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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 118/202 EXP: 203201 Next: 3241 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
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. ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 487/666 EXP: 1358196 Next: 39980 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack Nope. Well, the names are some kind of documentation in themselves, actually. It's better than terrain type #1, terrain type #2... |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 119/202 EXP: 203201 Next: 3241 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
Posted by StifuPosted by gridatttack Yeah. Though they are more subtle factors that affect driving. I will try to document them. ____________________ |
MandL27 |
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Goomba Level: 11 Posts: 2/20 EXP: 5335 Next: 650 Since: 06-30-14 Last post: 3019 days Last view: 2560 days |
Posted by StifuPosted 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. |
Stifu |
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Cobrat Level: 56 Posts: 488/666 EXP: 1358196 Next: 39980 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by MandL27 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 |
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Red Cheep-cheep Level: 32 Posts: 121/202 EXP: 203201 Next: 3241 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
Stifu |
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Cobrat Level: 56 Posts: 489/666 EXP: 1358196 Next: 39980 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack I don't think it is. I dug up some old conversation I had with smkdan. Posted by "Stifu" Posted by "smkdan" 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 |
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Red Cheep-cheep Level: 32 Posts: 122/202 EXP: 203201 Next: 3241 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
Posted by Stifu 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... ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 490/666 EXP: 1358196 Next: 39980 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack 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 |
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Red Cheep-cheep Level: 32 Posts: 123/202 EXP: 203201 Next: 3241 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
Posted by StifuYeah. I never knew about the Donut plains orange pipe hack though O.o Perhaps rainbow road might be the simplest one.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? ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 491/666 EXP: 1358196 Next: 39980 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack 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 Rainbow Road has those flashing Thwomps (also made reusable with EE thanks to smkdan). Posted by gridatttack Was that from ScouB? I think smkdan gave him the info he needed on that. *shrugs* |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 124/202 EXP: 203201 Next: 3241 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
Posted by Stifu Posted by StifuOooo 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 StifuYeah, 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 ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 492/666 EXP: 1358196 Next: 39980 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack 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 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 |
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Goomba Level: 14 Posts: 2/34 EXP: 11832 Next: 1239 Since: 06-27-14 Last post: 2398 days Last view: 226 days |
Thank you for the new version of Epic Edit! Perfect timing as I'm just getting ready to look at changing the Ghosts. |
Stifu |
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Cobrat Level: 56 Posts: 493/666 EXP: 1358196 Next: 39980 Since: 02-22-07 Last post: 657 days Last view: 279 days |
No problem. Let me know if you find any bugs. If not, this preview version should become the next release. |
BLaBrake |
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Goomba Level: 14 Posts: 3/34 EXP: 11832 Next: 1239 Since: 06-27-14 Last post: 2398 days Last view: 226 days |
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 |
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Red Koopa Level: 27 Posts: 94/128 EXP: 114417 Next: 1742 Since: 02-24-07 Last post: 3159 days Last view: 3072 days |
Posted by BLaBrake 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 |
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Cobrat Level: 56 Posts: 494/666 EXP: 1358196 Next: 39980 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by BLaBrake You mean using EE, or doing it manually? |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 126/202 EXP: 203201 Next: 3241 Since: 07-11-10 Last post: 1399 days Last view: 225 days |
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? ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 495/666 EXP: 1358196 Next: 39980 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack 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. |
Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
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