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

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Stifu
Posted on 07-31-15 09:10 AM Link | Quote | ID: 160539


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Posted by MandL27
You could do what most apps do and not have a Save As button but instead list it either in the File dropdown or just have it as a separate keystroke (ctrl+A could work).

Well... I just decided not to have a File dropdown, or any dropdown menu.
Checking Paint.NET and Photoshop, they both have Ctrl+Shift+S for the "Save As" command (but I doubt this shortcut is quite as common or popular as just Ctrl+S).

What I guess I could do: keep the save button as is, but have both Ctrl+S and Ctrl+Shift+S shortcuts, respectively working as Save and Save As. That said, EE is missing visual cues when a save is occuring, so I'd have to add that too.

MiniCompute
Posted on 07-31-15 10:14 PM Link | Quote | ID: 160540


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Posted by Stifu

Checking Paint.NET and Photoshop, they both have Ctrl+Shift+S for the "Save As" command (but I doubt this shortcut is quite as common or popular as just Ctrl+S).

What I guess I could do: keep the save button as is, but have Ctrl+S, respectively working as Save As. That said, EE is missing visual cues when a save is occuring, so I'd have to add that too.


Quoting the edited statement, this would work best for you, if you wanted to open as short cut ctrl+o
I know it doesn't look easy but in the long I think it would benefit most users using your program.

Stifu
Posted on 07-31-15 11:11 PM Link | Quote | ID: 160541


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I'm not sure what you mean. Ctrl+O already works.

MiniCompute
Posted on 08-01-15 02:17 AM Link | Quote | ID: 160542


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Posted by Stifu
I'm not sure what you mean. Ctrl+O already works.


What I was saying you could leave only the option for save as in your program and use the short cut for save as ctrl+s.
I mentioned ctrl+o to open up and locate a file because I thought it wasn't implemented.

Given that it would benefit everyone else using the program and not only just leaving a option for short cuts to open files.

Hope that is more clearer to you.

MandL27
Posted on 08-01-15 02:44 AM Link | Quote | ID: 160543


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Posted by Stifu
Posted by MandL27
You could do what most apps do and not have a Save As button but instead list it either in the File dropdown or just have it as a separate keystroke (ctrl+A could work).

Well... I just decided not to have a File dropdown, or any dropdown menu.
Checking Paint.NET and Photoshop, they both have Ctrl+Shift+S for the "Save As" command (but I doubt this shortcut is quite as common or popular as just Ctrl+S).

What I guess I could do: keep the save button as is, but have both Ctrl+S and Ctrl+Shift+S shortcuts, respectively working as Save and Save As. That said, EE is missing visual cues when a save is occuring, so I'd have to add that too.

Are visual cues on saves really that necessary? I don't think any Microsoft Office program has that unless it lags due to saving a lot of data.

Stifu
Posted on 08-01-15 10:09 AM Link | Quote | ID: 160545


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Posted by MandL27
Are visual cues on saves really that necessary? I don't think any Microsoft Office program has that unless it lags due to saving a lot of data.

Well, I think it's always good to have. Actually, EE will have some kind of visual cue: the star next to the edited tracks will disappear. But then again, you might have edited data that isn't related to a track.

So, in the end, you think having both Save and Save As keyboard shortcuts would be nice to have (even though the menu bar would remain the same)?

MandL27
Posted on 08-01-15 04:38 PM Link | Quote | ID: 160546


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Posted by Stifu
Posted by MandL27
Are visual cues on saves really that necessary? I don't think any Microsoft Office program has that unless it lags due to saving a lot of data.

Well, I think it's always good to have. Actually, EE will have some kind of visual cue: the star next to the edited tracks will disappear. But then again, you might have edited data that isn't related to a track.

So, in the end, you think having both Save and Save As keyboard shortcuts would be nice to have (even though the menu bar would remain the same)?

Yeah. I figure that in the world of file management, it's more common to overwrite one file than splice the diffs onto a separate file.

