| |||
Views: 88,314,883 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 03-29-24 02:20 AM |
|
Guest: Register | Login |
0 users currently in ROM Hacking Related Releases | 2 guests | 1 bot |
Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
Stifu |
| ||
Cobrat Level: 56 Posts: 477/666 EXP: 1358217 Next: 39959 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Ah. So maybe there is no bug. |
gridatttack |
| ||
Red Cheep-cheep Level: 32 Posts: 110/202 EXP: 203205 Next: 3237 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
Posted by Stifu 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? ____________________ |
Stifu |
| ||
Cobrat Level: 56 Posts: 478/666 EXP: 1358217 Next: 39959 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack 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 No. It doesn't seem to be a compression issue. Posted by gridatttack Nope, this can't be a problem. |
gridatttack |
| ||
Red Cheep-cheep Level: 32 Posts: 111/202 EXP: 203205 Next: 3237 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
Posted by StifuSure I'll send the ROM right away. ____________________ |
Stifu |
| ||
Cobrat Level: 56 Posts: 479/666 EXP: 1358217 Next: 39959 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Alright, I'll check it out. Until then, EE 2.7.2 delayed again. |
gridatttack |
| ||
Red Cheep-cheep Level: 32 Posts: 112/202 EXP: 203205 Next: 3237 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
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? ____________________ |
Stifu |
| ||
Cobrat Level: 56 Posts: 480/666 EXP: 1358217 Next: 39959 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack 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 |
| ||
Red Cheep-cheep Level: 32 Posts: 113/202 EXP: 203205 Next: 3237 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
Posted by StifuPosted 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 ) ____________________ |
Stifu |
| ||
Cobrat Level: 56 Posts: 481/666 EXP: 1358217 Next: 39959 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack Unless I'm mistaken, your lost fish is at X=87, Y=94. |
gridatttack |
| ||
Red Cheep-cheep Level: 32 Posts: 114/202 EXP: 203205 Next: 3237 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
Posted by StifuDerp. My bad. Sorry.Posted by gridatttack I couldnt see it because it was between the blocks Thanks for telling me ____________________ |
Stifu |
| ||
Cobrat Level: 56 Posts: 482/666 EXP: 1358217 Next: 39959 Since: 02-22-07 Last post: 657 days Last view: 279 days |
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 |
| ||
Red Cheep-cheep Level: 32 Posts: 115/202 EXP: 203205 Next: 3237 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
Posted by StifuOh thanks. I wonder why the header tool corrupted it... ____________________ |
Stifu |
| ||
Cobrat Level: 56 Posts: 483/666 EXP: 1358217 Next: 39959 Since: 02-22-07 Last post: 657 days Last view: 279 days |
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 |
| ||
Red Cheep-cheep Level: 32 Posts: 116/202 EXP: 203205 Next: 3237 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
Posted by Stifu I think everything is alright at this point Also I wonder, can we use EE to decompress other games that arent SMK? :o ____________________ |
Stifu |
| ||
Cobrat Level: 56 Posts: 484/666 EXP: 1358217 Next: 39959 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack 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 |
| ||
Goomba Level: 11 Posts: 1/20 EXP: 5336 Next: 649 Since: 06-30-14 Last post: 3019 days Last view: 2560 days |
Has the decompression bug been shot down yet? I think that got a bit buried in other stuff. |
Stifu |
| ||
Cobrat Level: 56 Posts: 485/666 EXP: 1358217 Next: 39959 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by MandL27 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 |
| ||
Newcomer Level: 3 Posts: 1/1 EXP: 59 Next: 69 Since: 07-01-14 Last post: 3558 days Last view: 3558 days |
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 |
| ||
Red Cheep-cheep Level: 32 Posts: 117/202 EXP: 203205 Next: 3237 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
Posted by SMK2 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. ____________________ |
Stifu |
| ||
Cobrat Level: 56 Posts: 486/666 EXP: 1358217 Next: 39959 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by SMK2 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. |
Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 132, rows: 163/163, time: 0.017 seconds. |