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

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Stifu
Posted on 06-28-14 01:37 PM Link | Quote | ID: 157023


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Ah. So maybe there is no bug.

gridatttack
Posted on 06-28-14 07:17 PM (rev. 3 of 06-28-14 07:33 PM) Link | Quote | ID: 157029


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Posted by Stifu
Ah. So maybe there is no bug.


Hmmm, still, if its not a bug, then how do they got corrupted on my end? :O

Its like the track corruption error all again?

But wait. I did remove the header. This was done after I have used a headered ROM with EE and then I removed it. Could this be the cause?

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Stifu
Posted on 06-29-14 12:48 AM Link | Quote | ID: 157034


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Posted by gridatttack
Hmmm, still, if its not a bug, then how do they got corrupted on my end? :O

I don't know, but it wouldn't be the first time something like that happens. Maybe give me the ROM so I can have a look.

Posted by gridatttack
Its like the track corruption error all again?

No. It doesn't seem to be a compression issue.

Posted by gridatttack
But wait. I did remove the header. This was done after I have used a headered ROM with EE and then I removed it. Could this be the cause?

Nope, this can't be a problem.

gridatttack
Posted on 06-29-14 07:32 PM Link | Quote | ID: 157047


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Posted by Stifu
I don't know, but it wouldn't be the first time something like that happens. Maybe give me the ROM so I can have a look.
Sure I'll send the ROM right away.


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Stifu
Posted on 06-29-14 09:40 PM Link | Quote | ID: 157049


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Alright, I'll check it out. Until then, EE 2.7.2 delayed again.

gridatttack
Posted on 06-29-14 10:40 PM Link | Quote | ID: 157053


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I wonder something. Is koopa beach 1 fish objects hardcoded?

I see many objects are unused on the top corner. However, when you pull them off, zone 1 (red) fish only have 3, while every other color has 4. I actually found out that I can see it in game, in a position I hadnt located it. And I check that part, and the editor doesn't show it.

Is it hardcoded?

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Stifu
Posted on 06-29-14 10:47 PM Link | Quote | ID: 157054


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Posted by gridatttack
I wonder something. Is koopa beach 1 fish objects hardcoded?

No. It works the same as other tracks. There are 4 fish for the red zone. Not sure where you lost the 4th one.

gridatttack
Posted on 06-29-14 10:53 PM Link | Quote | ID: 157055


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Posted by Stifu
Posted by gridatttack
I wonder something. Is koopa beach 1 fish objects hardcoded?

No. It works the same as other tracks. There are 4 fish for the red zone. Not sure where you lost the 4th one.



Hmm, I dont think I lost it. I cant view its place on the editor, but I see it on that place when I am ingame. Like, if it listed in the editor.

You can check it on the ROM I sent you, on the final track of mushroom cup. Ingame you can see a fish on the other side of the track while in the redzone, but the editor doesnt show it there (its not even listed )

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Stifu
Posted on 06-30-14 12:13 AM Link | Quote | ID: 157057


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Posted by gridatttack
Hmm, I dont think I lost it. I cant view its place on the editor, but I see it on that place when I am ingame. Like, if it listed in the editor.

You can check it on the ROM I sent you, on the final track of mushroom cup. Ingame you can see a fish on the other side of the track while in the redzone, but the editor doesnt show it there (its not even listed )

Unless I'm mistaken, your lost fish is at X=87, Y=94.

gridatttack
Posted on 06-30-14 12:31 AM (rev. 2 of 06-30-14 12:31 AM) Link | Quote | ID: 157058


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Posted by Stifu
Posted by gridatttack
Hmm, I dont think I lost it. I cant view its place on the editor, but I see it on that place when I am ingame. Like, if it listed in the editor.

You can check it on the ROM I sent you, on the final track of mushroom cup. Ingame you can see a fish on the other side of the track while in the redzone, but the editor doesnt show it there (its not even listed )

Unless I'm mistaken, your lost fish is at X=87, Y=94.
Derp. My bad. Sorry.

I couldnt see it because it was between the blocks

Thanks for telling me

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Stifu
Posted on 06-30-14 08:06 AM Link | Quote | ID: 157065


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I figured out how you messed up your pillar graphics. It's unrelated to the tide colors. It probably happened when you removed your ROM header.

Open your ROM in a hex editor, and check out the first 2 bytes. They should be 03 2A, but in your ROM, they're 00 00. Put back 03 2A in here, and that'll fix your pillars.

gridatttack
Posted on 06-30-14 09:43 AM Link | Quote | ID: 157066


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Posted by Stifu
I figured out how you messed up your pillar graphics. It's unrelated to the tide colors. It probably happened when you removed your ROM header.

