |
I have Questions in M.K
"AI bots cheating in M.K" Q: Why the AI bots don't fall in the endless hole? Q: Did someone know the (Main) Hex-Adress of the AI track in M.K.? [img] |
Tanks Posts: 145/596 |
Originally posted by WynautOriginally posted by HyperHacker I wouldn't think it was hard, a pure white course would just be editing all the graphics so it would all be white. |
Deleted User Posts: 11/-7750 |
Originally posted by HyperHacker Is it possible to take a ride on pure white courses with your editor? It will be then interresting, but hard. |
HyperHacker Posts: 3077/5072 |
F-Zero simply draws a curve between several points. Recreate the curve algorithm and you've pretty much got your editor. Mario Kart's tracks are just a big model, so editing them will mean playing around with polygons. I'm not sure how it defines the course path yet. |
Tanks Posts: 109/596 |
Originally posted by Kles It is possible to make a track editor for MK64 it would just be complicated. The reason making a track editor for F-Zero X is easier is because nintendo made and expansion that allowed you do do so. All the guy who was making it (cant remeber name, sorry) had to do was replicate what was in the expansion disk and make it run on PC. |
Kles Posts: 3/5 |
Does MK64 work a bit like F-Zero X in the tracks? For example: Would it be possible to make a track editor like they have in F-Zero X or would making new tracks require recoding of the levels? |
HyperHacker Posts: 3039/5072 |
Eh, a few weeks I suppose. |
A`B-89 Posts: 4/40 |
To change V64 to Roms you need a Programm: "fliprom.exe" or "Tool64_v1.11.exe"!
"Tool64_v1.11" is better. (I surfed in internet and found a page that have useful downloads) and the Level Viewer of HyperHacker works! your Level Viewer is good! Q: How long did you work at your MK Level Viewer? [/img] |
HyperHacker Posts: 3027/5072 |
12,582,912 bytes. Also, there are tools you can use to change the byte order. |
This is a long thread. Click here to view it. |