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

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gridatttack
Posted on 06-21-15 08:39 AM Link | Quote | ID: 160333


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I have to wonder.

How hard would it be to implement the bucket tool?

I have just stumbled upon many situations this would make a great use to finish something quickly.

It takes time to replace tile by tile, and I feel that doing things quickly as possible would be great.

For example, I have to replace the outer wall colored blocks, in which I only use one. I did some changes in a palette and now I must replace all of them in 3 courses. It would be done in less than a min with the bucket tool, but since there isn't, doing manually took me 20 mins.

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Stifu
Posted on 06-21-15 09:49 AM Link | Quote | ID: 160334


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Posted by gridatttack
How hard would it be to implement the bucket tool?

There's just one last bug I want to take care of first, then I'll have a look at that.

gridatttack
Posted on 06-21-15 11:14 AM Link | Quote | ID: 160335


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Posted by Stifu
Posted by gridatttack
How hard would it be to implement the bucket tool?

There's just one last bug I want to take care of first, then I'll have a look at that.

Thanks!

Hoping that the bug isn't a serious one

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Stifu
Posted on 06-21-15 06:14 PM Link | Quote | ID: 160337


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Posted by gridatttack
Hoping that the bug isn't a serious one

It's not, it's just an old bug that has always been there, and the last one I know about that I still haven't fixed. It makes it so that sometimes, when manually setting the RGB values in the color picker, then the editor can't figure out where that color is in the shade of colors. Like, set Blue to 0, set Green to 2, then cycle Red from 0 to 31. You'll notice the editor can't figure out where the color is for Red value 24 and 25, and so doesn't display the circle over the shade of colors.

gridatttack
Posted on 06-26-15 06:17 AM Link | Quote | ID: 160357


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I have to wonder, I am trying to import some new road graphics to the koopa beach tileset.

When I do insert them, the animation for the shore and shallow water messes up, and the last cycle turns into complete white.

Any known issue about this?

Heres the pic:



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Stifu
Posted on 06-26-15 08:23 AM Link | Quote | ID: 160358


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Posted by gridatttack
Any known issue about this?

BlaBrake had the same issue last year.
Long story short, 2 solutions: if you wanna export your tileset as PNG, make all colors unique first, otherwise that info gets lost (then you can switch colors back when you're done reimporting). Or export as binary.

gridatttack
Posted on 06-26-15 11:35 PM Link | Quote | ID: 160359


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The first option was great.

Now that I see this, seems like nintendo did the wave animation in some sort of hackish way, like how it doesn't work on battle mode too.

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MandL27
Posted on 07-04-15 09:13 PM (rev. 2 of 07-05-15 02:13 AM) Link | Quote | ID: 160371


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Posted by Stifu
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)

On the topic of cup names, any word on the cup renaming changing the GP cup select tilemap?
I would edit it myself, although I've been relatively unsuccessful in finding where it is.

Stifu
Posted on 07-05-15 09:49 PM Link | Quote | ID: 160375


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Posted by MandL27
On the topic of cup names, any word on the cup renaming changing the GP cup select tilemap?

Yep, I added that 2 months ago. They're independent from the other texts, though.

Posted by Stifu
Posted by gridatttack
How hard would it be to implement the bucket tool?

There's just one last bug I want to take care of first, then I'll have a look at that.

Here it is.

BLaBrake
Posted on 07-08-15 05:58 AM Link | Quote | ID: 160386


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The paint bucket was a fantastic idea and seems to be working like a charm! You've outdone yourself again Stifu!

Stifu
Posted on 07-08-15 08:28 AM Link | Quote | ID: 160387


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Posted by BLaBrake
The paint bucket was a fantastic idea and seems to be working like a charm! You've outdone yourself again Stifu!

Thanks.

It's actually been on my TODO list for years, like many other things. It was easier than I thought. The hardest and longest part was actually drawing the bucket button image and finding the cursor.

gridatttack
Posted on 07-08-15 11:19 AM Link | Quote | ID: 160388


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Thank you very much for the bucket tool!

I will greatly increase the process of making a track, since one can now just do the road edges and the gave it fill instantly with the road!

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Stifu
Posted on 07-08-15 07:48 PM Link | Quote | ID: 160389


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You're welcome.

Unless anything shows up, I think I'll keep it at that for the next release. I'll wait a few weeks then release it as 2.8. Truthfully, with all the changes under the hood (almost 400 changesets since April), it's actually closer to 3.0, but since there aren't many news features, I'll just call it 2.8.

By the way, a while ago, someone requested that I add UI controls to change the location of each element (overlay, start, object, AI...). That is to say, something to let users type the X and Y coordinates of everything. That's a sensible request, and something I had thought about, but since I don't know how to fit that into the UI in an elegant way, I'll keep it at the back of my mind for now.

Stifu
Posted on 07-11-15 11:50 AM Link | Quote | ID: 160401


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Fixed a little regression. In the background editor, changing the current color palette wouldn't update the tileset colors.

Stifu
Posted on 07-17-15 12:34 AM Link | Quote | ID: 160416


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Another new preview.

- Fixed a little regression that could make an error message pop while using the tile editor
- Made background rendering more efficient (all 3 background displays are around 35% faster)
- Display the top screen border over the background preview display, so that EE matches in-game rendering (so you're not surprised when you notice the top of your background has been cropped when playing your ROM). In the original game, it's a 3px black rectangle. EE doesn't just paint that rectangle, but actually loads the top border graphics from the ROM, in case they've been changed.

I know there are many more background-related improvements that could make everyone's life easier (multiple tile selection, undo / redo, zooming, etc), but they're unfortunately not that easy to implement.

gridatttack
Posted on 07-17-15 08:23 AM Link | Quote | ID: 160419


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Nice revision!

I think that the BGs move at greater speed is great too.

A more accurate preview, since ingame, one would be turning faster.

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Stifu
Posted on 07-17-15 08:32 AM Link | Quote | ID: 160420


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Technically, they're not supposed to move faster, but the rendering process itself is faster and less demanding on your computer. The move speed is the same as before. If you feel like the preview animation is faster or smoother, it's either a placebo effect, or your PC wasn't powerful enough to play the preview smoothly before, so you can see a difference now that the rendering has been optimized.

Anyway, I guess I could let users alter the move speed (as well as jump to any part of the preview, as if it's a video).

gridatttack
Posted on 07-17-15 09:17 AM Link | Quote | ID: 160421


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Posted by Stifu
Technically, they're not supposed to move faster, but the rendering process itself is faster and less demanding on your computer. The move speed is the same as before. If you feel like the preview animation is faster or smoother, it's either a placebo effect, or your PC wasn't powerful enough to play the preview smoothly before, so you can see a difference now that the rendering has been optimized.

Anyway, I guess I could let users alter the move speed (as well as jump to any part of the preview, as if it's a video).


Hmmm, maybe its that.

This PC sucks (1.5 GHz AMD processor...) so I suppose thats the cause.

I dont know how hard would it be for the user to change the speed, but the one in which we can skip to certain parts would be useful.

Mainly because when I was changing BGs, I needed to wait till it reached the end part to see if the minor adjustments I did look good and whatnot.

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Stifu
Posted on 07-18-15 12:21 AM Link | Quote | ID: 160422


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How's this?

gridatttack
Posted on 07-19-15 08:25 PM Link | Quote | ID: 160439


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Posted by Stifu
How's this?


Thats pretty great

Thanks for it!

I see you also added the black line on top for more accuracy.

Thanks!

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

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