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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 06-20-14 09:40 AM Link | Quote | ID: 156882


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Posted by Stifu
Okay, let me know.
I planned to release the new EE version tomorrow (with the fixes mentioned here over the last few days). Let me know if you think anything else needs to be fixed, or if I should just push the release back a bit.


Hmmm, idk, I would say since I am experiencing problems, there might be something not right, so perhaps we should wait a bit?

When importing the bg, I got this problem: I try to import this:


And it gets imported to this:


I did the same as before. Create the palette in the editor, and import (though this itme the colors in the image can be divided by 8 exactly)

I found a solution though. This is, to make a reallt contrasting palette (I tried with CMY since bg only uses 3 colors) and it imported fine. Then I changed the palette in editor, and it worked.

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Stifu
Posted on 06-20-14 10:14 AM Link | Quote | ID: 156883


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Whether you can divide colors by 8 exactly is irrelevant, since that's not what EE does, as I said.
But yes, increasing contrast is an easy workaround if colors don't match perfectly.

gridatttack
Posted on 06-20-14 10:39 AM Link | Quote | ID: 156884


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Posted by Stifu
Whether you can divide colors by 8 exactly is irrelevant, since that's not what EE does, as I said.
But yes, increasing contrast is an easy workaround if colors don't match perfectly.
I know, though I tried to provide as much info possible.

Seems I will be using this method from now on if I encounter such problem, thought it will be really hard for something out of 15 colors.

BTW, I wonder, when you imported the GBA donut plains, did you managed to get all the tileset without any color loss? :O

If so, perhaps we can pinpoint that its the program.

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Stifu
Posted on 06-20-14 10:54 AM Link | Quote | ID: 156885


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Posted by gridatttack
BTW, I wonder, when you imported the GBA donut plains, did you managed to get all the tileset without any color loss? :O

I only tried to fix a single tile. If that helps, I can fix the whole tileset. I just thought it'd be better if you fixed it yourself, to ensure you understand the problem and can fix all of your other tilesets yourself. But if fixing that one would help you get started, then let me know, and I'll take care of it tonight.

By the way, when I implemented image import in EE, I considered adding a preview window so you could check out what'd get imported before validating the import. I ended up choosing the easy way out to keep things simple and save time, thinking users could just try it and revert changes if things didn't turn out fine.

Another convenience feature, which could be easily added (unlike others), is display the 255-based RGB value for each color in the palette. This may help you ensure your image colors are what EE expects.
Possibly even let users change colors based on their 255-based RGB values, so you'd have 2 ways to change colors. That'd be a bit more work, but it's doable.

gridatttack
Posted on 06-20-14 10:59 AM Link | Quote | ID: 156886


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Posted by Stifu
Posted by gridatttack
BTW, I wonder, when you imported the GBA donut plains, did you managed to get all the tileset without any color loss? :O

I only tried to fix a single tile. If that helps, I can fix the whole tileset. I just thought it'd be better if you fixed it yourself, to ensure you understand the problem and can fix all of your other tilesets yourself. But if fixing that one would help you get started, then let me know, and I'll take care of it tonight.

By the way, when I implemented image import in EE, I considered adding a preview window so you could check out what'd get imported before validating the import. I ended up choosing the easy way out to keep things simple and save time, thinking users could just try it and revert changes if things didn't turn out fine.

Another convenience feature, which could be easily added (unlike others), is display the 255-based RGB value for each color in the palette. This may help you ensure your image colors are what EE expects.
Possibly even let users change colors based on their 255-based RGB values, so you'd have 2 ways to change colors. That'd be a bit more work, but it's doable.


No, no problem! I will try to fix it! I will use GG this time. Just to be sure, what I needed to do to fix them?

And yeah, if its easy to implement, it will be a helpful addition

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Stifu
Posted on 06-20-14 11:06 AM Link | Quote | ID: 156887


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Posted by gridatttack
Just to be sure, what I needed to do to fix them?

Colors need to match is all. I retrieved the palette colors by taking a screenshot of the color palette editor, then made sure the tileset image used these colors.

Posted by gridatttack
And yeah, if its easy to implement, it will be a helpful addition

Alright. I'll add the 255-based color value display (that shouldn't take long, so you might want to wait for it). Not sure about being able to change them, though, as that'll be a bit harder (the rounding would change what users input, which may make things confusing...).

gridatttack
Posted on 06-20-14 11:33 AM Link | Quote | ID: 156888


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Posted by Stifu
Posted by gridatttack
Just to be sure, what I needed to do to fix them?

Colors need to match is all. I retrieved the palette colors by taking a screenshot of the color palette editor, then made sure the tileset image used these colors.

