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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 06-25-14 02:32 AM Link | Quote | ID: 156952


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http://smwc.me/1137633
Here are the locations in an unheadered (U) version ROM:
4D5F9-4D608

Related addresses:
4D5C7-4D5F8 Color sets for unique frames of the tide animation (5 bytes per color set, 10 sets; each byte is an index to the table at 4D5F9, e.g. 00 is the dark blue water color, 08 is the lighter sand color)

4D5B7-4D5C6 Color set to use for each frame (1 byte per frame, 16 frames; each byte is an index to the table at 4D5C7, e.g. 00=color set 1, 05=color set 2, 0A=color set 3, etc.)


So matrizzle managed to find out these waves colors. Is it possible to edit them with SNES palette editor? Any chance the editor could support editing them or its too specific/hard to add?

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Stifu
Posted on 06-25-14 08:30 AM Link | Quote | ID: 156954


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You could try creating the colors you want in EE (over a random palette, temporarily), export the palettes (don't save changes on the ROM), then with a hex editor, copy the exported colors over the original wave colors.

gridatttack
Posted on 06-25-14 08:53 AM Link | Quote | ID: 156955


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Posted by Stifu
You could try creating the colors you want in EE (over a random palette, temporarily), export the palettes (don't save changes on the ROM), then with a hex editor, copy the exported colors over the original wave colors.


Thanks. I wonder, is there a way to know if the ROM is headered or un headered?

SInce if its headered I will need to add 200 to the values.

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dirtbag
Posted on 06-25-14 09:06 AM Link | Quote | ID: 156956


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Posted by gridatttack
Posted by Stifu
You could try creating the colors you want in EE (over a random palette, temporarily), export the palettes (don't save changes on the ROM), then with a hex editor, copy the exported colors over the original wave colors.


Thanks. I wonder, is there a way to know if the ROM is headered or un headered?

SInce if its headered I will need to add 200 to the values.

$200 - it's a hex value. There are tools that can remove headers. Headrrs are extra data added to the start of the ROM by old SNES copy units.

If you use SNESpal go to the address, if it's the colours are there in right the order. If not add $200 in hex mode in calc.exe

Take a backup first.

Stifu
Posted on 06-25-14 10:38 AM Link | Quote | ID: 156957


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Posted by gridatttack
Thanks. I wonder, is there a way to know if the ROM is headered or un headered?

Yep. It's called Epic Edit.
Check the Codec utility. If the default address value is 0, then your ROM is unheadered.

gridatttack
Posted on 06-25-14 10:42 AM (rev. 7 of 06-25-14 12:05 PM) Link | Quote | ID: 156958


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Posted by Stifu
Posted by gridatttack
Thanks. I wonder, is there a way to know if the ROM is headered or un headered?

Yep. It's called Epic Edit.
Check the Codec utility. If the default address value is 0, then your ROM is unheadered.


Wow. i swear. I need to read the README to see what EE is fully capable off O.o

I keep finding new features I didnt knew about O.o

Also I wonder, what does that checkboc that says 'twice' do? (compress twice?)

Posted by dirtbag
Posted by gridatttack
Posted by Stifu
You could try creating the colors you want in EE (over a random palette, temporarily), export the palettes (don't save changes on the ROM), then with a hex editor, copy the exported colors over the original wave colors.


Thanks. I wonder, is there a way to know if the ROM is headered or un headered?

SInce if its headered I will need to add 200 to the values.

$200 - it's a hex value. There are tools that can remove headers. Headrrs are extra data added to the start of the ROM by old SNES copy units.

If you use SNESpal go to the address, if it's the colours are there in right the order. If not add $200 in hex mode in calc.exe

Take a backup first.


EDIT: I did it! I managed to change the colors!

http://i.imgur.com/yjDuBZJ.png

Thank you all guys, you are the best

I thought I had to use a really odd version of the palette.

Now lets just wait till we stumble into another thing that editing is hard...(ghost pillars, anyone?)

Also, I wonder something. I was playing 150cc with bowser and hes insanely fast. My BC2 course was like impossible to get an straight lap. I wonder if this happens in the original SMK. Because if it isnt, back to the drawing table...

Makes me want to make everyone like koopa troopa...

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Stifu
Posted on 06-25-14 01:21 PM (rev. 2 of 06-25-14 01:49 PM) Link | Quote | ID: 156959


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Posted by gridatttack
Wow. i swear. I need to read the README to see what EE is fully capable off O.o

I guess I should update the EE site Overview page to cover more stuff. It's tedious to keep the web site in sync with the editor evolutions.

