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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
dirtbag |
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Red Koopa Level: 27 Posts: 111/128 EXP: 114422 Next: 1737 Since: 02-24-07 Last post: 3159 days Last view: 3073 days |
Posted by StifuPosted by dirtbag You sir, are a gentleman. Thank you. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 170/202 EXP: 203213 Next: 3229 Since: 07-11-10 Last post: 1400 days Last view: 226 days |
Hmmm you know. I have to ask. I have seen this problem many times and I wonder if its an emulator fault.
When the players gets too close to the top, their graphics for the head get stuck, so like when you spin around, the head will not spin. I wonder this because this happens on the original bowser caslte 2 track. Im hoping its not something else :< ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 543/666 EXP: 1358259 Next: 39917 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack ZSNES bug. I reported it years ago. Shouldn't happen with other emulators. |
Luigi442wii |
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Micro-Goomba Level: 11 Posts: 6/18 EXP: 4560 Next: 1425 Since: 06-23-14 From: Kent, UK Last post: 3366 days Last view: 3181 days |
Posted by Raccoon Sam That's just clear Proof Windows sucks. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 171/202 EXP: 203213 Next: 3229 Since: 07-11-10 Last post: 1400 days Last view: 226 days |
Hmmm I think I figured how split path works. Ill try to write a tutorial.
It seems they dont necessary need the same number of AI box to work. I wonder if the game is coded to decided what path to follow. As I have an instance where the cpu either go left or right while in the same speed, while in theory it should always go to a specific side. Posted by Luigi442wii Thats a clear proof you dont bother checking the rules and being a noob by replying offtopic to a 6 year old post ____________________ |
Synthetekh |
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Ninji Level: 35 Posts: 124/239 EXP: 260613 Next: 19323 Since: 08-15-10 From: New Mexico, USA Last post: 66 days Last view: 4 days |
Also, Mono is for running C# programs on Non-Windows OSes... so ehhh, what lol?
You're comment would make a good Troll post, so props for that, I guess.... |
Stifu |
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Cobrat Level: 56 Posts: 544/666 EXP: 1358259 Next: 39917 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack As you drive through AI zones, there's a counter that gets incremented. This counter is used to determine your rank / position in the race. If you don't have the same number of AI zones for each path, this should mess up driver positions. Drivers who took paths with more zones will wrongly appear to be ahead of the others. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 172/202 EXP: 203213 Next: 3229 Since: 07-11-10 Last post: 1400 days Last view: 226 days |
Posted by StifuTrue, but this doesnt meant they dont work though. The original nintendo tracks break this principle. But yeah, a good way to asure correct driver position is to have all the elements be the same on both sides and the same size. But this is often a bit difficult.Posted by gridatttack But I noted that sometimes, the miscalibration of the driver position if one breaks this principle isn't that much noted. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 173/202 EXP: 203213 Next: 3229 Since: 07-11-10 Last post: 1400 days Last view: 226 days |
Hmmm I wonder if the thing that shows the track slot in the credits for each character can be changed.
Seems like its an ID, since swapping tracks essentially changes the track it will show, but always in the same slot. Hope its not hardcoded, and I skimmed over the notes and I couldnt find anything (Unless I derply missed it >.>) ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 545/666 EXP: 1358259 Next: 39917 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by gridatttack I don't think this is documented. It must be defined somewhere (probably a bunch of ids), but I don't think it makes sense to refer to it as "hardcoded". |
MandL27 |
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Goomba Level: 11 Posts: 3/20 EXP: 5336 Next: 649 Since: 06-30-14 Last post: 3019 days Last view: 2560 days |
Not sure if this is a glitch in EE, lack of support, or both, but when changing cup names, only the Match Race/Time Trial names are changed. GP stays the same.
Edit: Posted by Stifu Any word on when we'll get driver stat editing? It's one of only three things that I'm waiting for (the other two are editing/removal of AI items and editing the rival system) for my hack. Edit 2: I also noticed that the general path for the original tracks is semi-hardcoded into the game; even when I am going exactly the wrong way on a custom track (or I'm on a track with only a single AI zone), Lakitu won't shout at me if I'm following the path of the original track. |
Stifu |
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Cobrat Level: 56 Posts: 547/666 EXP: 1358259 Next: 39917 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by MandL27 Not a glitch, just lack of support. I considered supporting it, but it'd be kind of hard, considering letters are made up of several tiles on the GP selection screen. I'd have to guess how to position everything, which could end up being wrong in some cases. In the end, it's better to manage that screen manually to have full control (even though an editor could be added for that). Posted by MandL27 I haven't touched EE in a while, and don't plan to any time soon. I've moved on to other things, but anyone can pick up the sources. For stats, the easiest way might be to do it with SMK Mashup, then check what it changed in the ROM. Or just do it manually (not sure about AI items, but the rest has been documented; let me know if you can't find it). Posted by MandL27 Hmm, weird. Maybe Lakitu didn't bitch because you were close enough to the path. If not, I don't know. |
MandL27 |
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Goomba Level: 11 Posts: 4/20 EXP: 5336 Next: 649 Since: 06-30-14 Last post: 3019 days Last view: 2560 days |
Posted by StifuPosted by MandL27 Handling the cup select like a tilemap does sound like a good idea. Maybe I'll try grabbing a hex editor and poking it (and the other stuff) that way. As for Lakitu not complaining, the AI point was on the far right (facing up) and I was on the top-left corner (facing down). |
Stifu |
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Cobrat Level: 56 Posts: 548/666 EXP: 1358259 Next: 39917 Since: 02-22-07 Last post: 657 days Last view: 279 days |
For some reason, I'm motivated to work some more on EE.
