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Main - ROM Hacking - Looking for Super Mario Kart data New thread | New reply

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FloBo
Posted on 06-26-07 12:40 PM Link | Quote | ID: 49743

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Hey Stifu?

Remember me? How's progress going with your Editor/viewer?
Wasn't your exam somewhere in may, where you wanted to have your Code ready?

Am just curious about the project



Greets, FloBo

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Stifu
Posted on 06-26-07 02:14 PM Link | Quote | ID: 49751


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Hey. You're the guy who wanted to port the project to Java, right ?

Anyway, my presentation ended up being at the beginning of June after all. I couldn't get the editor ready in time, so I only had a track displayer to show my teacher, ie: nothing could be edited or saved. (Still got a decent grade)

I haven't touched the project since then. However, I'm planning to remake the editor with a friend (Midwife), in C# this time. We're working on the conception these days, but haven't started programming... We'll be able to reuse the majority of what we already did with the C++ version, though.
It's still going to be a while before we release a (complete) public version...

Pac
Posted on 06-26-07 03:15 PM Link | Quote | ID: 49756


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Stifu, that's the first screenshot I've seen of the editor, and I gotta say it's lookin' really good. I'll give it a try once you release it.

Stifu
Posted on 06-26-07 03:20 PM Link | Quote | ID: 49757


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Glad you like it.
For the final version, we plan to implement a layer system that'd be very similar to the one of Photoshop and the likes, with the ability to hide/show any layer.

FloBo
Posted on 06-29-07 01:09 PM Link | Quote | ID: 50664

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Posted by Stifu
Hey. You're the guy who wanted to port the project to Java, right ?

Anyway, my presentation ended up being at the beginning of June after all. I couldn't get the editor ready in time, so I only had a track displayer to show my teacher, ie: nothing could be edited or saved. (Still got a decent grade)

I haven't touched the project since then. However, I'm planning to remake the editor with a friend (Midwife), in C# this time. We're working on the conception these days, but haven't started programming... We'll be able to reuse the majority of what we already did with the C++ version, though.
It's still going to be a while before we release a (complete) public version...


Yes, indeed, that's me. Cheers to you for your grade

What are you developing the design in? UML? If that's the case, I could maybe reuse this information as well for the recode in Java.

Also why do you want to refactor your whole project? Is the source such a mess already? And why on earth C#?! That way, it'll only work on windows systems... (yeees, I know there's mono for linux... but this one doesn't count)... depending on the version of c#, it may not even be possible to run it on 9x-platforms... So what made you go for .net if I may ask kindly?

I'll be glad to see some progress on this one. Maybe you could just give me a snapshot of the current state of it? What has been designed, what still has to be done, etc.

Hope to hear from you soon

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Stifu
Posted on 06-29-07 01:50 PM (rev. 2 of 06-29-07 01:56 PM) Link | Quote | ID: 50670


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I have a simplified UML diagram of the program, if you want... It only shows the class names and relations though, not the details, so it may not be too interesting.

As for why we're going to remake the project... The current C++ is actually quite clean and simple, in my opinion, but Midwife (who is much more knowledgeable than I am when it comes to computing) wants to plan everything in an even better way... Besides, C# is quite close to C++, only with a more simple and intuitive syntax.

And why doesn't Mono count, again ? It may not be complete yet, but it'd (hopefully) make the project work with Windows, Linux and Mac, which is what matters to me...
As for Windows 9x, looking at stats, I really don't think it's worth caring about... And to be kind of an asshole, I could say we're mainly making this editor for ourselves, releasing it to the public being just a bonus.

I went for .net because it's simple and nice enough, and I learnt it wasn't obviously Windows-only despite what I thought... I had a look at wxWidgets and Qt, but couldn't manage to do much with them when I tried... Although the IDE for them are much smaller and faster than Microsoft's, they seemed more confusing and lacking to me (and I didn't have the time or the motivation to choose one and learn it).
Tell yourself things could have been worse, I could have chosen Visual Basic instead.

