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04-28-24 07:25 PM
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Acmlm's Board - I3 Archive - ROM Hacking-Related Releases - Super Baldy Kart: Mushroom Cup Demo (inc. AI Guide) New poll | |
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Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6282 days
Last view: 6278 days
Posted on 11-05-06 04:16 PM Link | Quote
*Updated 0.2* please re-download details in post below as well as in the text file.

Here it is my first ever ROM hack – Super Baldy Kart.

Maybe Super Mario Kart wasn’t the best choice for too learn this ROM hacking stuff on, but it’s been a fun challenge due to the lack of ROM specific tools. Thank you to everyone that’s helped me create this - should all be in the text file so sorry if I forgot anyone. As far as I am aware this is the first ever SMK hack with changed AI that’s out in the public domain. So as promised I’ve included a how to guide. Most of the credit for this goes to d4s and his document:
http://www.dirty.plus.com/SBK/d4s_mariokart_info.txt (hope you don't mind me hosting it)

Download here http://www.dirty.plus.com/SBK/SuperBaldyKart.zip and as always RTFM!

Screens:








Feed back is appreciated. Hope you find it fun.

- Dirtbag


(edited by Dirtbag on 11-17-06 06:04 PM)
U1traMan

Red Goomba








Since: 10-11-06

Last post: 6282 days
Last view: 6278 days
Posted on 11-05-06 04:51 PM Link | Quote
very nice! I enjoyed it. Cool to see sombody made a mod for this.
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

Last post: 6286 days
Last view: 6286 days
Posted on 11-06-06 05:31 PM Link | Quote
I believe this is the first Super Mario Kart hack I've ever played. I'm impressed that you changed the AI and got the computer racers to follow the courses. (That's been something people have been unable to do in the past, right?) I did have one instance where a CPU controlled Mario was just ramming into a wall repeatedly. (On the fourth course, I think...)

First thing I wanted to do was race with the new racer. I played the first course on 50cc and got thoroughly spanked. I used up all my continues trying to get Baldy around the track. Then I remembered that I always sucked with the big racers and tried again with good ol' Koopa Troopa.

Now, I'll admit that I was never very good at the original Super Mario Kart, and the fact that I haven't played it for years has left me extremely rusty, but I found these tracks to be overly difficult. The first levels could stand to be a little easier and then you could start getting more difficult in the later cups. It's pretty annoying that if you touch the grass at all, you come to a dead stop and have to wait for Lakitu to set you back on the track. The original game had walls there for a reason.

It might be nice to have a little variety between the levels in the cup. The first four races are all grassy Mario Circuit areas. It wouldn't hurt to put a lake or a desert level in the mix somewhere just for a change of scenery.

What were the white sploches on the track that made you spin out supposed to be? (or do I want to know?) Also, what was up with the jumping pipes on the fourth race? I couldn't seem to run into them to see what they did, so I guess they're just decoration? In the final Bowser Castle looking area, there were what appeared to be black pits in the track. But when I fell into them, the graphics had orange bubbles like I'd fallen into lava instead. Shouldn't I have fallen off like a Ghost Valley course?

OK, that's all I've got...
Tatrion
<_<;


 





Since: 11-17-05

Last post: 6280 days
Last view: 6278 days
Posted on 11-06-06 06:03 PM Link | Quote
You can skip major parts of tracks 3 and 4 with the feather. Intentional or not? Also, the "Fuck U" in the background is stupid. Who wants to play a game that makes gibes at you in the title screen? :/

Baldy is drawn well. I found it amusing to see a DK/Baldy fusion at the end, though. If this weren't a serious hack, I'd say leave it like that.

Overall, good. Unlike Icegoom, I think the mushroom tracks are easy, but I've been playing SMK a lot recently. Maybe make a few less death traps that require Lakitu to replace you.