Here's what you can expect in the next version, which I guess will be 2.7.5: - - Ability to change the theme name + number (actually any character) for each track - Ability to extract road tile properties (types, palette associations) And maybe some other small improvements. As always, feel free to suggest stuff. By the way, since Google Code is closing, the project has moved to GitHub. PS: for years now, I've noticed a very rare bug with the undo/redo system in EE, which can result in an error as you first load a ROM. I couldn't find a way to reproduce the problem. If anyone can provide any info on this bug (ideally reproduction steps), that'd be great. |
dirtbag |
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Red Koopa Level: 27 Posts: 116/128 EXP: 114422 Next: 1737 Since: 02-24-07 Last post: 3159 days Last view: 3073 days |
Good to hear.
I have a number of new updates for your notes I need to send you. There are a few things I've found. One of those could be a quick win for EE. There are different tile animation routines, Lava on BC, background on GV etc. These can be re-pointed... for example I've now got more than one theme with an animated background in my hack. 3F000 -> 3F001 - GV title animation pointer - 3F002 -> 3F003 - MC title animation pointer - 3F004 -> 3F005 - DP title animation pointer - 3F006 -> 3F007 - CI title animation pointer - 3F008 -> 3F009 - VL title animation pointer - 3F00A -> 3F00B - KB title animation pointer - 3F00C -> 3F00D - BC title animation pointer - 3F00E -> 3F00F - RR title animation pointer - 3F010 -> 3F015 - No animation routine - 3F016 -> 3F022 - Tile oscillation routine - 3F023 -> 3F029 - Tile scroll routine - 3F030 -> 3F03C - Tile oscillation routine - 3F03D -> 3F049 - Tile #73 scroll routine - 3F04A -> 3F056 - Tile cycle (Tiles #0,#1,#2) & (Tiles #3,#4,#5) routine - 3F057 -> 3F05C - Ghost Valley background tile cycle routine |
Stifu |
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Cobrat Level: 56 Posts: 549/666 EXP: 1358259 Next: 39917 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Cool. I wish we were working on the same hack, we'd get more stuff done...
I'm not sure how much work that'll be to implement in EE, but I'll consider it. |
Stifu |
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Cobrat Level: 56 Posts: 550/666 EXP: 1358259 Next: 39917 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Preview of the next EE, with GP cup name editing.
This went smoothly, and I could simply reuse most of my text-handling code. Despite what I thought, it really worked as text (1 byte = 1 character), and not as tile laying. Only downside: this feature is not supported for the Japanese ROM (it's just not possible to handle this data as text, the only way is to edit the font graphics). This is basically the first time I have to drop feature parity across regions (or the second time, if you count the fact my compression method sucks for Euro and Jap ROMs). |
dirtbag |
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Red Koopa Level: 27 Posts: 117/128 EXP: 114422 Next: 1737 Since: 02-24-07 Last post: 3159 days Last view: 3073 days |
I share that feeling. It sometimes feels like a bit of a slog to get the hack finished. The good news is I am close to finishing now. I'm in the process of changing the races little victory tunes now. 2 of the 8 done. After that I just need to crack the title screen music and I think I'll draw a line under Super Baldy Kart and release it. Then I could offer my services |
Stifu |
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Cobrat Level: 56 Posts: 551/666 EXP: 1358259 Next: 39917 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Posted by dirtbag That'd be great. I'm weary of working on my hack. Back when we started, there were 3 of us. One guy hacking and creating tracks (Impala), and 2 guys working on graphics (Sasori and myself). Then Sasori left. Then I started helping with hacking, and ended up making Epic Edit. But Impala became less and less active, until he left me with unfinished tracks. So I just have to do everything in the end... which just isn't what I "signed up" for. It's been 12 years since we started the hack now. Chances are some people who have been looking forward to it have died since then. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 178/202 EXP: 203213 Next: 3229 Since: 07-11-10 Last post: 1400 days Last view: 226 days |
Posted by Stifu Nice to hear that! I wonder, will the name change of the tracks would be individually, or they will still be stricted to the theme name plus the different number? Also, of my years using EE, I haven't encountered that obscure error. ____________________ |
Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
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