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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
Stifu |
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Cobrat Level: 56 Posts: 552/666 EXP: 1360669 Next: 37507 Since: 02-22-07 Last post: 680 days Last view: 302 days |
Posted by gridatttack It will be limited to theme name + character, unfortunately. At some point, we had plans for free text, but I can't do that without smkdan's help, and I'm too lazy to hunt him down, and don't want to bother him either. He's done a lot for EE and ER already. Posted by gridatttack Alright, thanks... No idea what's happening here. I'm not sure whether it only happened to me on a single computer, or more than one. The code basically enters an undo/redo method while it shouldn't, and crashes because the list of undo/redo items hasn't been intialized yet. Reading the code, I can't see why it can happen. It may be some kind of race condition. |
BLaBrake |
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Goomba Level: 14 Posts: 30/34 EXP: 11870 Next: 1201 Since: 06-27-14 Last post: 2421 days Last view: 248 days |
Dirtbag - It sounds like you found some new treasures! I saw on the last page about how you located the animation routines. In another post, you mention changing out the victory tunes... you found those too? Can you share what you know about the new music locations? I had to put my hack on hold until college gets out, which will be in a couple weeks. It would be fun to have some new things to look at!
Stifu - I'm glad to see that you still pick at Epic Edit updates. I think it's great as-is and consider any future additions as a bonus. Thank you! |
Stifu |
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Cobrat Level: 56 Posts: 553/666 EXP: 1360669 Next: 37507 Since: 02-22-07 Last post: 680 days Last view: 302 days |
Posted by BLaBrake Yep, that's the idea. Just thought it'd be sad if this year was the first year with no EE updates. It'll end up happening, but not this year. Besides, most of the features users ask for are things I thought about but was too lazy to implement. But they make sense and will make EE feel more complete. By the way, many users seem attached to text editing, while it was a very low priority for me (due to the fact it's easy to change the text with a hex editor as everything has already been documented, and because we didn't need it for our own hack, as we already did it manually). With the next update, I'll cover the last remaining bits most people expect. It's always possible to do more (title screen texts, pause texts, credits, etc), but that's not on my to-do list. |
dirtbag |
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Red Koopa Level: 27 Posts: 118/128 EXP: 114625 Next: 1534 Since: 02-24-07 Last post: 3181 days Last view: 3095 days |
Posted by BLaBrake Sure thing, I always contribute anything I find to Stifu's notes. I need to send him my latest updates soon, just finalising one or two offsets. I'll create a new thread soon on my hack progress and I'll explain how I went about changing the music for the racers victory tunes there. |
Stifu |
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Cobrat Level: 56 Posts: 554/666 EXP: 1360669 Next: 37507 Since: 02-22-07 Last post: 680 days Last view: 302 days |
Posted by dirtbag Maybe I should just add my SMK notes to the EE repository. I could add you as contributor, and you'd update them yourself. That'd let us keep the history, too. |
dirtbag |
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Red Koopa Level: 27 Posts: 119/128 EXP: 114625 Next: 1534 Since: 02-24-07 Last post: 3181 days Last view: 3095 days |
That sounds like a good idea. I've got music updates, demo updates and the animation pointers & code routines already updated. Let me mail you that to upload, then I'll update it directly in the repository going forward.
Does it allow for check in comments? So it's easy for people to see what's been amended. *sent* |
Stifu |
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Cobrat Level: 56 Posts: 555/666 EXP: 1360669 Next: 37507 Since: 02-22-07 Last post: 680 days Last view: 302 days |
Posted by dirtbag Yes. If you're not used to Git, I'll help you get started. I received your notes, I'll check them out soon. |
Stifu |
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Cobrat Level: 56 Posts: 556/666 EXP: 1360669 Next: 37507 Since: 02-22-07 Last post: 680 days Last view: 302 days |
New EE preview with extended road tileset export features (tile types + tile palette associations).
I've also done some significant refactoring which concerns file loading and saving everywhere in the app. Hopefully there are no regressions. Dirtbag, I'll mail you about the notes when I'm done. |
Dr. Floppy |
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Newcomer Level: 6 Posts: 3/6 EXP: 842 Next: 65 Since: 04-21-15 Last post: 3003 days Last view: 2839 days |
Apologies if this has already been addressed, but it'd be cool if Luigi didn't have to share his bottom-half sprites with Mario.