Posted by FloBo
Maybe you could just give me a snapshot of the current state of it? What has been designed, what still has to be done, etc.

Well, the screenshot I posted a few replies before shows pretty much everything that has been done so far, apart from the Import and Export features that you can't see on it, which are under the File (Fichier) menu (but you still can't save the ROM after having changed the tracks).

If that can satisfy your curiosity, here's what I posted for Impala on our private forum:

Posted by "Stifu"
v0.01 (screen)

-Opens a headered US SMK ROM
-Track list: displays the hex address of each track, in the right order
-Theme list: displays the hex value for each theme
-When you select a track, the theme used for this track will be highlighted in the theme list

Posted by "Stifu"
v0.02 (screen)

-Displays cup names
-Displays theme names
-Displays track names

Posted by "Stifu"
v0.05 (screen)

-Displays tileset graphics
-Displays track graphics
-Import/Export tracks (.mkt)
-Zoom feature


What still needs to be done in the big lines:

- Tile editing
- Saving / recompression of tracks
- Support for all of the track layers and objects
- AI support

Extras:

- Editing names, color palettes, track gfx (tiles and backgrounds), music pointers, etc
- Replacing Lunar Compress DLL with our own compression/decompression routine

That's about all that comes to my mind...

smkdan
Posted on 06-29-07 03:07 PM Link | Quote | ID: 50679


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I'm putting most of my hacking time into f-zero but I still like to find smk stuff on the side. I put up starting positions a while ago, but the lack of AI / checkpoint info means it's kind of useless. Is there a topic in (one of?) the archives that went anywhere in that area?

Goodluck with the rewrite. I've never touched C# but if it means a more maintainable program than it'll be defintely worth the wait.

Stifu
Posted on 07-01-07 11:29 AM Link | Quote | ID: 51201


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Posted by smkdan
Is there a topic in (one of?) the archives that went anywhere in that area?

I don't think so. If there is, I missed it.

By the way... Is the main compression routine used in SMK documented at all ? That'd save me the trouble of having to figure it out by checking what Lunar Compress does...

smkdan
Posted on 07-01-07 01:12 PM Link | Quote | ID: 51205


Ninji
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Are there any problems with DLL? It looks reasonably flexible in the usage manual, although I've never used the DLL myself.

I didn't have a close look at kart's compression, I'll have a look now. It seems to use the same compression for everything.

Stifu
Posted on 07-01-07 01:21 PM Link | Quote | ID: 51206


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Posted by smkdan
Are there any problems with DLL? It looks reasonably flexible in the usage manual, although I've never used the DLL myself.

Well, we'd have a bit more flexibility if we didn't use the DLL, and we'd be able to implement the compression more elegantly.

For example, the DLL forces us to work from a file, while we'd like to work from a variable (the variable in which the whole ROM is loaded once and for all)... Also, it'd be faster (because no dynamic DLL calling, although probably not noticeable in general), and I'd also like to see if we can reach a higher compression rate... But that's just me being a perfectionist.
It's clearly not a priority, but more like a challenge.

midwife
Posted on 07-01-07 01:21 PM Link | Quote | ID: 51207

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We'd like to set our Track Designer Open Source, but LunarDLLs aren't.

We need Checkpoints format and LunarCompress / Decompress algorythm.

smkdan
Posted on 07-02-07 08:09 AM (rev. 2 of 07-02-07 08:10 AM) Link | Quote | ID: 51507


Ninji
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I wrote these notes from watching the game decompress a palette. I know Lunar Compress uses the same format for decompressing lots of stuff (4?). If I got my terminology is right, LZ and RLE stuff is in there.

http://smkdan.eludevisibility.org/smk.html#Compression

The stuff it's doing with the checkpoints is really irritating to follow for me, so unless you have someone else on the case you can forget it for a while.
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