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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 07-04-14 10:44 PM (rev. 2 of 07-04-14 10:44 PM) Link | Quote | ID: 157184


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Posted by Stifu
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.


Seems it was a problem on my end. I accidentally left alighting in 1st place probability...

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Stifu
Posted on 07-04-14 11:36 PM Link | Quote | ID: 157185


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So many fake bug reports.

Since I recently added a new feature, I'm pushing back the release to next week again.

BLaBrake
Posted on 07-04-14 11:36 PM Link | Quote | ID: 157186


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I removed the header so that I can be on the same page as the rest of you. Stifu, I only tried replacing the ghosts with Epic Edit. I tried again after removing the header and I'm still not having luck. I'm sure I'm still doing something wrong.

Stifu
Posted on 07-04-14 11:44 PM Link | Quote | ID: 157187


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Posted by BLaBrake
I removed the header so that I can be on the same page as the rest of you. Stifu, I only tried replacing the ghosts with Epic Edit. I tried again after removing the header and I'm still not having luck. I'm sure I'm still doing something wrong.

Got the latest EE preview version that says 2.7.2 in the about screen?
Wanna send me your ROM?

gridatttack
Posted on 07-05-14 01:41 AM Link | Quote | ID: 157189


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Posted by Stifu
So many fake bug reports.

Since I recently added a new feature, I'm pushing back the release to next week again.
Sorry about that. The thing is, get confused on the probability set editor shows the first one.

Is it possible for it to show the one the track is currently using? I could help avoid confusion...

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BLaBrake
Posted on 07-05-14 02:56 AM Link | Quote | ID: 157190


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Thanks for the offer to look at my rom Stifu. I got it figured out. Yes, I was using 2.7.2. I went manual and uncompressed the tiles located at 20148. They were still the ghosts, so I changed them out with my fish, recompressed and now they work.

gridatttack
Posted on 07-05-14 04:02 AM (rev. 7 of 07-05-14 06:38 AM) Link | Quote | ID: 157193


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Hmmm now, for some reason, the THANK YOU screen after the credits have weird magenta lines....

Any idea why?
I haven't done anything weird to it. Havent decompressed stuff, just chnage GV road tiles and palettes...
I wonder what palette/tiles it uses.

Maybe its another header related issue. I should switch to a naturally unheadered ROM...

thankfully, we can export and import everything

EDIT: im importing everything, and when importing back the palettes, sometimes the palette that is currently selected doesnt get imported well.

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Stifu
Posted on 07-05-14 08:33 AM (rev. 2 of 07-05-14 09:04 AM) Link | Quote | ID: 157196


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Posted by gridatttack
Is it possible for it to show the one the track is currently using? I could help avoid confusion...

That's already what happens when you open the probability editor from the AI tab. But it doesn't happen when you open it from the menu bar. I could make it so it does so from the menu bar too, yeah.

Posted by BLaBrake
Thanks for the offer to look at my rom Stifu. I got it figured out. Yes, I was using 2.7.2. I went manual and uncompressed the tiles located at 20148. They were still the ghosts, so I changed them out with my fish, recompressed and now they work.

Yes, that works, but you're not supposed to do that. In your ROM, you should have 2 background tilesets: the original one, untouched, and your new one. Then all the addresses should automatically point to your new tileset, and the old one should be left ignored.

Edit: okay, I messed up. I didn't upload the right EE version. That explains it. Redownload it to get the animated ghost thing working.

Posted by gridatttack
EDIT: im importing everything, and when importing back the palettes, sometimes the palette that is currently selected doesnt get imported well.

I'll need detailed steps to reproduce the problem.

gridatttack
Posted on 07-05-14 08:56 AM Link | Quote | ID: 157197


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Posted by Stifu
That's already what happens when you open the probability editor from the AI tab. But it doesn't happen when you open it from the menu bar. I could make it so it does so from the menu bar too, yeah.
That would be really appreciated
Posted by Stifu
I'll need detailed steps to reproduce the problem.


Alright, you can try this. On the rom I sent ya, export the mario circuit palette.
Open EE with a fresh/unedited rom.

