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

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dirtbag
Posted on 07-28-14 08:01 PM Link | Quote | ID: 157550


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Posted by Stifu
Posted by dirtbag
This option is what I've done in to get around any problems like this in the past, just pick unique colours, and get the colours to match right in your import. Once they are imported, change the colours in EE and you should find you can export, edit and import with the correct colours from that point onwards.

What I could do is make EE check, on tileset import, if the color for each tile pixel has changed, and if not, use the original color index. But that sounds hackish and possibly unpredictable. In the end, it all comes down to image import / export being imperfect (although convenient), as you lose color index data.


Hmm I see the problem. How about if the import can't find an exact colour value match, it asks/ prompts the user to select the colour to use?

A small request from me next time you look at the code in this area, could you set so when you tab in to a colour RGB values number input box the values are selected so you can type in a new value without having to press backspace/ delete? It's the only minor frustration I have.


Stifu
Posted on 07-28-14 08:31 PM (rev. 2 of 07-28-14 11:46 PM) Link | Quote | ID: 157553


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Posted by dirtbag
Hmm I see the problem. How about if the import can't find an exact colour value match, it asks/ prompts the user to select the colour to use?

I'd have to do that for every pixel in the tileset ("what's the color id for tile=1, x=1, y=1? what about tile=1, x=2, y=3?" and so on). That can't work. And remember, in this specific case, it *can* find an exact match. It's just that there's more than one exact match.

Posted by dirtbag
A small request from me next time you look at the code in this area, could you set so when you tab in to a colour RGB values number input box the values are selected so you can type in a new value without having to press backspace/ delete? It's the only minor frustration I have.

I'll have a look.

gridatttack
Posted on 07-28-14 09:54 PM Link | Quote | ID: 157557


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Posted by gridatttack
Also I wonder, does a speedometer exists? I recall seeing some videos with the speedometer on the left top corner.

Yeah, there was such a patch. I still have the ROM on my computer. I could upload that patch if you can't find it online.


I searched and couldnt find it :<

It would be awesome if you could upload it

But I wonder, say, if I want to add it to my hack, I would need to import/export everything right?

Since im sure I cant use my modded rom because the tracks and everything will be switched back to the original right?

Is there a way to export a RAW file of the road tiles along with its properties?
As in, modding every tile to use the new palette and changing the behaviour its a bit tedious (and time consuming)

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Stifu
Posted on 07-28-14 11:43 PM (rev. 2 of 07-29-14 12:07 AM) Link | Quote | ID: 157561


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Posted by gridatttack
I searched and couldnt find it :<

It would be awesome if you could upload it

Here you go.

Posted by gridatttack
But I wonder, say, if I want to add it to my hack, I would need to import/export everything right?

No. You would check the differences between the original SMK ROM before and after patch, then apply the same changes on your modified ROM. This should work easily as long as this patch doesn't alter values that EE modified in your ROM.

Posted by gridatttack
Is there a way to export a RAW file of the road tiles along with its properties?

No. I actually wanted to add import / export for tile properties, but didn't do it as I could find an elegant way to sneak that into the UI. I'm open to ideas. Maybe a modal pop-up window that opens as you click the import / export button below the tileset, that asks what you want to import / export (graphics, properties or palette associations, or something like that).

BLaBrake
Posted on 07-29-14 05:40 PM Link | Quote | ID: 157567


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Anyone have a clue on how to change what head is used on DKJR's body during his jump on the credits "Thank You" screen? I need to use the head that's used for victory if he wins a race.

Stifu
Posted on 07-29-14 08:30 PM Link | Quote | ID: 157569


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Posted by BLaBrake
Anyone have a clue on how to change what head is used on DKJR's body during his jump on the credits "Thank You" screen? I need to use the head that's used for victory if he wins a race.

I'm confused. It's already using the head from his driver sprite (both frames).
Or do you mean you only want to use the victory frame and not the normal one?

BLaBrake
Posted on 07-29-14 11:17 PM Link | Quote | ID: 157570


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I replaced him with a person. His slot seems to be reversed from the others in the order that he animated. Starts in victory, then goes into regular standing. It's using his regular standing head on the jumping body. Here's a link to a pic to show what I'm talking about. http://imgur.com/o6S43nu

Stifu
Posted on 07-29-14 11:41 PM Link | Quote | ID: 157571


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Posted by BLaBrake
His slot seems to be reversed from the others in the order that he animated.

Oh I see. Yes, I remember this. If it's not in my notes, then I don't know.

gridatttack
Posted on 07-30-14 07:41 AM Link | Quote | ID: 157575


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Posted by Stifu
Here you go.


Thanks I wonder if I can locate where the display is located, since IMO it would be better if it was on the bottom left.

Posted by Stifu
No. You would check the differences between the original SMK ROM before and after patch, then apply the same changes on your modified ROM. This should work easily as long as this patch doesn't alter values that EE modified in your ROM.
Oh, I see. I was under the impression this is an ASM/complex hack.


Posted by Stifu
No. I actually wanted to add import / export for tile properties, but didn't do it as I could find an elegant way to sneak that into the UI. I'm open to ideas. Maybe a modal pop-up window that opens as you click the import / export button below the tileset, that asks what you want to import / export (graphics, properties or palette associations, or something like that).
Yeah, an option window after clicking the arrow sounds like a good idea. Perhaps have the default selected option to be only graphics, so it doesn't get in the way.

