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

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gridatttack
Posted on 06-14-14 08:36 PM (rev. 3 of 06-16-14 05:03 AM) Link | Quote | ID: 156778


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Awesome. Thanks for all

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gridatttack
Posted on 06-16-14 05:05 AM Link | Quote | ID: 156798


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Sorry for double post, but I noted something odd in the editor.

Im pretty sure you could change track orders in the editor by dragging down the name whenever you want. On the latest version, this doesnt seem to work. Was it removed?

Im testing AI related stuff from mario circuit 3, and that is the last track of flower cup, so I must do all 4 previos track which is time consuming....

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dirtbag
Posted on 06-16-14 08:16 AM Link | Quote | ID: 156799


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Posted by gridatttack
Sorry for double post, but I noted something odd in the editor.

Im pretty sure you could change track orders in the editor by dragging down the name whenever you want. On the latest version, this doesnt seem to work. Was it removed?

Im testing AI related stuff from mario circuit 3, and that is the last track of flower cup, so I must do all 4 previos track which is time consuming....


You could use a save state on the results screen of the race before. Or export the track and import it back as race number 1 for testing.

I'd suggest making it track number 1 as you will want to test the CPU AI on all speed classes.

gridatttack
Posted on 06-16-14 08:25 AM Link | Quote | ID: 156800


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Posted by dirtbag
Posted by gridatttack
Sorry for double post, but I noted something odd in the editor.

Im pretty sure you could change track orders in the editor by dragging down the name whenever you want. On the latest version, this doesnt seem to work. Was it removed?

Im testing AI related stuff from mario circuit 3, and that is the last track of flower cup, so I must do all 4 previos track which is time consuming....


You could use a save state on the results screen of the race before. Or export the track and import it back as race number 1 for testing.

I'd suggest making it track number 1 as you will want to test the CPU AI on all speed classes.


Oh right. Derp I can import it to the first slot. Thanks!
When the editor allowed to move tracks, I usually moved the slot in first for easy testing.

Though, im scared to use savestates. I once lost 5 levels in SMW because of that :<

(sorry for offtopic. But im curious, whatever happened to super baldy kart? :O)

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dirtbag
Posted on 06-16-14 08:53 AM Link | Quote | ID: 156802


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Back up often and regularly :-) very important when ROM hacking.

As for Super Baldy Kart, I took a 4 year break, motivation as Stifu has mentioned is a challenge. That said I have been working on it for the last 7 months. I rebuilt my hack so it works with EE, have a new podium screen, player select and about half the tracks I need. I will make a update thread soon....

gridatttack
Posted on 06-16-14 09:45 AM (rev. 3 of 06-16-14 10:13 AM) Link | Quote | ID: 156803


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Posted by dirtbag
Back up often and regularly :-) very important when ROM hacking.

As for Super Baldy Kart, I took a 4 year break, motivation as Stifu has mentioned is a challenge. That said I have been working on it for the last 7 months. I rebuilt my hack so it works with EE, have a new podium screen, player select and about half the tracks I need. I will make a update thread soon....


Yeah. I have like 5 backups already lol.

Cool, cant wait!


Also, I recently ran across that annoying (AGAIN ) problem of the AI not recognizing the boost panel. So far, it worked on both 50cc and 100cc.

On 50cc, all the CPUs get the boost. On 150cc, only the last CPU fails to do the jump. Havent tested in 150cc. And I need to test again in those modes to make sure they all make the jump.

Oh, and also, is there a list of the value of which music is which? Im planning to switch some music.



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Stifu
Posted on 06-16-14 02:41 PM Link | Quote | ID: 156807


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Posted by gridatttack
Im pretty sure you could change track orders in the editor by dragging down the name whenever you want. On the latest version, this doesnt seem to work. Was it removed?

It's a regression I didn't know about. I'll fix it soon and release a new version. Thanks for the report.

Posted by gridatttack
Oh, and also, is there a list of the value of which music is which? Im planning to switch some music.

Check the pack3-music.htm page of the notes. I think that's all you need.

gridatttack
Posted on 06-16-14 07:25 PM Link | Quote | ID: 156808


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Posted by Stifu

It's a regression I didn't know about. I'll fix it soon and release a new version. Thanks for the report.


Ok thanks

Posted by Stifu

Check the pack3-music.htm page of the notes. I think that's all you need.


