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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor New thread | New reply

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Mike-Tech
Posted on 10-13-13 11:49 PM Link | Quote | ID: 154920

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Posted by Stifu
EE 2.7 is now out. No changes since the last preview.


Been meaning to ask you, but is the gfx editable yet in your editor ?
Meaning export .gfx to import gfx ?
If it is I like to test somethings with it.

Stifu
Posted on 10-13-13 11:53 PM Link | Quote | ID: 154921


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Posted by MikeTechno
Been meaning to ask you, but is the gfx editable yet in your editor ?
Meaning export .gfx to import gfx ?
If it is I like to test somethings with it.

You can import / export certain graphics (road tilesets, background tilesets) in binary or image format.

gridatttack
Posted on 10-25-13 09:04 PM Link | Quote | ID: 154944


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I wonder, could support be added to edit the drivers sprites?
Or well, atleast to edit the palettes, since the drivers gfx can be edited on YY CHR without decompressing.

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Stifu
Posted on 10-25-13 10:45 PM Link | Quote | ID: 154945


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Well, anything is possible. So, basically, you need a driver sprite color picker.
On the other hand, all of that should already be possible from your graphics editor. At least Tile Molester lets you do that.

AlveinHero
Posted on 11-25-13 04:10 AM Link | Quote | ID: 155176


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No fear of that. I used YY-CHR. it's easy for me.

Stifu
Posted on 12-26-13 03:35 PM Link | Quote | ID: 155299


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I noticed a regression in EE 2.7. It makes it so road tilesets are sometimes wrongly marked as modified (so you could be asked if you want to save changes although you didn't make any, and it would also recompress the road tileset graphics when saving). This regression also causes graphics not to load sometimes (with the Super Parigo Kart ROM, for example).

I've just fixed this, but will wait a few days before releasing a patched version. Until then, let me know if you've noticed any other bugs.

Stifu
Posted on 02-08-14 11:16 AM Link | Quote | ID: 155651


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Here's EE 2.7.1. No new features, just 2 bugs fixed.


- Fixed 2.7 regression that could cause road tilesets to be wrongly marked as
modified by the user, and would sometimes prevent graphics from being
displayed with certain ROMs
- Fixed the first color used for road tiles, so it's always the first color
of the first palette. The first color of other palettes is not used.

gridatttack
Posted on 06-13-14 07:52 AM Link | Quote | ID: 156751


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Posted by Stifu
Here's EE 2.7.1. No new features, just 2 bugs fixed.


- Fixed 2.7 regression that could cause road tilesets to be wrongly marked as
modified by the user, and would sometimes prevent graphics from being
displayed with certain ROMs
- Fixed the first color used for road tiles, so it's always the first color
of the first palette. The first color of other palettes is not used.



Wow. I really dont know how I missed this. So maybe this will be the latest version for some time.

I might aswell start all again and make a hack with a clean rom, since the past one had shady origins, and passed through all versions of the editor.

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Stifu
Posted on 06-13-14 08:39 AM Link | Quote | ID: 156754


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Well, the latest EE is supposed to properly handle ROMs edited with all previous versions. That said, you could just open your ROM, export everything you can, and reimport it all on a new ROM.
There is no work underway on EE. I'm basically done with it, and am pleased with the result. I'll still fix bugs people report, if any, but don't plan to add new features.

By the way, I recently took the time to document and commit all the ASM hack sources written by smkdan, so people can fiddle with them if they want to.

gridatttack
Posted on 06-13-14 08:44 AM (rev. 2 of 06-13-14 08:46 AM) Link | Quote | ID: 156755


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Posted by Stifu
Well, the latest EE is supposed to properly handle ROMs edited with all previous versions. That said, you could just open your ROM, export everything you can, and reimport it all on a new ROM.
There is no work underway on EE. I'm basically done with it, and am pleased with the result. I'll still fix bugs people report, if any, but don't plan to add new features.

By the way, I recently took the time to document and commit all the ASM hack sources written by smkdan, so people can fiddle with them if they want to.


Yeah. Many thanks for this awesome editor Its one of the easiest rom editors to do stuff. As a thank you, I actually wanna finish a complete hack (with fun/nice courses and perhaps more) with it.

The problem with my past tracks, that they were all tested with koopa troopa. I later found out that some of the tracks are close to impossible or tedious with heavy weight characters, so I might just aswell start again and tweak some of my previous tracks.