Posted by gridatttack
And yeah, if its easy to implement, it will be a helpful addition

Alright. I'll add the 255-based color value display (that shouldn't take long, so you might want to wait for it). Not sure about being able to change them, though, as that'll be a bit harder (the rounding would change what users input, which may make things confusing...).


Ok thanks!

Also, that rounding is on lunar magic too, and so far, idk if it has caused problems, Though it would be useful, as users can pick the colors straight form the program and have it rounded, instead of dividing the value by 8 so you get a value from 0 to 31. Though if its more hard work, I guess not though.

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Stifu
Posted on 06-20-14 12:17 PM (rev. 2 of 06-20-14 12:18 PM) Link | Quote | ID: 156889


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Posted by gridatttack
Also, that rounding is on lunar magic too, and so far, idk if it has caused problems, Though it would be useful, as users can pick the colors straight form the program and have it rounded, instead of dividing the value by 8 so you get a value from 0 to 31. Though if its more hard work, I guess not though.

I don't know how it's done in Lunar Magic, but with the way EE works, it may be a bit tricky, as everything is computed in real time as you type. There is no "Save" button or anything. Say you start typing "5", because you wanted to input "53". You don't want EE to round your 5 to 0 or 1 before you're done typing. So I'd need to change the way the UI works. Maybe add a "Convert" button or something, I'll have to think about it.

Anyway, it's just a UI issue, not a technical issue.

dirtbag
Posted on 06-20-14 02:13 PM (rev. 2 of 06-20-14 02:14 PM) Link | Quote | ID: 156891


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Posted by Stifu
Posted by gridatttack
BTW, I wonder, when you imported the GBA donut plains, did you managed to get all the tileset without any color loss? :O

I only tried to fix a single tile. If that helps, I can fix the whole tileset. I just thought it'd be better if you fixed it yourself, to ensure you understand the problem and can fix all of your other tilesets yourself. But if fixing that one would help you get started, then let me know, and I'll take care of it tonight.

By the way, when I implemented image import in EE, I considered adding a preview window so you could check out what'd get imported before validating the import. I ended up choosing the easy way out to keep things simple and save time, thinking users could just try it and revert changes if things didn't turn out fine.

Another convenience feature, which could be easily added (unlike others), is display the 255-based RGB value for each color in the palette. This may help you ensure your image colors are what EE expects.
Possibly even let users change colors based on their 255-based RGB values, so you'd have 2 ways to change colors. That'd be a bit more work, but it's doable.


I'd also have noticed in the past the colour matching can be a little tricky, but it was easy enough to work around. I just used a different primary colour, imported it to EE, change the colour in EE then exported it again to continue editing.

I like your idea of EE showing the 255RGB values (maybe as a tool tip?), it's a nice quick win.

Stifu
Posted on 06-20-14 02:22 PM Link | Quote | ID: 156892


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Posted by dirtbag
I like your idea of EE showing the 255RGB values (maybe as a tool tip?), it's a nice quick win.

I was thinking of adding a label to the right of each color. But if I make these 255RGB colors editable, then I'd rather just add an extra text box for each color. I think I'll try validating the conversion from 255 to 31 when you leave the text box.

gridatttack
Posted on 06-20-14 07:25 PM Link | Quote | ID: 156897


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Posted by Stifu
I don't know how it's done in Lunar Magic, but with the way EE works, it may be a bit tricky, as everything is computed in real time as you type. There is no "Save" button or anything. Say you start typing "5", because you wanted to input "53". You don't want EE to round your 5 to 0 or 1 before you're done typing. So I'd need to change the way the UI works. Maybe add a "Convert" button or something, I'll have to think about it.

Anyway, it's just a UI issue, not a technical issue.
Oh, right, the real time. Though IIRC in LM, you input the 255 value, and when you close the color editor, it rounds it to a value of 8.

Anyway, heres my first imported BG
http://i.imgur.com/Bf4PO1E.png

I find it weird how come some blocks uses colors from the BG palettes (the wall color blocks), ended screwing up.

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Stifu
Posted on 06-21-14 10:13 AM (rev. 2 of 06-21-14 10:14 AM) Link | Quote | ID: 156908


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Posted by dirtbag
I like your idea of EE showing the 255RGB values (maybe as a tool tip?), it's a nice quick win.

Err... Turns out I forgot the 8-bit RGB values are already on the tooltip, as you hover colors.

Anyway, try this out, guys. It seems to work fine although I didn't test it much. The UI looks less pretty than it used to, though. Let me know what you think.

Posted by gridatttack
I find it weird how come some blocks uses colors from the BG palettes (the wall color blocks), ended screwing up.