(I also ponder with icegoom- what are those white puddles? And why do monty-mole pipes pop out of them?)
Stifu









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

Last post: 6280 days
Last view: 6278 days
Posted on 11-07-06 07:40 AM Link | Quote
I'll have to check all of that thoroughly when I manage to find the time... Good work, still.
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6282 days
Last view: 6278 days
Posted on 11-07-06 08:48 AM Link | Quote
Originally posted by icegoom
I believe this is the first Super Mario Kart hack I've ever played. I'm impressed that you changed the AI and got the computer racers to follow the courses. (That's been something people have been unable to do in the past, right?)
That's why I hope my guide will help others to have a go. I know asdf has stated he was put off SMK hacking by the idea of not being able to change this. No excuse now mate

Originally posted by icegoom
I did have one instance where a CPU controlled Mario was just ramming into a wall repeatedly. (On the fourth course, I think...)
I think I know where you mean, was it on near where a pipe pops up out of the ground surrounded by green bricks that over laps with the actual track?

The on the black lava is because I overwrote some of the data that displays the lava I think in the early stages of the hack. This will be fixed at some point.

With regards to the pipes that jump out the ground, because it's not known (or at least I don't know) where the data for track items and attributes are stored it's something that has to be worked around. As that track was modded from a level that did have, as Tatrion noticed, monty-moles popping out, With the Mario Circuit tile set they become pipes, however as they don't stick to your face I wanted to make then a proper obstacle so I placed 'oil' under them. Better without you think?

Speaking of the oil, yes it is oil that's had it's pallet changed. You're all filthy minded people, obviously the white blobs on the track where caused by a spillage from an transport tanker shipping taking a milk shipment way from moo moo farm!

Originally posted by Tatrion
You can skip major parts of tracks 3 and 4 with the feather. Intentional or not?
I'll need to look in to this, I also noticed on track 2 with a feather and using the zip line you can get into the centre and do really short laps!

Originally posted by Tatrion
Also, the "Fuck U" in the background is stupid. Who wants to play a game that makes gibes at you in the title screen? :/
heh, well I didn't mean to offend – in fact I forgot it was actually there! It was one of the first things I changed when working out how to change the title screen – more of a place holder. Push B seemed some what rubbish, any suggestions to what it can become?

Originally posted by Tatrion
Maybe make a few less death traps that require Lakitu to replace you.
Something Stifu said when he tested a much earlier beta. I guess I found the levels a little to easy as well and wanted to make it harder, however I’d not played at 150cc then

Tatrion: If I sort you out with some top down maps of the tracks would you mind making some notes in paint or something as to where the major jumps can be made/ where you fell the death traps should be cut down?

The fact it’s 4 MC levels in a row does not mean that they’ll be in that order in the future – I just did those 4 first.

Thanks for the feed back guys – keep it coming and I’m glad you enjoyed it.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6280 days
Last view: 6278 days
Posted on 11-16-06 08:49 PM Link | Quote
I know it's been a while since this was released, but I finally got around to trying it. And I liked it. The AI info will probably convince me to try again in making a SMK hack. As for those afformentioned shortcuts in BC3 and BC4, I encounted them too. But feathers? You don't need no stinkin' feathers to make those shortcuts. Here's what I found.

Baldy Circuit 3: There's a spot of grass at the corner where you signed your name and the beginning of the course that you can jump over. Once on the other side, you can drive on the dirt and around to the finish line, shaving off 8 or more seconds on average! Sometimes, you can even jump onto the grass behind the finish line, and if you reached the right spot, you can shave even more time off!


See this?

Don't be shy - just jump right over.

The other side

We now have one of two choices. One: make a failed attempt to jump back...

...Lakitu tows you right over the finish line, completing a lap in the process!

After a couple of tries of this, though, he'll stop towing you over the finish line, so you'll have to go around. It's still a considerable amount of time shaved off, however.

Baldy Circuit 4: You can jump the grass to the right of the starting line. Then there's a small one block wide path of dirt on the right side of some bricks you can cross to take another nice big shortcut. Or alternatively, you can jump back the
other way to be towed and get back quicker.

Approaching the grass...

After having hopped over the grass...

This is where you cross.

Lap complete!

If you're feeling lucky, you can even try jumping back the other way immediately to be towed to the finish line quicker. You can do this for every lap, unlike the BC3 shortcut.