Stifu
Posted on 08-02-15 12:53 AM Link | Quote | ID: 160548


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Posted by MandL27
Yeah. I figure that in the world of file management, it's more common to overwrite one file than splice the diffs onto a separate file.

It was kind of a way to ensure people make backups and don't ruin their ROMs. I guess it's a bit less necessary now that EE is more mature, but still. I'll come up with an updated preview soon.

Stifu
Posted on 08-05-15 12:36 AM Link | Quote | ID: 160555


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Here we go.

Ctrl+S now acts as Save ROM.
Ctrl+Shift+S now acts as Save ROM As.

The menu Save button still acts as Save ROM As. The reasoning behind this is that new users will tend to use the button and not the shortcut, and so will have a chance to think twice and not overwrite their original ROM, pushing them to create backups. More experienced users will use keyboard shortcuts instead to avoid a few extra clicks, and will take responsibility if things go wrong.

Because I didn't like the fact there was no visual confirmation that you actually saved your ROM, now a star is displayed next to your ROM name in the application title if it has any unsaved changes. So, when pressing Ctrl+S, you'll see the star disappear.

Termingamer2-JD
Posted on 08-23-15 09:38 PM Link | Quote | ID: 160871


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Can we save in .IPS form? I haven't read the original part and also I cannot be arsed to wade through about 20 pages of discussion.

The tool sounds cool. And even better that it has Linux support since we shouldn't not support the Debian Project.

(yeah, I am using XP but I don't know how to install Debian, without a USB drive or CD)

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Jamie Dignam

Stifu
Posted on 08-23-15 09:43 PM Link | Quote | ID: 160873


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EE doesn't let you create patches. You can do it with other tools once you're done modifying your game.

PS: EE 2.8 will probably be released next weekend.

Termingamer2-JD
Posted on 08-23-15 09:58 PM Link | Quote | ID: 160875


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Posted by Stifu
EE doesn't let you create patches. You can do it with other tools once you're done modifying your game.

PS: EE 2.8 will probably be released next weekend.

Are you thinking of adding it to EE? It would make hacking easier for newbies and encourage people to stop posting stupid ROMs to things.

(and I made that post also to see if you'd reply or not, lol, not just to ask the question)

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Jamie Dignam

Stifu
Posted on 08-23-15 10:07 PM Link | Quote | ID: 160876


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Posted by Termingamer2-JD
Are you thinking of adding it to EE? It would make hacking easier for newbies and encourage people to stop posting stupid ROMs to things.

"Stupid ROMs to things", what? Anyway, no, I don't plan to do this. First, there's more than just the IPS format. I think there are better formats out there now, and I don't want to open this can of worms. Besides, wouldn't it make sense to use a tool made specifically for this? Say you have 10 editors for 10 different games made by 10 different programmers, wouldn't it be better to handle patches in a unified way through the same tool, rather than let all editor authors do their own thing? Not to mention it's something you'll only need to do once, in general.

It's the same logic I have for graphics editing: want to edit graphics? Do it in a graphics editor. I don't want to reimplement a whole OS in EE, I just wanted to make a tool specifically to modify SMK, because there was no good one around. If a program already does something properly, no reason to reinvent the wheel.

Posted by Termingamer2-JD
(and I made that post also to see if you'd reply or not, lol, not just to ask the question)

I've always been replying for years, why would I stop?

Termingamer2-JD
Posted on 08-23-15 10:35 PM Link | Quote | ID: 160877


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Oh, I didn't know if you were going like Lunar Magic and doing most possible thing.

"Stupid ROMs to stuff" - I mean, people posting ROMs here when really they shouldn't. It's another of my stupid references and insulting of banned users (however much they deserve it).

I meant you hadn't posted for a few days, or such, but had visited Board 2 nearly every day.

I'm only familiar with the .ips format, sorry for general stupidity.

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Jamie Dignam

Stifu
Posted on 08-23-15 10:45 PM (rev. 2 of 08-23-15 10:46 PM) Link | Quote | ID: 160878


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Posted by Termingamer2-JD
Oh, I didn't know if you were going like Lunar Magic and doing most possible thing.