Barring that, if one of the seven drivers has to share lower-half sprites with another, perhaps an option to select which two drivers act as respective host/parasite? |
Stifu |
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Cobrat Level: 56 Posts: 557/666 EXP: 1360669 Next: 37507 Since: 02-22-07 Last post: 680 days Last view: 302 days |
Posted by Dr. Floppy Mattrizzle posted this data. You can find it here. |
BLaBrake |
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Goomba Level: 14 Posts: 31/34 EXP: 11870 Next: 1201 Since: 06-27-14 Last post: 2421 days Last view: 248 days |
I can confirm that the swapping method Stifu refers to for Luigi works just fine. It takes a little effort and planning, but is not hard. |
Stifu |
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Cobrat Level: 56 Posts: 558/666 EXP: 1360669 Next: 37507 Since: 02-22-07 Last post: 680 days Last view: 302 days |
A bit of news:
- I've managed to fix that obscure undo/redo crash, and also fixed 2 more edge-case undo/redo bugs (like, if you tried to undo or redo while laying tiles, or if EE lost focus while you were laying tiles) - I have altered EE to load track name suffixes that are longer than one character (the original game doesn't have any, but say, you could turn "Mario Circuit 1" into "Mario Circuit 1X" as long as you remove a character from another track name suffix) - I see cup names can also have a suffix, so I'll handle that too (for example, you could rename cups to something like "Cup 1", "Cup 2", etc, so as to have more unique names available for your tracks) |
dirtbag |
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Red Koopa Level: 27 Posts: 121/128 EXP: 114625 Next: 1534 Since: 02-24-07 Last post: 3181 days Last view: 3095 days |
Good work, I'm almost done with my hack now. I did notice, and didn't know if you were aware, that changing the item probability set - not the values, seems to mess up the object behaviours. Were you aware of this? It was the last thing I though it would be when my objects started to mess up. Not a bug in EE more a limitation of the SMK game engine. |
Stifu |
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Cobrat Level: 56 Posts: 559/666 EXP: 1360669 Next: 37507 Since: 02-22-07 Last post: 680 days Last view: 302 days |
Posted by dirtbag No, I didn't know. What do you mean exactly, what changes, and how do object behaviors change? I just remember some sprites can flicker due to smkdan's hacks pushing the game to its limits... |
dirtbag |
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Red Koopa Level: 27 Posts: 122/128 EXP: 114625 Next: 1534 Since: 02-24-07 Last post: 3181 days Last view: 3095 days |
So if you take say donut plains 2 with the jumping moles, and change the probability set from 3 to 1 the moles do no longer appear. Unless you activate your rear view mirror, then they start to jump.. until you turn off the rear view mirror and they freeze.
Change a bowser level from set 7 to something else makes the thowmps stay on the ground, and are no longer solid. I spent ages thinking I'd broken my ROM - just as I though I was almost done! In the end I fixed the object behaviour by re-importing an original level. Then slowly copying in the different section from a track export to workout what it was. At first I assumed it was the viewing zones, but it was the item probability set - last thing I expected it to be. |
Stifu |
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Cobrat Level: 56 Posts: 560/666 EXP: 1360669 Next: 37507 Since: 02-22-07 Last post: 680 days Last view: 302 days |
Here's EE with cup and track name editing. Still not an official release.
This took a while because there are many changes under the hood, including some minor fixes. To clarify a few things: - You can change cup and track names under a new setting tab, next to other text editing tabs (I considered letting you do it from the track tree, but ended up deciding it fit better under settings) - I changed the existing cup and theme "names" wording to "texts", to make things a bit clearer. Now, the logic is that text = strings you change (actually typing stuff), name = text references you change (combo box). - I noticed the cup and theme texts were all displayed in the wrong order... My controls simply were in the wrong order. Now EE matches SMK Mashup on that point. Let me know your thoughts. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 179/202 EXP: 203662 Next: 2780 Since: 07-11-10 Last post: 1422 days Last view: 248 days |
Nice! I never knew the theme names could have an empty space at the end.
Still hoping for a credit editor someday. Anyway, I have found some more notes on how the game works. This case, is on ghost valley. Seems like the road tile cant have the property of rough clay. If you set it, it will behave instead as a road, and wont slow you down. Another thing is, is that the road dirt you make when racing/drifting is only one. In things like Mario circuit, you have 2 dirt cloud colors, one for the sharp sand/offroad which is brown, and one for the main road, which is grey. In Ghost valley, it uses the same one for the sharp sand and the road. Even if you inspect the palette, the third row that would belong to it is not used, so it could be allocated to use for something else. ____________________ |
dirtbag |
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Red Koopa Level: 27 Posts: 125/128 EXP: 114625 Next: 1534 Since: 02-24-07 Last post: 3181 days Last view: 3095 days |
How interesting, after all this time messing with the game still learning there is more to it
Is it the same in Rainbow Road I wonder? Like GV it has no off road. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 181/202 EXP: 203662 Next: 2780 Since: 07-11-10 Last post: 1422 days Last view: 248 days |
Well, turns out I got a bit mixed. Rough clay is not the Offroad tile property, sorry about that >.>
However, the ghost valley thing is true. Seems to be the same for the other themes. Also Stifu, I noted something off in the latest editor. When switching back from AI box placing/editing, when you switch back to the road tiles, the mouse will still retain its cross arrow pointer, like you're dragging something, and not the standard mouse arrow. ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 561/666 EXP: 1360669 Next: 37507 Since: 02-22-07 Last post: 680 days Last view: 302 days |
Posted by gridatttack Thanks for the report, fixed. I'm still doing a lot of refactoring, so things are expected to break. Most of the refactoring won't affect users and is just meant to improve the code. But some of it actually improves things (like, changing the first color of the first palette is a lot faster now). |
Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
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