Go to the palette thing, and say, choose the color the main road has. Now import the palette. It will sometimes get imported as a different color, but only for that selected palette. I had this happen when I was importing the desert colors (the sky didn't changed), the beach colors (the sky got another color this time). I hope it works so you can see Otherwise, its just a minor issue; not too annoying.

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Stifu
Posted on 07-05-14 09:02 AM Link | Quote | ID: 157198


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Posted by gridatttack
Posted by Stifu
That's already what happens when you open the probability editor from the AI tab. But it doesn't happen when you open it from the menu bar. I could make it so it does so from the menu bar too, yeah.
That would be really appreciated

Done.

Posted by gridatttack
Alright, you can try this. (...)

Arlight, I'll check that out later, thanks. I have to leave for the weekend.

gridatttack
Posted on 07-05-14 09:04 AM (rev. 3 of 07-05-14 10:00 AM) Link | Quote | ID: 157199


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Posted by Stifu
Posted by gridatttack
Posted by Stifu
That's already what happens when you open the probability editor from the AI tab. But it doesn't happen when you open it from the menu bar. I could make it so it does so from the menu bar too, yeah.
That would be really appreciated

Done.

Posted by gridatttack
Alright, you can try this. (...)

Arlight, I'll check that out later, thanks. I have to leave for the weekend.


Awesome, thanks!

Also I want to point out, that I leave the palette window open. I tested while importing my new RR with the palette window closed, and it seemed to work fine.

Also I wonder, if I change the shared graphics part of the tileset, it will reflect on the other tilesets right?

Or was it separated so you can have different booster/jump bar/coin/question block?

EDIT: for some derp reason, the THANK YOU and THE END screen got "corrupted" because it actually uses palette #4 from the first page of rainbow road palette. Makes sense, since the last track to be shown is RR.

Would it be useful to add this info somewhere so people dont experience the same problem when editing RR palettes?

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Stifu
Posted on 07-05-14 01:23 PM Link | Quote | ID: 157202


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Posted by gridatttack
Also I wonder, if I change the shared graphics part of the tileset, it will reflect on the other tilesets right?

Or was it separated so you can have different booster/jump bar/coin/question block?

They're shared in the original game (tileset made of 192 theme-specific tiles + 64 shared tiles), but EE separates them (256 theme-specific tiles).

Posted by gridatttack
EDIT: for some derp reason, the THANK YOU and THE END screen got "corrupted" because it actually uses palette #4 from the first page of rainbow road palette. Makes sense, since the last track to be shown is RR.

Would it be useful to add this info somewhere so people dont experience the same problem when editing RR palettes?

Needs a bit more research. From what you're saying, you'd think if you replace the last track with one that isn't a Rainbow Road one, that'd affect the text colors, but I doubt it. They may just have used the RR palettes because it was convenient for them (more unused palettes?), but there must be another explicit address somewhere pointing to the RR palette, rather than the last scene automatically using the palettes from the last loaded track.

BLaBrake
Posted on 07-05-14 04:07 PM Link | Quote | ID: 157204


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I just wanted to confirm that I did get the animated ghosts to work with the latest version of EE posted. I used my tiles on a clean rom for testing purposes, in case you're wondering.

gridatttack
Posted on 07-05-14 06:33 PM (rev. 2 of 07-05-14 06:39 PM) Link | Quote | ID: 157207


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Posted by Stifu
They're shared in the original game (tileset made of 192 theme-specific tiles + 64 shared tiles), but EE separates them (256 theme-specific tiles).
Great. I'll see what I can do then


Posted by Stifu
Needs a bit more research. From what you're saying, you'd think if you replace the last track with one that isn't a Rainbow Road one, that'd affect the text colors, but I doubt it. They may just have used the RR palettes because it was convenient for them (more unused palettes?), but there must be another explicit address somewhere pointing to the RR palette, rather than the last scene automatically using the palettes from the last loaded track.
No, I mean that if you edit that certain color form RR palette will affect the THANK YOU and THE END screen (those lines acorss it). I havent tested making another track the last one. The letters could use the dirvers palette, but idk if ithats the case or their palette have already being located.

