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Acmlm's Board - I3 Archive - ROM Hacking - SMK Track Designer Help | New poll | | |
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64-bitmario Micro-Goomba Since: 08-31-06 Last post: 6370 days Last view: 6327 days |
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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? |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6290 days Last view: 6288 days |
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Try a (U) [!] ROM instead... | |||
64-bitmario Micro-Goomba Since: 08-31-06 Last post: 6370 days Last view: 6327 days |
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I just tried that and the same thing came up. | |||
Dirtbag Koopa Since: 09-20-06 From: UK Last post: 6291 days Last view: 6288 days |
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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: 6370 days Last view: 6327 days |
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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: 6290 days Last view: 6288 days |
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Originally posted by 64-bitmario ... 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... |
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64-bitmario Micro-Goomba Since: 08-31-06 Last post: 6370 days Last view: 6327 days |
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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: 6291 days Last view: 6288 days |
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Originally posted by 64-bitmario 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. |
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64-bitmario Micro-Goomba Since: 08-31-06 Last post: 6370 days Last view: 6327 days |
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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: 6290 days Last view: 6288 days |
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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: 6370 days Last view: 6327 days |
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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: 6290 days Last view: 6288 days |
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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: 6291 days Last view: 6288 days |
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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. |
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64-bitmario Micro-Goomba Since: 08-31-06 Last post: 6370 days Last view: 6327 days |
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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: 6324 days Last view: 6288 days |
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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 ) |
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GlitchCog Goomba Since: 01-31-06 Last post: 6300 days Last view: 6300 days |
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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. |
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64-bitmario Micro-Goomba Since: 08-31-06 Last post: 6370 days Last view: 6327 days |
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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. |
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