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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 08-14-14 07:38 PM Link | Quote | ID: 157788


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Posted by Stifu
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.


You sir, are a gentleman. Thank you.

gridatttack
Posted on 08-14-14 11:00 PM Link | Quote | ID: 157790


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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 :<

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Stifu
Posted on 08-14-14 11:34 PM Link | Quote | ID: 157791


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Posted by gridatttack
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 :<

ZSNES bug. I reported it years ago. Shouldn't happen with other emulators.

Luigi442wii
Posted on 08-16-14 07:56 PM Link | Quote | ID: 157812


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Posted by Raccoon Sam
It failed to work under mono. Here's the error.
Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object
at EpicEdit.MainForm.PnlTrackDisplayMouseMove (System.Object sender, System.Windows.Forms.MouseEventArgs e) [0x00000]
at System.Windows.Forms.Control.OnMouseMove (System.Windows.Forms.MouseEventArgs e) [0x00000]
at System.Windows.Forms.Control.WmMouseMove (System.Windows.Forms.Message& m) [0x00000]
at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000]
at System.Windows.Forms.ScrollableControl.WndProc (System.Windows.Forms.Message& m) [0x00000]
at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000]
at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000]
at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000]
at System.Windows.Forms.XplatUICarbon.DispatchMessage (System.Windows.Forms.MSG& msg) [0x00000]
at System.Windows.Forms.XplatUI.DispatchMessage (System.Windows.Forms.MSG& msg) [0x00000]
at System.Windows.Forms.Application.RunLoop (Boolean Modal, System.Windows.Forms.ApplicationContext context) [0x00000]
at System.Windows.Forms.Application.Run (System.Windows.Forms.ApplicationContext context) [0x00000]
at System.Windows.Forms.Application.Run (System.Windows.Forms.Form mainForm) [0x00000]
at EpicEdit.MainForm.Main (System.String[] args) [0x00000]



That's just clear Proof Windows sucks.

gridatttack
Posted on 08-25-14 12:01 AM Link | Quote | ID: 157887


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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

That's just clear Proof Windows sucks.

Thats a clear proof you dont bother checking the rules and being a noob by replying offtopic to a 6 year old post

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Synthetekh
Posted on 08-25-14 01:23 AM (rev. 3 of 08-25-14 01:33 AM) Link | Quote | ID: 157890


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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
Posted on 08-25-14 08:16 AM Link | Quote | ID: 157892


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Posted by gridatttack
It seems they dont necessary need the same number of AI box to work.

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
Posted on 08-25-14 08:39 AM Link | Quote | ID: 157893


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Posted by Stifu
Posted by gridatttack
It seems they dont necessary need the same number of AI box to work.

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.
True, 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.

But I noted that sometimes, the miscalibration of the driver position if one breaks this principle isn't that much noted.

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gridatttack
Posted on 09-01-14 07:48 PM Link | Quote | ID: 158067


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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 >.>)

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Stifu
Posted on 09-03-14 08:13 AM (rev. 2 of 09-03-14 08:13 AM) Link | Quote | ID: 158099


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Posted by gridatttack
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 >.>)

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
Posted on 03-14-15 03:38 AM (rev. 3 of 03-14-15 06:10 PM) Link | Quote | ID: 159683


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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
- Driver stats edition

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
Posted on 03-16-15 08:49 AM Link | Quote | ID: 159692


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Posted by MandL27
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.

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
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.

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
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.

Hmm, weird. Maybe Lakitu didn't bitch because you were close enough to the path. If not, I don't know.

MandL27
Posted on 03-16-15 02:48 PM Link | Quote | ID: 159694


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Posted by Stifu
Posted by MandL27
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.

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
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.

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
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.

Hmm, weird. Maybe Lakitu didn't bitch because you were close enough to the path. If not, I don't know.

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
Posted on 04-29-15 07:10 PM (rev. 2 of 04-29-15 09:35 PM) Link | Quote | ID: 160025


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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 auto-update the GP cup names based on the Time Trial names (optional, through a check box) Screw that, it should be independent text, as the original game doesn't have the same text for both screens
- 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
Posted on 04-30-15 12:26 AM Link | Quote | ID: 160026


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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
Posted on 04-30-15 08:18 AM Link | Quote | ID: 160027


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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
Posted on 05-02-15 01:21 PM Link | Quote | ID: 160037


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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
Posted on 05-02-15 02:11 PM Link | Quote | ID: 160038


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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
Posted on 05-02-15 02:19 PM Link | Quote | ID: 160039


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Posted by dirtbag
Then I could offer my services

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
Posted on 05-03-15 06:49 AM Link | Quote | ID: 160042


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Posted by Stifu
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 auto-update the GP cup names based on the Time Trial names (optional, through a check box) Screw that, it should be independent text, as the original game doesn't have the same text for both screens
- 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.


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.




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

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