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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 07-10-14 08:19 AM Link | Quote | ID: 157393


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Posted by BLaBrake
1. Anyone know where the little mushroom icon's tile is for the title screen menus? I'm most likely overlooking it somehow.

It's part of the font graphics, at $70000.

BLaBrake
Posted on 07-10-14 12:04 PM Link | Quote | ID: 157395


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Thanks for the replies. I thought that the mushroom should be with the fonts. I had looked in there, I guess just not hard enough! And I figured the other wasn't possible. Didn't hurt to ask the pros though. I'm going to start changing music out next. Well as much as I can I guess. I got messiaen's importer to work with a ported regular midi on the player select screen. It doesn't seem to work though on the title screen. Looks like the program tries to insert at 49801 but the notes say it should be at 49800. I don't know anything about programing, but I'm going to keep playing and see what I can do. I can take notes along the way as far as what channels for the music overlap with the sound effects. I'd like to contribute to the community in someway.

dirtbag
Posted on 07-10-14 09:03 PM (rev. 3 of 07-10-14 09:09 PM) Link | Quote | ID: 157396


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Posted by BLaBrake
Thanks for the replies. I thought that the mushroom should be with the fonts. I had looked in there, I guess just not hard enough! And I figured the other wasn't possible. Didn't hurt to ask the pros though. I'm going to start changing music out next. Well as much as I can I guess. I got messiaen's importer to work with a ported regular midi on the player select screen. It doesn't seem to work though on the title screen. Looks like the program tries to insert at 49801 but the notes say it should be at 49800. I don't know anything about programing, but I'm going to keep playing and see what I can do. I can take notes along the way as far as what channels for the music overlap with the sound effects. I'd like to contribute to the community in someway.


You are quite right about the music title music working at 49801, I discovered this too by decompressing/ recompressing the music back to that address. I was going to update the notes but there is a little bit more to it. The Bowser level graphics that are before it has some invalid stop on the compressed data, so it decompresses more than it needs too. So I'm trying to workout where it stops. There is a little bit of data in between the BC graphics and the title screen music that when altered effects the CPU drivers. It seems to be the sharpness of their movement to the next zone's pointer.

Now back to the title screen music.. there is something different with the title music's header I think. I can replace it with music from else where in the game and it will work but not any of my custom made music yet.

Great to see someone else working on a SMK hack, I'll share any progress any title screen music.

*edit* Channels 4,6 & 7 are used by effects.

;CUSTOM - "Super Mario Kart Music Template" - Dirtbag

;Instruments
;#0 = Skid
;#1 = Hammer(?)
;#2 = Car effects
;#3 = Engine?
;#4 = Drum Rim
;#5 = Drum
;#6 = Bass drum (?)
;#7 = Drum snare (Bowsers music /krypton factor style)
;#8 = Horn
;#9 = Keyboard
;#10 = Keybaord 2
;#11 = Panio
;#12 = Slap bass(?)
;#13 = Music Box (Item selection)
;#14 = Organ
;#15 = Whistle/ Flute
;#16 = Hand Drum (Bongo)
;#17 = Music Box 2 (better description needed)
;#18 = Swamp sound (better description needed)
;#19 = Rev sounds (better description needed)
;#20 = Keyboard (higher pitched)
;#21 = Select Sound
;#22 = Steel drum
;#23 = Car
;#24 = Engine sounds
;#25 = Whistle

;8 Channels denoted by #0 - #7 (Channels 4,6 and 7 used by sound effects)
;Volume (w):
;w0 - w255 decimal value between 0 and 255.
;
;Tempo (t):
;t0 - t99 BPM multiplied by 0.4 (in decimal) rounded to the nearest whole number
;

#0 q7F v240 y11 w255 t8
l16

@25 cdefgab
@24 cdefgab
@23 cdefgab
@22 cdefgab
@21 cdefgab
@20 cdefgab
@19 cdefgab
@18 cdefgab
@17 cdefgab
@16 cdefgab
@15 cdefgab
@14 cdefgab
@13 cdefgab
@12 cdefgab
@11 cdefgab
@10 cdefgab
@9 cdefgab
@8 cdefgab
@7 cdefgab
@6 cdefgab
@5 cdefgab
@4 cdefgab
@3 cdefgab
@2 cdefgab
@1 cdefgab
@0 cdefgab

Stifu
Posted on 07-10-14 09:15 PM Link | Quote | ID: 157397


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Posted by dirtbag
The Bowser level graphics that are before it has some invalid stop on the compressed data, so it decompresses more than it needs too. So I'm trying to workout where it stops.