Open your ROM in a hex editor, and check out the first 2 bytes. They should be 03 2A, but in your ROM, they're 00 00. Put back 03 2A in here, and that'll fix your pillars.
Oh thanks. I wonder why the header tool corrupted it...

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Stifu
Posted on 06-30-14 10:10 AM Link | Quote | ID: 157067


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Sooo, it seems like there are no more known EE bugs at this point. Everything reported after the track reordering bug turned out not to be EE bugs.

Unless you have anything else in mind, I'll release EE 2.7.2 soon.

gridatttack
Posted on 06-30-14 06:59 PM Link | Quote | ID: 157071


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Posted by Stifu
Sooo, it seems like there are no more known EE bugs at this point. Everything reported after the track reordering bug turned out not to be EE bugs.

Unless you have anything else in mind, I'll release EE 2.7.2 soon.

I think everything is alright at this point

Also I wonder, can we use EE to decompress other games that arent SMK? :o

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Stifu
Posted on 06-30-14 07:25 PM Link | Quote | ID: 157072


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Posted by gridatttack
Also I wonder, can we use EE to decompress other games that arent SMK? :o

You can't actually use EE for that, as it doesn't let you decompress something that doesn't come from what it considers a valid SMK ROM. But the decompressor used by EE should be able to decompress data from other SNES ROMs which use the same compression algorithm. I don't know which ones do, though. Then again, that means Lunar Compress can already do it, as it supports the same compression format, along with other formats.

At some point, I considered making a standalone program to compress / decompress data. I would have named it "Epic Codec". That idea ended up turning into the codec tool within EE. I went for that option for several reasons: to keep things simple, to focus on SMK, and because I didn't want to spend time researching how other games worked.

Although Lunar Compress already exists, an Epic Codec program would have a few advantages over it: higher compression rate, cross platform, and open source. Note that if you can code and want to reuse EE's codec methods into your own program, that's easy to do. Dirtbag did it with SMK Mashup (although he violated the GPL, but that's another story :p). So, say, if you're working on a non-SMK ROM hack that'd benefit from better compressed data (data that doesn't fit using Lunar Compress), and which uses the same compression algorithm as SMK, you could easily use the EE codec code to compress that data in your ROM.

MandL27
Posted on 06-30-14 10:50 PM Link | Quote | ID: 157073


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Has the decompression bug been shot down yet? I think that got a bit buried in other stuff.

Stifu
Posted on 06-30-14 11:29 PM Link | Quote | ID: 157075


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Posted by MandL27
Has the decompression bug been shot down yet? I think that got a bit buried in other stuff.

I haven't seen or read anything that could lead me to believe there is a decompression bug in EE. Most of the "bugs" that get reported to me are actually users doing something wrong.

Still, feel free to tell me in details how to reproduce the problem, step by step, and I'll look into it.

SMK2
Posted on 07-01-14 04:47 AM Link | Quote | ID: 157078

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Hello.

1st off let me say that epic edit iz amazing!! Quick question; Is there a tutorial for making custom track textures? I wuz thinking about importing some better textures. I play SMK on my jtag xbox 360.

Other than that, Epic Edit works great on windows 8.1.


gridatttack
Posted on 07-01-14 06:55 AM Link | Quote | ID: 157079


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Posted by SMK2
Hello.

1st off let me say that epic edit iz amazing!! Quick question; Is there a tutorial for making custom track textures? I wuz thinking about importing some better textures. I play SMK on my jtag xbox 360.

Other than that, Epic Edit works great on windows 8.1.




Nope. Theres no tutorial ATM. I can say this though.

Export the road GFX. Edit it with your favorite image editor software.
Be sure each 8x8 block has a max of 15(16 if counting the first palette) colors used.

Recreate the palette in the editor. Be sure to change each tile to use the palette it will use when its imported.

Import your image and done.

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Stifu
Posted on 07-01-14 08:16 AM Link | Quote | ID: 157081


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Posted by SMK2
Hello.

1st off let me say that epic edit iz amazing!! Quick question; Is there a tutorial for making custom track textures? I wuz thinking about importing some better textures. I play SMK on my jtag xbox 360.

Other than that, Epic Edit works great on windows 8.1.



Hey. Glad you like EE.

Gridatttack already answered you, but let me add you have 2 ways to export graphics: as an image (PNG / BMP), or as a raw binary file. The binary file does not contain color data, and must be edited in a program such a Tile Molester. But if you're not used to working this way, working on an image is probably easier.

GraphicsGale is a nice editor for pixel art. Export the tileset as PNG, edit it with GG, then reimport it in EE. As gridatttack said, if you want to change colors, then a bit more work will be needed.
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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor New thread | New reply

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