Baldy Circuit 2: If you hit the boost that extends across the road and jump with a feather shortly afterwards, you can get into the small, blocked off section of dirt. Here, you can drive around and complete laps VERY quickly. Alternatively, if you hit the jump near the blue barriers sticking out in the middle of the road while using a Mushroom at just the right angle, you can get in the middle and do the same thing.

Finished!

The Lap Times

All in all though, I enjoyed it, and am looking forward to seeing this completed. Keep up the good work!

Oh, and now my problems for SMK hacking are graphics, sprites and starting points. We all have those last two as issues, at least for the time being, but the first might be a problem for me later on. Maybe.
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6282 days
Last view: 6278 days
Posted on 11-17-06 06:57 PM Link | Quote
Ok guys, thanks for your feedback I really appreciate it! Have a go with this updated version. There should be no *major* shortcuts now, and none without feathers. Let me know if there are. The lava is back and has had a pallet change to turn it to slime. Also big thanks to Stifu and Ok Impala! for tipping me off on where to find squished data, time trial start finish lines and the end data (no more DK/ Baldy fusion - sorry Tatrion)

-Fixes to tracks to prevent major shortcuts.
-Ending graphics
-Bowser Level graphics.
-TT start finish line is drawn in the correct place.
-Baldy's name updated in a few places.

icegoom - Sorry I’ve not got round to changing the title screen yet

The zip file at the top of is thread has been updated.
Googie

390








Since: 11-22-05
From: Corona Queens New York

Last post: 6281 days
Last view: 6281 days
Posted on 11-26-06 01:44 AM Link | Quote
I saw a clip of this hack on You Tube, and played the hack right after. This is pretty cool, nice job. =)
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6282 days
Last view: 6278 days
Posted on 12-10-06 01:10 PM Link | Quote
I asked some people on a SMK board to check out my hack. A guy called KartSeven, who it turns out is one of the best SMK players in the world, posted this video:

http://www.dirty.plus.com/SBK/Baldy%20Circuit%203%20-%201'16''77.wmv - I can't get anywhere near that time!

He also has some good times for D4s' Mario Kart R
http://kartseven.free.fr/weirdsmk
yousuke828
Newcomer


 





Since: 02-10-07

Last post: 6286 days
Last view: 6281 days
Posted on 02-10-07 04:26 AM Link | Quote
Nice to meet you.
It hardens in the title though it applied patch.
How should I do?



(edited by yousuke828 on 02-09-07 10:36 PM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6279 days
Last view: 6279 days
Posted on 02-10-07 06:25 AM Link | Quote
(I'm guessing "hardens" is supposed to be "freezes". ) Use the USA ROM with a 512-byte header. (The ROM should be 524,800 bytes before you patch it.) Try another emulator.


(edited by HyperHacker on 02-10-07 02:59 AM)
(edited by HyperHacker on 02-10-07 03:00 AM)
Stifu









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

Last post: 6280 days
Last view: 6278 days
Posted on 02-10-07 08:47 AM Link | Quote
Header is required... So yeah, US ROM with header.
yousuke828
Newcomer


 





Since: 02-10-07

Last post: 6286 days
Last view: 6281 days
Posted on 02-11-07 03:26 AM Link | Quote
When having tried by 512 bytes
It did not harden and it was possible to play. Thank you.
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6282 days
Last view: 6278 days
Posted on 02-11-07 12:47 PM Link | Quote
Originally posted by yousuke828
When having tried by 512 bytes
It did not harden and it was possible to play. Thank you.


Make sure you have a clean - fresh - US ROM. The zip file has two patches one for the unheadered ROM one for a headered ROM. If one fails, try again with the other patch on a fresh copy of the ROM.
Stifu









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

Last post: 6280 days
Last view: 6278 days
Posted on 02-11-07 12:49 PM Link | Quote
Dirtbag: he was saying it worked fine now.
Dirtbag

Koopa








Since: 09-20-06
From: UK

Last post: 6282 days
Last view: 6278 days
Posted on 02-11-07 12:59 PM Link | Quote
So he did

* Dirtbag goes and wakes up
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