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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 44/202 EXP: 203787 Next: 2655 Since: 07-11-10 Last post: 1428 days Last view: 254 days |
Posted by Stifu Well, the more features, the better :3 But work at your pace and don't overexert yourself. Also I wonder how the editor will handle editing the names of the tracks? IIRC, the first part of the name is shared, like if you edit the test MARIO CIRCUIT, the changes will apply to the other tracks with the same name. Or will we be able to edit the names per track to be something different? ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 413/666 EXP: 1361339 Next: 36837 Since: 02-22-07 Last post: 686 days Last view: 308 days |
Posted by gridatttack Well, I'd rather keep working on it while I have the motivation to do it, because I don't know if or when that motivation will come back later. :p I'm not exhausting myself over this, I'm taking my time to try and do things properly. I just play less these days, as I got tired of the games I have now. Posted by gridatttack That's still open for debate, let me know your opinion. Option 1- Keep things working the same way the original game works, ie: theme name (or "Battle Course") + extra character (except for Rainbow Road, which doesn't have an extra character... unless I can find room somewhere close to relocate the data). Changing the track theme wouldn't automatically change any part of the track name, that'd be a separate manual action. On a separate screen, you'd be able to rename the themes + battle course (same as in SMK Mashup). Option 2- Modify the way the game works, and have free text for all tracks. I'd need smkdan's help to do this nicely. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 45/202 EXP: 203787 Next: 2655 Since: 07-11-10 Last post: 1428 days Last view: 254 days |
Posted by Stifu I say option 2, because its not restricted and you could do what option 1 would do :3 However if for whatever reason option 2 is not possible, then option 1 will be the best choice.... BTW, whats the character limit of a track name? ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 414/666 EXP: 1361339 Next: 36837 Since: 02-22-07 Last post: 686 days Last view: 308 days |
Posted by gridatttack Indeed, it gives more freedom. It just takes more space in the ROM, but there's usually plenty of it (the new data will have to be relocated at the end of the ROM, leaving the old data untouched where it is). Haven't heard of anyone reaching the ROM max size with EE yet. Posted by gridatttack Smkdan said option 2 was easy. I just need to get in touch with him again. I'll consider option 1 if I really can't reach him. I guess I'll release a new EE version with ranking points + driver names editing, then see about track names for the next version. It won't take longer, you just get 2 versions rather than 1. Posted by gridatttack None other than screen width, I guess, if we go for option 2. With option 1, as in the original game, there's a global limit for all names (160 characters for all cup + theme + battle names), and you can't add extra characters (unless you manage to move things around in the ROM). But you can shorten a name to make another name longer, as long as you stay within a total of 160 characters. |
Stifu |
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Cobrat Level: 56 Posts: 415/666 EXP: 1361339 Next: 36837 Since: 02-22-07 Last post: 686 days Last view: 308 days |
Here's a preview for EE 2.7 (Change log).
It has no known issues or unfinished bits, so it will become v2.7 final (let's say 2 weeks from now) if I don't receive bug reports or easy feature requests (don't hesitate, this might be your last chance). |
AlveinHero |
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Red Goomba Level: 17 Posts: 13/47 EXP: 20551 Next: 4192 Since: 03-07-13 Last post: 1039 days Last view: 336 days |
Thanks. I can't wait to see more. |
Stifu |
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Cobrat Level: 56 Posts: 416/666 EXP: 1361339 Next: 36837 Since: 02-22-07 Last post: 686 days Last view: 308 days |
Let's be satisfied with what we have today.
