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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 07-01-14 08:39 AM Link | Quote | ID: 157082


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I wonder, is there any documentation of info on what exactly is the difference between the different terrains? As in, any notable differences between the clay and soft sand terrain?

Also I have found that the ghost type flat surface terrain actually makes the character skid a bit when drifting.

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Stifu
Posted on 07-01-14 08:47 AM Link | Quote | ID: 157083


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Posted by gridatttack
I wonder, is there any documentation of info on what exactly is the difference between the different terrains? As in, any notable differences between the clay and soft sand terrain?

Nope. Well, the names are some kind of documentation in themselves, actually. It's better than terrain type #1, terrain type #2...

gridatttack
Posted on 07-01-14 08:59 AM Link | Quote | ID: 157084


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Posted by Stifu
Posted by gridatttack
I wonder, is there any documentation of info on what exactly is the difference between the different terrains? As in, any notable differences between the clay and soft sand terrain?

Nope. Well, the names are some kind of documentation in themselves, actually. It's better than terrain type #1, terrain type #2...


Yeah. Though they are more subtle factors that affect driving. I will try to document them.

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MandL27
Posted on 07-02-14 04:20 AM Link | Quote | ID: 157105


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Posted by Stifu
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.

I tried to decompress the item window GFX using EE and the offset in the ROM map, and the top row of pixels was eight pixels too far to the left.

Stifu
Posted on 07-02-14 08:26 AM (rev. 4 of 07-03-14 12:14 AM) Link | Quote | ID: 157107


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Posted by MandL27
I tried to decompress the item window GFX using EE and the offset in the ROM map, and the top row of pixels was eight pixels too far to the left.

What ROM region?
Headered or not?
What address did you use when decompressing?
What program did you open the extracted file with?

Edit: if you can, a screenshot could be nice, too. It's possible the graphics actually look the way they should. Basically, if you decompress the graphics, then recompress them into your ROM, and everything looks fine when playing the game, then the graphics got decompressed and recompressed correctly.

Edit 2: just tried it, and it works as expected. Maybe you're using the wrong address (it's $112F8 unheadered). If there was actually a decompression bug, then that'd affect all of EE (track maps, other graphics, etc).

gridatttack
Posted on 07-03-14 08:14 AM (rev. 2 of 07-03-14 08:15 AM) Link | Quote | ID: 157134


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So yep, the 'flat surface' is used on all vanilla lake road. So it acts as ice, but the GV uses that behaviour, so it would feel weird.

Anyway, I wonder, is the GV ghost BG animation documented in the smk offset notes? I think its time I need to edit them (or look how they work)

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Stifu
Posted on 07-03-14 08:27 AM (rev. 3 of 07-03-14 09:03 AM) Link | Quote | ID: 157135


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Posted by gridatttack
Anyway, I wonder, is the GV ghost BG animation documented in the smk offset notes?

I don't think it is. I dug up some old conversation I had with smkdan.

Posted by "Stifu"
I'm seeing something that I didn't expect: I cannot modify ghost graphics. From what I understand, the ghost sprites you see when playing Ghost Valley are not loaded from the background tileset, but from elsewhere. So these ghost graphics exist twice in the ROM. I don't know where's the second location yet.


Posted by "smkdan"
The GV ghosts not being there makes sense. What you would see in the GFX preview are just placeholders. The real GFX in the SNES VRAM would be constantly ovewritten from graphics pulled elsewhere.


Edit: to clear things up, I don't think the ghost graphics exist twice in the ROM, just that there are 2 separate references to the tileset graphics. Just as Dirtbag said.

Edit 2: found it. 3F05B -> 3F05D. That's the other address pointing the ghost background tileset. I could change EE to update it automatically to the new location.

gridatttack
Posted on 07-03-14 09:08 AM Link | Quote | ID: 157136


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Posted by Stifu
Edit: to clear things up, I don't think the ghost graphics exist twice in the ROM, just that there are 2 separate references to the tileset graphics. Just as Dirtbag said.

Edit 2: found it. 3F05B -> 3F05D. That's the other address pointing the ghost background tileset. I could change EE to update it automatically to the new location.


Awesome, thanks. I wonder if they use the palette from the track, or its something hardcoded like the waves colors...

An yeah, it would be nice if you could update it in EE

Also I noted GV is actually more unique in features. It has an animated BG, those pillars that are different from other objects, and now I realize it uses a different drifting sound...

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Stifu
Posted on 07-03-14 10:01 AM Link | Quote | ID: 157138


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Posted by gridatttack
Also I noted GV is actually more unique in features.

Actually, all themes are unique in their own way. GV has all that going for it, but others also have their own specificities (Koopa Beach has those tides, Bowser Castle has animated lava as well as different jumper behavior, Donut Plains originally has that orange pipe hack as well as weirdly-positioned moles, etc).

gridatttack
Posted on 07-03-14 10:39 AM Link | Quote | ID: 157139


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Posted by Stifu
Posted by gridatttack
Also I noted GV is actually more unique in features.

Actually, all themes are unique in their own way. GV has all that going for it, but others also have their own specificities (Koopa Beach has those tides, Bowser Castle has animated lava as well as different jumper behavior, Donut Plains originally has that orange pipe hack as well as weirdly-positioned moles, etc).
Yeah. I never knew about the Donut plains orange pipe hack though O.o Perhaps rainbow road might be the simplest one.

Also, I stumbled upon the old hacking thread here an someone asked if it was possible to change cc speed. Is it possible? Or its something thats wired deep in the game that changing it would mess things up?

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Stifu
Posted on 07-03-14 11:24 AM Link | Quote | ID: 157141


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Posted by gridatttack
Yeah. I never knew about the Donut plains orange pipe hack though O.o

Yeah, specifically for Donut Plains 1. EE removes it and replaces it with a reusable system for all themes and tracks instead (thanks to smkdan).