Not sure what you mean. What happened to these walls blocks exactly?

dirtbag
Posted on 06-21-14 03:11 PM Link | Quote | ID: 156909


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Posted by Stifu
Posted by dirtbag
I like your idea of EE showing the 255RGB values (maybe as a tool tip?), it's a nice quick win.

Err... Turns out I forgot the 8-bit RGB values are already on the tooltip, as you hover colors.

Anyway, try this out, guys. It seems to work fine although I didn't test it much. The UI looks less pretty than it used to, though. Let me know what you think.


I forgot too, as I've used them before to double check the values. This was is much better though, it means you can align the colours either way between EE and graphics editor of choice. Good work.

gridatttack
Posted on 06-21-14 06:12 PM (rev. 2 of 06-21-14 06:14 PM) Link | Quote | ID: 156911


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Posted by Stifu

Not sure what you mean. What happened to these walls blocks exactly?


I mean, I didnt knew that some of the palette from those color blocks are shared with the last few back BG palette. I ended up changing them for the BG and they got changed too O.o

Seems like ninty didnt organize the palette section that well lol.

Oh and will be sure to try the new version of the editor

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Stifu
Posted on 06-21-14 06:45 PM Link | Quote | ID: 156913


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Yeah, that's actually why when you brought up BG palettes a few days ago, I replied adding quotes around the term, because they're not specifically BG palettes.

gridatttack
Posted on 06-23-14 08:05 PM Link | Quote | ID: 156940


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Posted by Stifu
Yeah, that's actually why when you brought up BG palettes a few days ago, I replied adding quotes around the term, because they're not specifically BG palettes.


Hmmm, I find out that of the 3 colors, only 1 is used. So we can get those free is we recolate them.

Also I wonder, are there any info of music hacking? As in, inserting new music/modify it?

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Stifu
Posted on 06-23-14 08:16 PM Link | Quote | ID: 156941


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Posted by gridatttack
Also I wonder, are there any info of music hacking? As in, inserting new music/modify it?

Well, Dirtbag has done it. We know where each music is, we know they're compressed, and we know where the referenced instruments are. Now waiting for someone to add a music editor in EE for me.

By the way, have you tried the updated EE? What do you think? I pushed back the new version release for now.

gridatttack
Posted on 06-23-14 08:57 PM Link | Quote | ID: 156942


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Posted by Stifu
Well, Dirtbag has done it. We know where each music is, we know they're compressed, and we know where the referenced instruments are. Now waiting for someone to add a music editor in EE for me.

By the way, have you tried the updated EE? What do you think? I pushed back the new version release for now.


Yeah, its pretty nice now that we can see the RGB values. Haven't found any issues with it. I still don't see where the UI is less pretty O.o

Also, I wonder, I guess its still not possible to move the ghost valley pillars?

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dirtbag
Posted on 06-23-14 09:42 PM (rev. 2 of 06-23-14 09:45 PM) Link | Quote | ID: 156943


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Posted by Stifu
Posted by gridatttack
Also I wonder, are there any info of music hacking? As in, inserting new music/modify it?

Well, Dirtbag has done it. We know where each music is, we know they're compressed, and we know where the referenced instruments are. Now waiting for someone to add a music editor in EE for me.

By the way, have you tried the updated EE? What do you think? I pushed back the new version release for now.


I could add it... but I have at least 10 tunes to write first . I might add in SMKMashup features soon, I need to get a development enviroment up and running and then we can see what I can add.

The challange I have around music we need a tracker. Writing music in notepad sucks ass.

**Edit** just a though, we still need to find the address for the drivers tunes, they are small and I can handle doing them in notepad. I have a small updates for your notes I'll send you soon around the battle mode menu.

gridatttack
Posted on 06-23-14 11:19 PM Link | Quote | ID: 156944


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Posted by dirtbag
Posted by Stifu
Posted by gridatttack
Also I wonder, are there any info of music hacking? As in, inserting new music/modify it?

Well, Dirtbag has done it. We know where each music is, we know they're compressed, and we know where the referenced instruments are. Now waiting for someone to add a music editor in EE for me.

By the way, have you tried the updated EE? What do you think? I pushed back the new version release for now.


I could add it... but I have at least 10 tunes to write first . I might add in SMKMashup features soon, I need to get a development enviroment up and running and then we can see what I can add.

The challange I have around music we need a tracker. Writing music in notepad sucks ass.

**Edit** just a though, we still need to find the address for the drivers tunes, they are small and I can handle doing them in notepad. I have a small updates for your notes I'll send you soon around the battle mode menu.


That would be cool. I found this thread where messiaen made some sort of importer IIRC

http://acmlm.kafuka.org/board/thread.php?id=5604

As for drivers theme, I know that the creator of Mario Kart R modified bowsers victory tune. Perhaps asking him might tell us where they are.

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

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