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Stifu
Posted on 07-05-14 10:58 PM Link | Quote | ID: 157210


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Posted by gridatttack
No, I mean that if you edit that certain color form RR palette will affect the THANK YOU and THE END screen (those lines acorss it).

That's what I understood. I was just commenting the "Makes sense, since the last track to be shown is RR." part, which I think may be coincidental.

By the way, to make sure we use the same vocabulary, when you say "it actually uses palette #4 from the first page of rainbow road palette", I think you mean "it actually uses color #4 from the first palette of rainbow road."
Or maybe you really mean palette #4, in which case I don't know what the "first page" is.

Anyway, I haven't double checked any of this, but wouldn't it make if that scene simply used ALL of the Rainbow Road palettes? You should be able to easily extract the loaded palettes from a save state, if you want to make sure.

Posted by gridatttack
The letters could use the dirvers palette, but idk if ithats the case or their palette have already being located.

I think that's documented. I think that was part of Mattrizzle's Luigi head swap data I recently added.

gridatttack
Posted on 07-06-14 01:15 AM Link | Quote | ID: 157219


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Posted by Stifu
By the way, to make sure we use the same vocabulary, when you say "it actually uses palette #4 from the first page of rainbow road palette", I think you mean "it actually uses color #4 from the first palette of rainbow road."
Or maybe you really mean palette #4, in which case I don't know what the "first page" is.

Anyway, I haven't double checked any of this, but wouldn't it make if that scene simply used ALL of the Rainbow Road palettes? You should be able to easily extract the loaded palettes from a save state, if you want to make sure.
Ok. Say for this, I will use the word palette for each of the 16 groups with 16 color each. And they go for left to right till the botton:
1234
5678
9....

So for the issue I pointed, the THANK YOU and THE END bg tiles use in a part color 4 from palette 1 of RR

Yeah, maybe it uses it all. Ill try to check by fiddling with the savestate. Maybe if it uses it, it like, only uses 2 colors in total. But this is just speculation.

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Stifu
Posted on 07-06-14 04:00 PM (rev. 3 of 07-06-14 11:57 PM) Link | Quote | ID: 157276


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Posted by gridatttack
Go to the palette thing, and say, choose the color the main road has. Now import the palette. It will sometimes get imported as a different color, but only for that selected palette. I had this happen when I was importing the desert colors (the sky didn't changed), the beach colors (the sky got another color this time). I hope it works so you can see Otherwise, its just a minor issue; not too annoying.

Hmm. I had a quick look, and I don't get it yet. I think I managed to reproduce it only once, where the road turned to a bright grey color for some reason. It might be a regression caused by the addition of 256-based color controls, unless you also got this problem with earlier versions.

Again, to make sure, I guess you mean "selected color" and not "selected palette". Only 1 color can be affected and get buggy, the selected one, and not just any of the 16 colors of the selected palette. Right?

Let's see if we can find a way to reproduce this problem reliably. I tried dozens of times and could only manage to trigger the glitch once. Hopefully it's not too random.

Edit: I can reproduce it every time now. As you import the palettes and double click the pal file name, ensure your cursor is over the place where the color gradient is. What it does is import the new palettes, then registers your last click over the colors, which it shouldn't. The bug is only triggered if you double click the pal file, as opposed to pressing Enter or clicking the Open button.

Edit 2: above bug fixed.

Posted by BLaBrake
I just wanted to confirm that I did get the animated ghosts to work with the latest version of EE posted. I used my tiles on a clean rom for testing purposes, in case you're wondering.

Cool, thanks for confirming.

gridatttack
Posted on 07-06-14 11:58 PM Link | Quote | ID: 157301


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Thanks! Ill continue testing to see if I come across any other bug.

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Stifu
Posted on 07-06-14 11:59 PM Link | Quote | ID: 157303


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So the bug I described and fixed is the exact same one you encountered, right? Just making sure.

gridatttack
Posted on 07-07-14 12:01 AM Link | Quote | ID: 157309


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Posted by Stifu
So the bug I described and fixed is the exact same one you encountered, right? Just making sure.
Yep, Im sure that was it. I have a tendency to double click when I select stuff, and now that you mention in, I had the palette window open right below the new windows file. I'll continue testing to see if it was another thing tho.

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

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