Posted by gridatttack
Perhaps rainbow road might be the simplest one.

Rainbow Road has those flashing Thwomps (also made reusable with EE thanks to smkdan).

Posted by gridatttack
Also, I stumbled upon the old hacking thread here an someone asked if it was possible to change cc speed. Is it possible? Or its something thats wired deep in the game that changing it would mess things up?

Was that from ScouB? I think smkdan gave him the info he needed on that. *shrugs*

gridatttack
Posted on 07-03-14 11:40 AM Link | Quote | ID: 157142


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Posted by Stifu
Yeah, specifically for Donut Plains 1. EE removes it and replaces it with a reusable system for all themes and tracks instead (thanks to smkdan).
Posted by Stifu
Rainbow Road has those flashing Thwomps (also made reusable with EE thanks to smkdan).
Oooo interesting. I though it was ninty that left it like that, not a bunch of hacks compiled over and released that way. But what smkdan has done is pretty neat. You can combine stuff (in fact I feature 'rainbow' pipes in one of my tracks)
Posted by Stifu
Was that from ScouB? I think smkdan gave him the info he needed on that. *shrugs*
Yeah, and no, no concrete answer was given (unless I somehow missed it, which I doubt). They didnt reply on how to change them, other than karterfreak saying something like 100cc couldn't be edited. Its just that 100cc plays perfectly, and 150cc is too damn fast with DK jr and bowser

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Stifu
Posted on 07-03-14 11:51 AM (rev. 3 of 07-03-14 11:46 PM) Link | Quote | ID: 157143


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Posted by gridatttack
Oooo interesting. I though it was ninty that left it like that, not a bunch of hacks compiled over and released that way. But what smkdan has done is pretty neat. You can combine stuff (in fact I feature 'rainbow' pipes in one of my tracks)

Yeah, Nintendo really went dirty whenever they could. Same for many other things (3 battle tracks sharing the same driver starting positions, and a 4th one having separate very slightly different positions, for no reason). Or 2 tracks sharing the same object zone data...
If I'm not mistaken, MAKE doesn't really modify the way objects work, so it's much more limited and awkward. I know MAKE modifies how track loading works, so that track maps are no longer compressed. That's why EE can't properly load MAKE ROMs.

Posted by Stifu
Yeah, and no, no concrete answer was given (unless I somehow missed it, which I doubt). They didnt reply on how to change them, other than karterfreak saying something like 100cc couldn't be edited. Its just that 100cc plays perfectly, and 150cc is too damn fast with DK jr and bowser

Could have been done privately. Honestly, I think I've stumbled on info like that before, but I couldn't be bothered documenting everything I came across. It's too much work, and I expect others to help. I think I've done my share already.

Edit:
New preview version which automatically updates the animated ghost graphics location to point to the new tileset location. Basically, this makes ghost graphics editing seamless and more in line with what EE users would expect. Changing ghost graphics in the tileset will actually change the animated ghost graphics in game.

I was a bit off about the offset, it's a bit weird. As always.
$3F058 = leading byte
$3F05B = third byte
$3F05C = second byte

I'll update the offset notes to add this.

BLaBrake
Posted on 07-04-14 12:33 AM Link | Quote | ID: 157164


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Thank you for the new version of Epic Edit! Perfect timing as I'm just getting ready to look at changing the Ghosts.

Stifu
Posted on 07-04-14 08:15 AM Link | Quote | ID: 157170


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No problem. Let me know if you find any bugs. If not, this preview version should become the next release.

BLaBrake
Posted on 07-04-14 03:45 PM Link | Quote | ID: 157174


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It didn't replace the animated ghosts in the track for me. I changed them to fish. The palette changed on them, but they were still ghosts. I think it might have something to do with my rom only though. I'm not sure what changed, but your notes from around 2011 match up fine with my rom, but your newer notes do not. If it's all on my end, don't worry about it. I'll figure it out eventually.

dirtbag
Posted on 07-04-14 04:04 PM Link | Quote | ID: 157175


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Posted by BLaBrake
It didn't replace the animated ghosts in the track for me. I changed themto to fish. The palette changed on them, but they were still ghosts. I think it might have something to do with my rom only though. I'm not sure what changed, but your notes from around 2011 match up fine with my rom, but your newer notes do not. If it's all on my end, don't worry about it. I'll figure it out eventually.


I converted the notes to be correct (absolute) addresses and not headered. Your ROM has a $200 byte header, you should remove that (it's nothing to do with the smk ROM) or add $200 to any value in the notes.

Stifu
Posted on 07-04-14 04:44 PM Link | Quote | ID: 157177


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Posted by BLaBrake
It didn't replace the animated ghosts in the track for me.

You mean using EE, or doing it manually?

gridatttack
Posted on 07-04-14 10:11 PM Link | Quote | ID: 157182


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I noted something. I have modified the item probabilities (especially the one in battle mode) and for some reason they seem to get ignored. In the first track of Mushroom cup, th elighting can only appear in laps 2-5 while in 5th-8th places, but I keep getting lightings in first place....

Maybe they somehow bleed to other probability sets?

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Stifu
Posted on 07-04-14 10:29 PM Link | Quote | ID: 157183


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Posted by gridatttack
I noted something. I have modified the item probabilities (especially the one in battle mode) and for some reason they seem to get ignored. In the first track of Mushroom cup, th elighting can only appear in laps 2-5 while in 5th-8th places, but I keep getting lightings in first place....

Maybe they somehow bleed to other probability sets?

I don't know. Maybe another set is actually called. We had such problems in the past, and this got fixed in 2.6.
Maybe try having only one item per probability set, to check which one is called.
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