Oh derp. Yeah. I downloaded the pack already >.>
Time to check if I still have that hex editor installed.

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dirtbag
Posted on 06-16-14 08:56 PM Link | Quote | ID: 156809


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Posted by Stifu
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.




When editing GV's background I discovered that graphic tiles used for the animation routing for the Ghosts were loaded separately from the reset of the background. They where loaded from the original background location as apposed to the new tile location in ROM allocated by the EE. So I checked to see if the palette swap routine for the waves on KB worked in the same way. Changing the original palette location to all white shows the this isn't the case:




As you can see, along with the flashes from the racers tyres, the colours used in the palette swapping routing must e hard coded.

gridatttack
Posted on 06-16-14 09:13 PM (rev. 3 of 06-16-14 09:59 PM) Link | Quote | ID: 156810


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Aww man. Too bad. I guess they cant be changed without ASM then?

But at least its only the waves. Im still trying to find the sand color from the animation. or is it hardcoded too?

BTW Dirtbag, I have to ask. have you figured how the CPU reacts to boost panels? So far, my tests have been successful. Only one time in 100cc that the last CPU refused to get the boost. They all worked on 150cc.

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dirtbag
Posted on 06-16-14 10:20 PM (rev. 2 of 06-16-14 10:21 PM) Link | Quote | ID: 156812


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Posted by gridatttack
Aww man. Too bad. I guess they cant be changed without ASM then?

But at least its only the waves. Im still trying to find the sand color from the animation. or is it hardcoded too?

BTW Dirtbag, I have to ask. have you figured how the CPU reacts to boost panels? So far, my tests have been successful. Only one time in 100cc that the last CPU refused to get the boost. They all worked on 150cc.


The sand colour used in the wave/ tide effect is unchanged as well, I just didn't capture it in the screen shot.

I've not had too much of a problem with the CPU and boost, but that said I've only used them with cross over jumps in the tracks. From what I recall in the original game the CPU failed to make the jump every so often. I think it was the last one also like you have found.

I've made my SBK update thread for you

Stifu
Posted on 06-17-14 12:41 AM Link | Quote | ID: 156815


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Posted by gridatttack
Posted by Stifu

It's a regression I didn't know about. I'll fix it soon and release a new version. Thanks for the report.


Ok thanks

Fixed. This is a temporary build. I'll release an official version over the weekend (2.7.2).
Until then, you can check if it works fine, and maybe you'll find other things that could be tweaked or fixed.

gridatttack
Posted on 06-17-14 01:24 AM (rev. 4 of 06-17-14 07:52 AM) Link | Quote | ID: 156816


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Posted by Stifu
Posted by gridatttack
Posted by Stifu

It's a regression I didn't know about. I'll fix it soon and release a new version. Thanks for the report.


Ok thanks

Fixed. This is a temporary build. I'll release an official version over the weekend (2.7.2).
Until then, you can check if it works fine, and maybe you'll find other things that could be tweaked or fixed.


Ok. I will use to see if theres something else wrong.

Also I wonder, does someone know what palettes belong to what area? Im going to go and make a custom tileset and I dont want to mess things up :<

I know the first 2 are for roads, and the last one for effects when riding the terrain.

Also, I noted some tiles uses palettes across 2 pages (bowser castle finish line), so that means we can use the whole palettes belonging to a track in a single tile even if they belong to a different page?

Also, I found a bug. When you swap tracks around, and change the names, the new display name will still be in the old spot. Like, you swap choco island 1 with bowser castle 1 and you rename choco island. The new namechange will then appear on bowser castle (where choco island was)

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Stifu
Posted on 06-17-14 08:31 AM Link | Quote | ID: 156819


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Posted by gridatttack
Also I wonder, does someone know what palettes belong to what area?

I remember GlitchCog documented that on his web site. It seems to be down, though.
What I can tell you: palettes 1-8 are for background / static elements (kinda, there must be a better term), while palettes 9-16 are for sprites (drivers, items etc). Palettes 9-12 are driver palettes.

Posted by gridatttack
Also, I noted some tiles uses palettes across 2 pages (bowser castle finish line), so that means we can use the whole palettes belonging to a track in a single tile even if they belong to a different page?

No. This is just related to this fix in EE 2.7.1:
Posted by Stifu
- 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.