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BLaBrake
Posted on 07-30-14 03:46 PM Link | Quote | ID: 157576


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I resolved my DKJR head issue by swapping the standing frame values at 5a4ba with the victory frame values at 5a4cc. Now he has the same pattern as the other characters and has the correct head while jumping. Just wanted to post how in case anyone else ran into the same thing.

Stifu
Posted on 07-30-14 07:11 PM Link | Quote | ID: 157577


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Posted by BLaBrake
I resolved my DKJR head issue by swapping the standing frame values at 5a4ba with the victory frame values at 5a4cc. Now he has the same pattern as the other characters and has the correct head while jumping. Just wanted to post how in case anyone else ran into the same thing.

For what it's worth, it seems it was all in my notes.

BLaBrake
Posted on 07-31-14 01:25 AM Link | Quote | ID: 157580


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Indeed it was. It just took me a bit to realize that doing it would be the solution. I'm just tweaking and cleaning up now for the rest of my hack, so no more questions from me.

gridatttack
Posted on 08-01-14 03:09 AM (rev. 2 of 08-01-14 03:11 AM) Link | Quote | ID: 157610


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So I discovered something peculiar. The fish behavior in an object seems to reset its position if one crosses the finish line. It doesnt need to be a full lap, just cross it and the fish will reset, so I recommend in not having fish right in front of the finish line, otherwise they will appear to teleport.

Also I wonder, it is possible to flip the track file somehow(Just the tiles, overlays and objects can be reassigned)? Using external means. I think I might flip my beach 1 track horizontally, but you know, tiling beach courses is soooooo painful....

Posted by BLaBrake
Indeed it was. It just took me a bit to realize that doing it would be the solution. I'm just tweaking and cleaning up now for the rest of my hack, so no more questions from me.
Any updates or screenshots? Would love to see your work as SMK hacks who changes other things just than tracks are always interesting

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BLaBrake
Posted on 08-01-14 05:08 PM Link | Quote | ID: 157618


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Thanks for the interest. I PM'd you a link so that you can check it out.

Stifu
Posted on 08-01-14 06:44 PM Link | Quote | ID: 157621


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Posted by gridatttack
Also I wonder, it is possible to flip the track file somehow(Just the tiles, overlays and objects can be reassigned)? Using external means. I think I might flip my beach 1 track horizontally, but you know, tiling beach courses is soooooo painful....

It's possible to code something like that, and it's been requested before, but it hasn't been done. Also, if not all tiles have a horizontal equivalent, then that'd require tileset graphics changes too (or you could just not bother thinking about it and just flip all tile graphics).

If you know programming, it's pretty straight forward to change the map. Create 2 bidimensional arrays, source and target, and fill the target array from the source one. You can do that from a map-only track export done with EE (keeping in mind the last byte is the theme used).

gridatttack
Posted on 08-06-14 10:13 AM Link | Quote | ID: 157695


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Alright thanks. Ill look into it. I think I will end up flipping it by hand.

Anyway, I discovered that the wave animation isnt implemented on battle mode, so one cant make a nice beach battle course...

It seems battle mode its really different. So far the missing wave animation and grass acting like out of bounds...

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Stifu
Posted on 08-06-14 10:30 AM Link | Quote | ID: 157696


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Posted by gridatttack
Alright thanks. Ill look into it. I think I will end up flipping it by hand.

Can you code at all? I could help you.

Posted by gridatttack
Anyway, I discovered that the wave animation isnt implemented on battle mode, so one cant make a nice beach battle course...

It seems battle mode its really different. So far the missing wave animation and grass acting like out of bounds...

Also, different starting position logic, and no objects (pipes, etc). There are probably more differences (haven't checked the Bowser lava animation, for example).

gridatttack
Posted on 08-06-14 07:53 PM Link | Quote | ID: 157706


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Posted by Stifu
Can you code at all? I could help you.


Im in the process

Learning Java, and I think the editor is in c++ or something else. So maybe I wont be able to until much later :<


Posted by Stifu
Also, different starting position logic, and no objects (pipes, etc). There are probably more differences (haven't checked the Bowser lava animation, for example).
And also the regenerative overlay ? item box.

Also I can confirm the lava animation works. Since its animation is the same type as the used shallow water of battle course 2.

I wonder what other things we will come across.


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Stifu
Posted on 08-06-14 10:27 PM Link | Quote | ID: 157707


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Posted by gridatttack
Im in the process

Learning Java, and I think the editor is in c++ or something else. So maybe I wont be able to until much later :<

When you say "the editor", do you mean EE? It's in C#, which is pretty close to Java. But that's not the point: since you can export track map as files, it doesn't matter which language you use in the end, as long as you can read and write files. You don't need to understand the EE source code or anything.

Stifu
Posted on 08-11-14 08:30 PM Link | Quote | ID: 157767


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Posted by dirtbag
could you set so when you tab in to a colour RGB values number input box the values are selected so you can type in a new value without having to press backspace/ delete?

Done.
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