I figured that out at some point, when working on EE. I didn't note it down, but can check it out.

dirtbag
Posted on 07-10-14 09:42 PM Link | Quote | ID: 157398


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Posted by Stifu
Posted by dirtbag
The Bowser level graphics that are before it has some invalid stop on the compressed data, so it decompresses more than it needs too. So I'm trying to workout where it stops.

I figured that out at some point, when working on EE. I didn't note it down, but can check it out.


That would be good, once we know the real size of the data, we'll know the range of data inbetween, if there is something there could be some smaller music bits as well looking at what's around it.

BLaBrake
Posted on 07-11-14 03:12 AM Link | Quote | ID: 157403


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That is a ton of great info about the music! Thank you! I'm going to work on what does work first and then attempt to dive into looking for new info. I'll post if anything worthy comes up.

Stifu
Posted on 07-11-14 08:48 AM Link | Quote | ID: 157404


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Posted by dirtbag
That would be good, once we know the real size of the data, we'll know the range of data inbetween, if there is something there could be some smaller music bits as well looking at what's around it.

Add FF at $49803, where there is E1, and the BC tileset ends cleanly. That is to say the tileset ends at $49802 with byte 5B.

dirtbag
Posted on 07-11-14 09:12 AM Link | Quote | ID: 157405


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Posted by Stifu
Posted by dirtbag
That would be good, once we know the real size of the data, we'll know the range of data inbetween, if there is something there could be some smaller music bits as well looking at what's around it.

Add FF at $49803, where there is E1, and the BC tileset ends cleanly. That is to say the tileset ends at $49802 with byte 5B.


hmmm thats intresting, no space inbertween then :-(

BLaBrake
Posted on 07-13-14 07:58 AM Link | Quote | ID: 157429


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Quick note on the music. Putting an instrument on channel 5 of Mario Circuit seems to conflict with the skidding sound effect. I believe the same was true on the Player Select screen for me with the select sound. Also currently have Donut Plains, Choco Island, and Koopa Beach music changed out. No issues on those, so I'm guessing the 4, 6, 7 effects rule holds true to them.

Stifu
Posted on 07-13-14 10:57 AM Link | Quote | ID: 157430


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EE 2.7.2 is out.
Nothing new since I fixed that color update bug.


- Added the ability to modify colors as 8-bit (0-255) RGB values
- If you update the Ghost Valley background tileset graphics, the
animated ghosts will now use the updated background graphics
- Fixed 2.7 regression that disabled track reordering
- Fixed second starting position row slider to properly handle keyboard
input (left / right arrows) when the precision is 4px or 8px
- When opening the Game settings, select the item probabilities
used by the current track
- Minor tweaks and fixes

gridatttack
Posted on 07-15-14 02:49 AM Link | Quote | ID: 157435


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Hmmm, I just noted that ingame, the BG is cut like 3 pixels or something, so I cant entirely base myself on the preview >.>

I wonder what other stuff like this is in the game.



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Stifu
Posted on 07-15-14 08:11 AM Link | Quote | ID: 157436


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Posted by gridatttack
Hmmm, I just noted that ingame, the BG is cut like 3 pixels or something, so I cant entirely base myself on the preview >.>

Yes. I think you can actually remove the 3-pixel top thing. I think it's just graphics that overlap the background. I guess what I could do is try to figure out if this border exists in the ROM, then display it in EE.

And EE actually ignores a full background tile row at the top, which exists but is not displayed in the game, while SMK Mashup displays it.

gridatttack
Posted on 07-15-14 10:53 AM Link | Quote | ID: 157437


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Posted by Stifu
Posted by gridatttack
Hmmm, I just noted that ingame, the BG is cut like 3 pixels or something, so I cant entirely base myself on the preview >.>

Yes. I think you can actually remove the 3-pixel top thing. I think it's just graphics that overlap the background. I guess what I could do is try to figure out if this border exists in the ROM, then display it in EE.