So this is only how the first color behaves.

Posted by gridatttack
Also, I found a bug. When you swap tracks around, and change the names, the new display name will still be in the old spot. Like, you swap choco island 1 with bowser castle 1 and you rename choco island. The new namechange will then appear on bowser castle (where choco island was)

I'll check this out, thanks. I knew implementing real-time text editing wouldn't be easy...

gridatttack
Posted on 06-17-14 08:40 AM Link | Quote | ID: 156820


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Awesome, thanks for the info. I just wasnt sure where sprite stuff started.

Posted by Stifu

No. This is just related to this fix in EE 2.7.1:
Posted by Stifu
- 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.


So this is only how the first color behaves.


Interesting. I guess one free palette slot in palettes 2-16 will be convenient

Posted by Stifu

I'll check this out, thanks. I knew implementing real-time text editing wouldn't be easy..


Ok. Though I hope it doesn't ends being too complex to fix

Thanks for all

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Stifu
Posted on 06-17-14 09:21 AM Link | Quote | ID: 156822


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Posted by gridatttack
Interesting. I guess one free palette slot in palettes 2-16 will be convenient

It's not one extra color, really, if that's what you meant. You still get 16 colors per tile in the end. It's just that the first color of other palettes never shows up.

Posted by gridatttack
Ok. Though I hope it doesn't ends being too complex to fix

Nope, it'll be fine. Actually, the most complex thing back when I implemented this feature was handling Japanese text... You have to connect certain characters together, and all the texts within the ROM don't work the same way. Sometimes, it feels like they make it complicated on purpose. And in the end, I don't even know if I have a single user working on a Japanese ROM.

gridatttack
Posted on 06-17-14 11:18 AM Link | Quote | ID: 156824


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Posted by "Stifu" id="156822
It's not one extra color, really, if that's what you meant. You still get 16 colors per tile in the end. It's just that the first color of other palettes never shows up.
Oh. I see.
I wonder, how does the game handles the transparency for the BGs? Are the palette slots hardcoded for them to be transparent?

Posted by "Stifu" id="156822
Nope, it'll be fine. Actually, the most complex thing back when I implemented this feature was handling Japanese text... You have to connect certain characters together, and all the texts within the ROM don't work the same way. Sometimes, it feels like they make it complicated on purpose. And in the end, I don't even know if I have a single user working on a Japanese ROM.
Well, you might never know, since searching for japanese stuff is pretty difficult if you cant understand it xD
But Im sure theres atleast one user.

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Stifu
Posted on 06-17-14 11:49 AM Link | Quote | ID: 156825


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Posted by gridatttack
Oh. I see.
I wonder, how does the game handles the transparency for the BGs? Are the palette slots hardcoded for them to be transparent?

Yeah, depending on the context, it's either color 1 = color 1 from palette 1, or color 1 = transparent.

gridatttack
Posted on 06-17-14 08:57 PM Link | Quote | ID: 156836


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I wonder, is it possible to change the precision of the starting position?
Im having a hard time trying to get them right, and I noted the movement its fixed to 8px. Is there a way to change this? Using the buttons above doesn't seem to affect it.

I need t use -32px like in bowser castle 2, but the editor keeps skipping it, only allowing -36 and -28

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Stifu
Posted on 06-17-14 09:06 PM Link | Quote | ID: 156837


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Posted by gridatttack
Also, I found a bug. When you swap tracks around, and change the names, the new display name will still be in the old spot. Like, you swap choco island 1 with bowser castle 1 and you rename choco island. The new namechange will then appear on bowser castle (where choco island was)

Fixed.

Posted by gridatttack
I wonder, is it possible to change the precision of the starting position?
Im having a hard time trying to get them right, and I noted the movement its fixed to 8px. Is there a way to change this? Using the buttons above doesn't seem to affect it.

I need t use -32px like in bowser castle 2, but the editor keeps skipping it, only allowing -36 and -28

I'm sure you already selected the wanted precision on the right, yeah? Then you need to unbind the lap line from the driver positions (uncheck that box on the right). This will give you more horizontal precision (because lap line X precision is 16px, while driver position is 1px).

Ideally, I would have liked to add keyboard arrow key support in such cases, so you could move stuff with more precision. Also, it might have been nice to display the exact X/Y position of each element.
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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor New thread | New reply

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