(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
04-27-24 07:51 AM
0 users currently in ROM Hacking.
Acmlm's Board - I3 Archive - ROM Hacking - SMK Track Designer Help New poll | |
Add to favorites | Next newer thread | Next older thread
User Post
64-bitmario

Micro-Goomba








Since: 08-31-06

Last post: 6359 days
Last view: 6316 days
Posted on 10-15-06 05:28 PM Link | Quote
When I finnaly found a SMK rom to go with the 'Track Designer' I've had for a while, I loaded up the 'Super Mario Kart (E) [!].smc' into Track Designer and this is what I got:

"Track Designer 1.11

Run-time error '9':

Subscript out of range
__________
|___OK____|"

Then when I click OK, TD closes....

What am I doing wrong?
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6279 days
Last view: 6277 days
Posted on 10-15-06 07:02 PM Link | Quote
Try a (U) [!] ROM instead...
64-bitmario

Micro-Goomba








Since: 08-31-06

Last post: 6359 days
Last view: 6316 days
Posted on 10-15-06 07:10 PM Link | Quote
I just tried that and the same thing came up.
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6280 days
Last view: 6277 days
Posted on 10-15-06 07:22 PM Link | Quote
You need to add a 200byte header to your ROM. It will then work. Use SNEStool, it can be found at http://www.romhacking.org TrackDes only works with a headered ROM.
64-bitmario

Micro-Goomba








Since: 08-31-06

Last post: 6359 days
Last view: 6316 days
Posted on 10-15-06 09:14 PM Link | Quote
I have SNEStool but I have no clue how to do anything with it, so how would you add the 200-byte header?
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6279 days
Last view: 6277 days
Posted on 10-16-06 04:06 AM Link | Quote
Originally posted by 64-bitmario
I have SNEStool but I have no clue how to do anything with it, so how would you add the 200-byte header?

... There is a "Add header" button at the bottom left corner of the menu, which, surprisingly, lets you add headers.
Then you can answer "no" to all 3 questions, I guess... But there are better programs out there that detect the kind of header needed, like NSRT, if I'm not mistaken...
64-bitmario

Micro-Goomba








Since: 08-31-06

Last post: 6359 days
Last view: 6316 days
Posted on 10-16-06 07:27 AM Link | Quote
Ok, thanks it worked! Now I have to find out how to do every thing...
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6280 days
Last view: 6277 days
Posted on 10-16-06 12:31 PM Link | Quote
Originally posted by 64-bitmario
Ok, thanks it worked! Now I have to find out how to do every thing...


When you work it out let us know

Seriously tho' one tip for you - save lots (to an external track file) as there is no un-do feature.
64-bitmario

Micro-Goomba








Since: 08-31-06

Last post: 6359 days
Last view: 6316 days
Posted on 10-16-06 10:14 PM Link | Quote
OK, I got the ground/track part all figured out, but how would you edit where the pipes/?blocks/etc. are? And how would you edit the sprites themselves? Sorry, if I sound so dumb, but I have problems with finding out things, I'm just too impatient, I guess...
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6279 days
Last view: 6277 days
Posted on 10-16-06 10:20 PM Link | Quote
I believe you cannot edit pipes, ? Blocks, and other sprites from within the editor itself. You have to manually edit those; the problem being that nobody knows about that information yet.
64-bitmario

Micro-Goomba








Since: 08-31-06

Last post: 6359 days
Last view: 6316 days
Posted on 10-16-06 10:33 PM Link | Quote
Well, seeing that squares C0 to CF are ? block squares so I thought you could edit those.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6279 days
Last view: 6277 days
Posted on 10-16-06 10:36 PM Link | Quote
You can place those on the ground to your heart's content - and they'll even work. Thing is, the ones that are already placed cannot be tampered with with just the editor alone - those need more looking into. Until then, they'll always be floating around the track.
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6280 days
Last view: 6277 days
Posted on 10-17-06 03:32 AM Link | Quote
If you want to start making a note of the cords of these items that would help . You can make a note of there location in game, then look at there they are in TrackDes (The cords are shown the bottom left.) It's on my list of things to look into, after getting my demo out then writing a guide to how to change the AI.

For now you'll have to make your track around those items. Note that with TrackDes you can change the order of levels so you could look for a level that item's fit in better with your track. Not the most elegant way to do it I know but you have 24 levels to pick from.
64-bitmario

Micro-Goomba








Since: 08-31-06

Last post: 6359 days
Last view: 6316 days
Posted on 10-17-06 03:20 PM Link | Quote
OK, so say if I wanted to edit Bowser Castle 2. It has thwomps in it that i can't move or anything. So, if I changed the Tile Set to 'Ghost Valley' and I fix the garbage track into another Ghost Valley track, the thwomps will still be there, right? What will happen to them since I changed the Tile Set to GV?
Deflaktor

Tektite








Since: 12-10-05
From: Germany

Last post: 6313 days
Last view: 6277 days
Posted on 10-17-06 03:31 PM Link | Quote
why dont you just try it?

the thwomps will still be there, but they will have wrong GFX ( in this case the girder under the valley )
GlitchCog

Goomba


 





Since: 01-31-06

Last post: 6289 days
Last view: 6289 days
Posted on 10-17-06 05:07 PM Link | Quote
You can edit the twomp sprites. d4s has the offset for the compressed twomp sprite data in his notes:

Start Address: 1270
End Address: 1699
Compressed Size: 429
Uncompressed Size: 720

With LunarCompress:
Decomp.exe smk.smc thwomp.bin 1270 4 0
Just open it up in a tile editor and change them around to something that fits your track's theme.
64-bitmario

Micro-Goomba








Since: 08-31-06

Last post: 6359 days
Last view: 6316 days
Posted on 10-17-06 06:57 PM Link | Quote
OK, thanks.

Right now, I'm working on a stage that looks like Wario Statium from MK64 (from above, at least!). It has no hills, but it still has the little jump thing near the end. I'll get a pic when I'm finished, if you want.
Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - ROM Hacking - SMK Track Designer Help |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.020 seconds; used 415.44 kB (max 530.31 kB)