And EE actually ignores a full background tile row at the top, which exists but is not displayed in the game, while SMK Mashup displays it.
Seems it shows fully when you disable BG layer 2 in the emulator. Though doing so makes the track preview have 1 pixel of the BG on top.

I wonder how this border is handled.

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Stifu
Posted on 07-15-14 07:06 PM Link | Quote | ID: 157442


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Posted by gridatttack
I wonder how this border is handled.

I don't know exactly, but its tile comes from the item icon graphics. If you want to remove or alter it, the most simple way is probably to update this tile.

Shenhulahula
Posted on 07-16-14 05:33 PM Link | Quote | ID: 157452

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Stumbled across 2.7.2 by chance on the release day. Man....... words fail to describe how so impressed I am! The track editor is so effective and user-friendly and was way beyond what I expected! Thanks for all the hard work you've put in during the years! Had to register only to thank you!

But I also have a question, since you people seem to know a lot about SMK hacking! Is it possible to change the number of laps in a race? Is there a hex code for it somewhere? Trying to have courses with only 1 lap.

Keep up the good work!

gridatttack
Posted on 07-16-14 05:40 PM Link | Quote | ID: 157453


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Posted by Shenhulahula
Stumbled across 2.7.2 by chance on the release day. Man....... words fail to describe how so impressed I am! The track editor is so effective and user-friendly and was way beyond what I expected! Thanks for all the hard work you've put in during the years! Had to register only to thank you!

But I also have a question, since you people seem to know a lot about SMK hacking! Is it possible to change the number of laps in a race? Is there a hex code for it somewhere? Trying to have courses with only 1 lap.

Keep up the good work!

Nope. Doesnt seem to be possible. It must be a hardcoded value somewhere that applies to all the races. However, you can do a track that is in spiral shape, so it uses the lap line as 'checkpoints' until you finish somewhere after passing through the goal line 5 times.

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Shenhulahula
Posted on 07-16-14 09:15 PM Link | Quote | ID: 157455

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Ah, dang! Guess I'm going to have to make some adjustments to my track layouts!

Another (noob) question popped up. I know Special Cup is locked by default - so is it possible to lock the Flower and Star Cup as well (requiring the player to first beat Mushroom Cup before Flower is unlocked, and so forth)?

Stifu
Posted on 07-16-14 09:51 PM Link | Quote | ID: 157456


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Posted by Shenhulahula
Stumbled across 2.7.2 by chance on the release day. Man....... words fail to describe how so impressed I am! The track editor is so effective and user-friendly and was way beyond what I expected! Thanks for all the hard work you've put in during the years! Had to register only to thank you!

But I also have a question, since you people seem to know a lot about SMK hacking! Is it possible to change the number of laps in a race? Is there a hex code for it somewhere? Trying to have courses with only 1 lap.

Keep up the good work!

Hey, thanks for the nice words.
Like gridatttack, I don't know how to change the number of laps in a race.

Posted by Shenhulahula
Another (noob) question popped up. I know Special Cup is locked by default - so is it possible to lock the Flower and Star Cup as well (requiring the player to first beat Mushroom Cup before Flower is unlocked, and so forth)?

I don't know how to do that either. I just know it's possible to make Special Cup unlocked by default. It's been done before, but I didn't document it. I can try to dig it up if you're interested.

Shenhulahula
Posted on 07-17-14 11:02 AM Link | Quote | ID: 157458

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Posted by Stifu
I don't know how to do that either. I just know it's possible to make Special Cup unlocked by default. It's been done before, but I didn't document it. I can try to dig it up if you're interested.


Sure, if it's not too much of a hassle!

Stifu
Posted on 07-17-14 12:45 PM Link | Quote | ID: 157459


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Posted by Shenhulahula
Sure, if it's not too much of a hassle!

Well, it was easy to find: http://superparigokart.haisoft.net/SPKhacking2.php
I'll add that to the documentation.

It also contains stuff about 50cc and 150cc speed, I wonder if that's what gridatttack was looking for.
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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor New thread | New reply

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