I've been working on EE for years, but I won't go on forever. But since it's open source, and the code is in good shape, any programmer can pick it up. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 46/202 EXP: 203787 Next: 2655 Since: 07-11-10 Last post: 1428 days Last view: 254 days |
Chaobomr |
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Buster Beetle Banned: Spammer takeover? Level: 45 Posts: 136/467 EXP: 638829 Next: 21335 Since: 05-07-13 From: The dirty south Last post: 3480 days Last view: 3479 days |
Posted by gridatttack There are several tools you can use to edit the graphics. Tile Layer's one, and I don't know if YY-CHR will work for an SNES game. There are probably many others that I haven't found out about, but you may find out through a dedicated ROM hacking website. ____________________ Sorry for the stupidity. That jerk will be dealt with in the most insane way possible. |
Stifu |
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Cobrat Level: 56 Posts: 417/666 EXP: 1361339 Next: 36837 Since: 02-22-07 Last post: 686 days Last view: 308 days |
Posted by gridatttack Yeah, as I said before, the free-form one will come in a later version, if it comes at all. I've been too lazy to contact smkdan, as I didn't want to work on this yet. By the way, I just committed a possibly-breaking change, to support thin spaces in texts, rather than treating them like regular spaces (0x2C: thin space for certain texts only, 0x2F: regular space). It is more correct than the previous version, as it matches the original game more precisely (thin spaces in theme names, regular spaces in character names, for example). This also lets you pick which kind of space you want in your texts, rather than sticking with what the original game did. However, the thin space is a unicode character, and may show up as a square or something on systems with unicode-related issues. Since this may have unintended consequences, I'm releasing an updated preview so you can test it. If I don't hear back from you guys, I'll release EE 2.7 next weekend. |
AlveinHero |
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Red Goomba Level: 17 Posts: 14/47 EXP: 20551 Next: 4192 Since: 03-07-13 Last post: 1039 days Last view: 336 days |
What about the Podium sprites? and the Credits? |
Stifu |
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Cobrat Level: 56 Posts: 418/666 EXP: 1361339 Next: 36837 Since: 02-22-07 Last post: 686 days Last view: 308 days |
Posted by AlveinHero You could argue they're out of the scope of this editor, since this is a track editor. Not that I'm really against adding non-track related features, but then there are loads of other similar features I could add (for other sprites and screens), and I would never see the end of it. With our notes (links in my profile), you should be able to update that data manually easily enough. Podium sprites: you can decompress and recompress them with EE, so I couldn't really make it any easier, unless you wanted to be able to export them in an image format (BMP, PNG) like what EE does for some other graphics. But really, it shouldn't make much difference. Credits: this is kind of vague. Do you mean the texts in particular? |
AlveinHero |
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Red Goomba Level: 17 Posts: 15/47 EXP: 20551 Next: 4192 Since: 03-07-13 Last post: 1039 days Last view: 336 days |
Yeah. |
Stifu |
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Cobrat Level: 56 Posts: 419/666 EXP: 1361339 Next: 36837 Since: 02-22-07 Last post: 686 days Last view: 308 days |
Well then, I suggest you check out the notes and do it manually, because it's more work than I'm willing to put into EE. |
AlveinHero |
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Red Goomba Level: 17 Posts: 16/47 EXP: 20551 Next: 4192 Since: 03-07-13 Last post: 1039 days Last view: 336 days |
Good thing, I changed the name from "Princess" to "Peach." |
Stifu |
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Cobrat Level: 56 Posts: 420/666 EXP: 1361339 Next: 36837 Since: 02-22-07 Last post: 686 days Last view: 308 days |
No bugs so far? The release is tomorrow. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 47/202 EXP: 203787 Next: 2655 Since: 07-11-10 Last post: 1428 days Last view: 254 days |
I forgot to mention this, but remember the track messing up issue I had in the past?
Well, it happened again, except this time is on the Battle course map 4 It appears fine on the course preview thing. Its only ingame where it screws up. Also, I want to mention that for some reason, the multiplayer sound effects are mute. It wasn't like this before. Only the music is heard (haven't used any other program on the rom) Note: This happened way before the latest version of the editor. I forgot to report it since I pretty much ragequitted after this...(and now came back lol) ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 421/666 EXP: 1361339 Next: 36837 Since: 02-22-07 Last post: 686 days Last view: 308 days |
Hmmm. Could you send (PM / mail) me your ROM so I can have a look?
Thanks. Edit: release delayed while I investigate this bug. |
Stifu |
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Cobrat Level: 56 Posts: 422/666 EXP: 1361339 Next: 36837 Since: 02-22-07 Last post: 686 days Last view: 308 days |
About the bugs reported by gridatttack:
- We've confirmed the sound issue comes from his computer, and was not caused by Epic Edit - The track glitches are due to having 42 overlay tiles on the track, which the game cannot handle. I have lowered the limit to 41. Here's a new preview with the above bug fixed (and a few improvements you shouldn't notice). Final release due in 3 days if no more bugs are reported. |
Stifu |
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Cobrat Level: 56 Posts: 423/666 EXP: 1361339 Next: 36837 Since: 02-22-07 Last post: 686 days Last view: 308 days |
EE 2.7 is now out. No changes since the last preview. |
Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
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