Posted by gridatttack
Also I wonder, what does that checkboc that says 'twice' do? (compress twice?)

Yes, compress or decompress twice. For all of the data that works like that (title screen, track maps...). See the SMK offset notes for details.
Basically, Nintendo's compressor is unoptimized, so sometimes they'd decide to double compress data to make it smaller (just like if you tried zipping a zip file), which wouldn't be necessary if their compressor was good in the first place.

For the record, as far as compression rate goes, EE > Lunar Compress > Nintendo.

Posted by gridatttack
EDIT: I did it! I managed to change the colors!

Nice, well done.

Posted by gridatttack
Now lets just wait till we stumble into another thing that editing is hard...(ghost pillars, anyone?)

Well, ghost pillars are the last thing I wanted to implement in EE. But I find it hard to justify working more on EE now (lack of motivation, few visible users, Epic Racers at a standstill, and Impala left the project). Not to mention every time I try to implement something that seems simple, it ends up being much more complicated than planned (due to the way the game works or is structured). By the way, EE already alters (relocates) ghost pillar data to make it more easily editable.
The good news is that any programmer can pick up EE and improve it (unlike Lunar Magic, for example).

Posted by gridatttack
Also, I wonder something. I was playing 150cc with bowser and hes insanely fast. My BC2 course was like impossible to get an straight lap. I wonder if this happens in the original SMK. Because if it isnt, back to the drawing table...

You mean you were playing as Bowser, and his high speed makes it hard to race on that track, is that it? Anyway, I don't know.

gridatttack
Posted on 06-25-14 08:00 PM (rev. 2 of 06-25-14 08:40 PM) Link | Quote | ID: 156960


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Posted by Stifu
Well, ghost pillars are the last thing I wanted to implement in EE. But I find it hard to justify working more on EE now (lack of motivation, few visible users, Epic Racers at a standstill, and Impala left the project). Not to mention every time I try to implement something that seems simple, it ends up being much more complicated than planned (due to the way the game works or is structured). By the way, EE already alters (relocates) ghost pillar data to make it more easily editable.
The good news is that any programmer can pick up EE and improve it (unlike Lunar Magic, for example).
Oh, sad to hear
I wonder, is there any slight chance you can see the pillars? I recall doing my custom tracks and you suddenly see the pillars floating...so one can keep track of them when making the track.
Or better yet, do the pillars use zones? If so, I can just use one zone so the other 12 pillars can go. (I wonder, why are ghost pillars different from other objects? ;O)

Posted by Stifu
You mean you were playing as Bowser, and his high speed makes it hard to race on that track, is that it? Anyway, I don't know.
Yeah. I tested with bowser on 150cc and he is insanely fast. I even tried to search some videos of racing on nintendo tracks, and one had the description wondering if it was possible to play as bowser on 150cc.

Oh and also, I recall being able to copy paste between 2 editors open at a time. Was this feature removed?

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Stifu
Posted on 06-25-14 08:53 PM Link | Quote | ID: 156961


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Posted by gridatttack
I wonder, is there any slight chance you can see the pillars? I recall doing my custom tracks and you suddenly see the pillars floating...

No, you can't at the moment. You never could.

Posted by gridatttack
Or better yet, do the pillars use zones? If so, I can just use one zone so the other 12 pillars can go. (I wonder, why are ghost pillars different from other objects? ;O)

No, they don't use zones. They work in a totally different way than other objects. Not sure why they didn't go for a unique object system, but it's probable they didn't give it much thought and had to go fast. That'd explain why the compressor is not optimized, they just took the cheapest option. It most likely didn't make business sense to spend time and money optimizing it. Same thing for stuff that's not easily reusable or customizable, they were happy using hacks left and right because the game was not supposed to be extensible. As long as the game worked, that was good enough.

By the way, if you want to remove pillars, I can help you.

Posted by gridatttack
Oh and also, I recall being able to copy paste between 2 editors open at a time. Was this feature removed?

Copy what, exactly? Text?
I don't think I've ever removed a feature, so if something is missing, it must be a regression, or the feature was not intentional.

gridatttack
Posted on 06-25-14 09:58 PM Link | Quote | ID: 156962


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Posted by Stifu
By the way, if you want to remove pillars, I can help you.
Awesome, thanks Ill do the trakcs first and if they look out of place, ill tell ya. Or you would remove them all?

Posted by Stifu
Copy what, exactly? Text?
I don't think I've ever removed a feature, so if something is missing, it must be a regression, or the feature was not intentional.
Hmmm I meant tiles. IIRC, I remember copying tiles from one track in one editor to another track opened in the editor. But I cant pinpoint what time exactly. Might be confused by track designer.