I've never used Lunar Magic, but anyway, I think most of my users would want me to spend time on things they cannot do or change in SMK, rather than on things they can already do with other tools.

Posted by Termingamer2-JD
"Stupid ROMs to stuff" - I mean, people posting ROMs here when really they shouldn't.

Well, EE doesn't have the pretension to fix or work around people's "stupidity". And it's only about modifying SMK, not about sharing your work. Besides, if people don't know they shouldn't publicly share ROMs, do you expect them to use patching features if they were available? I guess this feature might make more sense with SMW hacking, considering it's probably among the most-hacked games ever.

Anyway, having as few goals as possible ensures I can deliver quality content and not get sidetracked (truth be told, I keep getting sidetracked anyway... EE is a "sidetrack project" in itself).

MercuryPenny
Posted on 08-25-15 04:03 AM Link | Quote | ID: 160912

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Why doesn't the file produced by "raw tile graphic (.bin)" show me anything when I open it in YY-CHR? It seems like it just produces a blank file since it doesn't even show garbage.

MiniCompute
Posted on 08-25-15 05:11 AM Link | Quote | ID: 160913


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Posted by MercuryPenny
Why doesn't the file produced by "raw tile graphic (.bin)" show me anything when I open it in YY-CHR? It seems like it just produces a blank file since it doesn't even show garbage.


Hmm his latest version doesn't work, but 2.6.2 works somewhat, only problem is its full of garbage.
@stifu if the export feature for raw bin files work, what is the correct way to do it ?

Stifu
Posted on 08-25-15 07:37 AM Link | Quote | ID: 160915


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Posted by Mike-Tech
@stifu if the export feature for raw bin files work, what is the correct way to do it ?

It works, there are no known issues. I've been editing raw binaries exported from EE with Tile Molester (the codec you have to choose in TM depends on the type of data). I don't know what format YY-CHR expects, but last time I checked, it didn't seem to work with unaltered SMK binary data. I can provide step-by-step instructions with TM if you tell me what you're trying to do exactly.

MiniCompute
Posted on 08-25-15 12:27 PM Link | Quote | ID: 160917


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Posted by Stifu
Posted by Mike-Tech
@stifu if the export feature for raw bin files work, what is the correct way to do it ?

It works, there are no known issues. I've been editing raw binaries exported from EE with Tile Molester (the codec you have to choose in TM depends on the type of data). I don't know what format YY-CHR expects, but last time I checked, it didn't seem to work with unaltered SMK binary data. I can provide step-by-step instructions with TM if you tell me what you're trying to do exactly.


To be honest I really don't care much for smk hacking at all.
However people like mercury might though, thanks for answering.

Stifu
Posted on 08-29-15 11:34 AM Link | Quote | ID: 160955


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EE 2.8 is finally out.
It's been over a year since the 2.7.2.

In this release:


- Added support for GP cup texts editing (English only)
- Added support for cup and track name editing
- Added ability to import and export road tile types and palette associations
- Added a paint bucket feature for road tile editing
- Added the ability to clone AI elements
- Added the display of the in-game top border over the background preview
- Added the ability to jump to any part of the background preview animation, and to set the animation speed
- Fixed possible data compression issues with Euro and Jap ROMs
- Improved the data compression rate for Euro and Jap ROMs
- Increased the decompression buffer size from 16 to 128 KiB. This makes it possible to manually decompress larger data such as podium graphics.
- Added a star next to the loaded ROM name when there are unsaved changes
- Changed Ctrl+S shortcut to act as "Save ROM" rather than "Save ROM As"
- Added Ctrl+Shift+S shortcut for "Save ROM As"
- Fixed 2.7.2 regression that disabled battle track reordering
- Many tweaks and fixes


There are several fixes since the last preview.
By the way, the SMK offset documentation has been moved here. It's an online version now.
If you want to download the documentation, you should get it from the EE repo.

I have started updating the site Overview page, but I'm not done yet.
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