Also I wonder, right now, I wanna make mario circuit dirt to a grass color. But ingame, when going offroad, it still show as dirt. Is there a way to change this palette?

Also laast question (for now). Is the BG palette listed in the palette corresponding to a track? (like, it would be palette 5 of choco island, etc.)


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Stifu
Posted on 06-13-14 09:41 AM (rev. 2 of 06-13-14 09:42 AM) Link | Quote | ID: 156756


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Posted by gridatttack
Yeah. Many thanks for this awesome editor Its one of the easiest rom editors to do stuff.

Thanks.

Posted by gridatttack
As a thank you, I actually wanna finish a complete hack (with fun/nice courses and perhaps more) with it.

Cool. Yeah well, I also need to finish mine... Can't find the motivation.

Posted by gridatttack
The problem with my past tracks, that they were all tested with koopa troopa. I later found out that some of the tracks are close to impossible or tedious with heavy weight characters, so I might just aswell start again and tweak some of my previous tracks.

Or you could just change the heavy character stats. That'd be less work.

Posted by gridatttack
Also I wonder, right now, I wanna make mario circuit dirt to a grass color. But ingame, when going offroad, it still show as dirt. Is there a way to change this palette?

Yes, you can do it within EE, but the problem is that you have to do it "blindly", as there is no preview. You have to know which palette you need to change. I think it's one of the last palettes.

Posted by gridatttack
Also laast question (for now). Is the BG palette listed in the palette corresponding to a track? (like, it would be palette 5 of choco island, etc.)

There is more than one "BG palette", but yes, you can find them in the list of concerned theme palettes. The easiest way to work with background colors is to use the color picker (open the palette editor, then click on the background tile you want to work on).

gridatttack
Posted on 06-13-14 07:43 PM Link | Quote | ID: 156759


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Posted by Stifu
Or you could just change the heavy character stats. That'd be less work.


Oh, I thought it wasn't possible. How can I change them?


Posted by Stifu
Yes, you can do it within EE, but the problem is that you have to do it "blindly", as there is no preview. You have to know which palette you need to change. I think it's one of the last palettes.


Ok. I think I know which one is, since the brown sand palette are used in the first 2. IM sure the one that is close to the last one is.

Posted by Stifu
There is more than one "BG palette", but yes, you can find them in the list of concerned theme palettes. The easiest way to work with background colors is to use the color picker (open the palette editor, then click on the background tile you want to work on).


Yeah, found this about a while ago. Pretty neat!

Also I have a question regarding importing graphics. Say for example, I want to add a sand dune (to look like an island) to koopa beach. I export the graphics, then import back. It seems now that the sand dune (which I gave it a orange color before importing) seems to be the palette it was imported in. What would I have to do to have the orange color again?

I noted each background have like 8 palettes. Are they shared? Or are they 8 palettes per background? Because if its the later, then I assume I can use another palette to give it the orange color.

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Stifu
Posted on 06-13-14 09:13 PM Link | Quote | ID: 156761


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Posted by gridatttack
Oh, I thought it wasn't possible. How can I change them?

It's not possible with EE, but still possible. Either do it manually with a hex editor (it's all documented), or use Dirtbag's SMK Mashup.

Posted by gridatttack
Also I have a question regarding importing graphics. Say for example, I want to add a sand dune (to look like an island) to koopa beach. I export the graphics, then import back. It seems now that the sand dune (which I gave it a orange color before importing) seems to be the palette it was imported in. What would I have to do to have the orange color again?

When reimporting the tileset graphics (from an image file, not from raw binary), the editor will try to find the closest color for each pixel, using the original tile palette. What I'd suggest is to first change the tile color palette to what you want before importing the tileset image.

Posted by gridatttack
I noted each background have like 8 palettes. Are they shared? Or are they 8 palettes per background? Because if its the later, then I assume I can use another palette to give it the orange color.

When you say "shared", you mean shared across themes (like, from Mario Circuit to Donut Plains)? If so, they're not shared. No color palette is shared between themes.

Remember they're 2-bpp graphics, so each BG palette only has 4 colors. 32 colors in total, 4 colors per tile.

gridatttack
Posted on 06-13-14 09:40 PM Link | Quote | ID: 156762


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Posted by Stifu
It's not possible with EE, but still possible. Either do it manually with a hex editor (it's all documented), or use Dirtbag's SMK Mashup.


Thanks. Ill try it out.