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Stifu
Posted on 06-25-14 10:24 PM Link | Quote | ID: 156964


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Posted by gridatttack
Or you would remove them all?

Up to you. You can clear them on a per track basis.

Posted by gridatttack
IIRC, I remember copying tiles from one track in one editor to another track opened in the editor. But I cant pinpoint what time exactly. Might be confused by track designer.

Yeah, this was never a feature in EE.

By the way, I'm updating the SMK offset notes with Mattrizzle's info.

dirtbag
Posted on 06-26-14 12:58 AM Link | Quote | ID: 156967


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Posted by Stifu


By the way, I'm updating the SMK offset notes with Mattrizzle's info.


Mattrizzle's info got me looking again.. and at last I've worked out the details on the track select screens at last! I'll mail you the details or make the updates once you've made yours if you like. I have the colour locations, and how to disable the dynamic palette overwrite. I also found out how to adjust speed/ disable of flashing arrow, Start/ Finish indicator.

gridatttack
Posted on 06-26-14 03:33 AM (rev. 2 of 06-26-14 03:34 AM) Link | Quote | ID: 156968


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Posted by dirtbag
Posted by Stifu
By the way, I'm updating the SMK offset notes with Mattrizzle's info.
Mattrizzle's info got me looking again.. and at last I've worked out the details on the track select screens at last! I'll mail you the details or make the updates once you've made yours if you like. I have the colour locations, and how to disable the dynamic palette overwrite. I also found out how to adjust speed/ disable of flashing arrow, Start/ Finish indicator.
Yeah, all this info will be really good
More information so one can edit more stuff

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Stifu
Posted on 06-26-14 08:51 PM Link | Quote | ID: 156971


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Posted by dirtbag
Mattrizzle's info got me looking again.. and at last I've worked out the details on the track select screens at last! I'll mail you the details or make the updates once you've made yours if you like. I have the colour locations, and how to disable the dynamic palette overwrite. I also found out how to adjust speed/ disable of flashing arrow, Start/ Finish indicator.

I'm done with the updates (added Mattrizzle's info for wave colors + Luigi head swap). Download from the usual address.

gridatttack
Posted on 06-26-14 09:29 PM Link | Quote | ID: 156972


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Awesome. Will check out.

BTW, for some reason, the GV pillars corrupted :<

Any idea why? I havent done anything strange, appart from editing the wave animation colors. And I havent touched GV yet.



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Stifu
Posted on 06-26-14 10:24 PM Link | Quote | ID: 156973


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Posted by gridatttack
Any idea why?

No idea. Hard to guess from just a screenshot. Not sure if this is a graphics or color palette corruption. I guess you already double checked the object settings for that track.

Did you make backups of your ROM, to pinpoint what caused this? Or try reverting the wave color changes.

gridatttack
Posted on 06-26-14 10:52 PM Link | Quote | ID: 156974


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Posted by Stifu
Posted by gridatttack
Any idea why?

No idea. Hard to guess from just a screenshot. Not sure if this is a graphics or color palette corruption. I guess you already double checked the object settings for that track.

Did you make backups of your ROM, to pinpoint what caused this? Or try reverting the wave color changes.


Yeah, I have backups. Seems its the wave changing thing. On the last backup that work fine, I havent changed the waves. On the one that started corrupt, they are changed. I also removed the header.

Any idea why this might happen?

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dirtbag
Posted on 06-26-14 11:12 PM Link | Quote | ID: 156975


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Mailed you the updated html file.

Stifu
Posted on 06-26-14 11:17 PM Link | Quote | ID: 156976


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Posted by gridatttack
Any idea why this might happen?

Hard to tell, but it may be a problem with smkdan's hacks. At some point, he made a hack that relied on a byte value in Luigi's sprite, for some weird reason. Changing Luigi's graphics would break his hack. He fixed that since then (see EE 2.5 patch notes).

It's possible his object hacks relied on color wave values, for some reason. Or maybe the wave colors need to match the colors found in the concerned palette... *shrugs*

dirtbag
Posted on 06-26-14 11:22 PM (rev. 2 of 06-26-14 11:25 PM) Link | Quote | ID: 156977


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Posted by gridatttack
Awesome. Will check out.

BTW, for some reason, the GV pillars corrupted :<

Any idea why? I havent done anything strange, appart from editing the wave animation colors. And I havent touched GV yet.




I just saw that with my ROM as it happens, the green. I wonder if the lastest EE did anything around that area?

*update* just tested on a clean rom, seems fine.
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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor New thread | New reply

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