Posted by Stifu
When reimporting the tileset graphics (from an image file, not from raw binary), the editor will try to find the closest color for each pixel, using the original tile palette. What I'd suggest is to first change the tile color palette to what you want before importing the tileset image.


Ok. I assume this is the same for the backgrounds?

Posted by Stifu
When you say "shared", you mean shared across themes (like, from Mario Circuit to Donut Plains)? If so, they're not shared. No color palette is shared between themes.

Remember they're 2-bpp graphics, so each BG palette only has 4 colors. 32 colors in total, 4 colors per tile.


Oh cool. I was afraid they were shared since I saw many white colors in koopa beach and vanilla lake. And the last palette is always some sort of red/green.



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Stifu
Posted on 06-13-14 10:50 PM (rev. 2 of 06-13-14 10:51 PM) Link | Quote | ID: 156764


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(Double post :o)

Stifu
Posted on 06-13-14 10:50 PM Link | Quote | ID: 156765


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Posted by gridatttack
Ok. I assume this is the same for the backgrounds?

Yes.

Posted by gridatttack
Oh cool. I was afraid they were shared since I saw many white colors in koopa beach and vanilla lake. And the last palette is always some sort of red/green.

All these colors that are the same between themes in the original game are duplicated, but not technically shared. You can change them all independently.

gridatttack
Posted on 06-14-14 02:14 AM (rev. 3 of 06-14-14 02:59 AM) Link | Quote | ID: 156770


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Posted by Stifu
Posted by gridatttack
Ok. I assume this is the same for the backgrounds?

Yes.

Posted by gridatttack
Oh cool. I was afraid they were shared since I saw many white colors in koopa beach and vanilla lake. And the last palette is always some sort of red/green.

All these colors that are the same between themes in the original game are duplicated, but not technically shared. You can change them all independently.


Awesome. Thanks for the info! Im going to first do the graphics overhaul and then the tracks.

Also I wonder, when exporting palettes, does it exports all 16 palettes, or just the one currently highlighted?

And another thing. Are the colors of animated tiles are listed in the palettes too? Ive been hunting the palette koopa beach uses for the waves animation, but so far no luck

Even that hack SMK R who changes all themes failed to change the wave colors from blue.
I hope they aren't hardcoded or something

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Stifu
Posted on 06-14-14 04:10 PM Link | Quote | ID: 156774


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Posted by gridatttack
Also I wonder, when exporting palettes, does it exports all 16 palettes, or just the one currently highlighted?

All the palettes for the current theme. In case you forget, it's made clear on the tooltip, if you leave your cursor over the export button.

Posted by gridatttack
And another thing. Are the colors of animated tiles are listed in the palettes too?

I'm not sure. You can easily check it by setting all colors to the same color, like red, and see if the waves are still here in game. I thought it was just some tile cycling mecanism. Some colors are actually hardcoded, though, like for the color cycling that happens on the driver wheels, as they move.

gridatttack
Posted on 06-14-14 07:55 PM (rev. 3 of 06-14-14 08:03 PM) Link | Quote | ID: 156776


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Posted by Stifu
I'm not sure. You can easily check it by setting all colors to the same color, like red, and see if the waves are still here in game. I thought it was just some tile cycling mecanism. Some colors are actually hardcoded, though, like for the color cycling that happens on the driver wheels, as they move.


Well, here are the problematic ones. I replaced every suspicious blue, and I cant find them, same with the receding sand color in the second pic. I did even loo up for the sky blue that may have the same value as the shallow water tile, but no dice (I havent tried to redify all, but I dont think it will work either). I guess if its inst hardcoded, it can be changed with that snes palette editor?



Also, is there a documentation for the offsets to use EE to decompress graphics like the title screen, etc?

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Stifu
Posted on 06-14-14 08:27 PM Link | Quote | ID: 156777


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Posted by gridatttack
I guess if its inst hardcoded, it can be changed with that snes palette editor?

If it's not hardcoded, you can change it within the editor. If it's hardcoded, it must dynamically replace existing colors in one of the palettes. I'd try to retrieve the actual color values, and then look for them in the ROM. I'd probably debug that by messing with a save state. I guess smkdan would use an actual SNES debugger, but last time I checked, I was no good at it.

Posted by gridatttack
Also, is there a documentation for the offsets to use EE to decompress graphics like the title screen, etc?

Yes, it's on my profile on this forum. The link is http://stifu.free.fr/dl/smk_doc.zip.
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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor New thread | New reply

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