| |||
Views: 88,433,926 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 04-19-24 01:49 AM |
|
Guest: Register | Login |
0 users currently in ROM Hacking Related Releases | 3 guests | 1 bot |
Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
Stifu |
| ||
Cobrat Level: 56 Posts: 294/666 EXP: 1360492 Next: 37684 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Trelior: v1.0 (current stable version) does not support AI editing.
The WIP version does, however. So you can either compile it yourself from sources, or simply wait for the next release. |
Trelior |
| ||
Level: 99 Posts: 607/2602 EXP: 9748869 Next: 251131 Since: 07-12-09 Last post: 4490 days Last view: 4477 days |
Ah, okay. Thanks, Stifu. I'll be honest, I haven't done any hacking in SMK, but I might get into it when your new editor comes out. I'm not making any promises because I have my SMB3 project that I'm procrastinating working on, but discussing that is for a different time/thread and I don't want to derail your thread too much more with this incoherent crap.
Anyway, good luck with your coding, man. |
master higgins |
| ||
Red Goomba Level: 17 Posts: 32/42 EXP: 21231 Next: 3512 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2222 days Last view: 453 days |
Hi. I've been trying the WIP version compiled from sources. How can I change the start positions of the other competitors? When I push the "Start" tab, the start positions are just shown but they're not changeable.
Do I have to wait for a next release until this feature is included? Thanks for making this editor! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
Stifu |
| ||
Cobrat Level: 56 Posts: 304/666 EXP: 1360492 Next: 37684 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Yeah, it's just not done yet... You can see the driver positions but not change them yet.
This was implemented by a contributor, by the way, which is nice. This feature may not make it in the next release (concentrating on AI and objects for now), it'll probably be in the one after. |
master higgins |
| ||
Red Goomba Level: 17 Posts: 33/42 EXP: 21231 Next: 3512 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2222 days Last view: 453 days |
Well, the AI is working fine as tested by a course I made from mario circuit 1. The drivers follow the course correctly.
I noticed that the outer vertex of the triangle must be inside the next rectangle or triangle of the AI data, like if it was an arrow pointing to the next rectangle or triangle. This is so the drivers follow the course correctly, isn't it? Well, I must say you did an excellent job with this editor. I'll wait for the next releases. Keep up the good work By the way, do you know the offsets where the start position (and angle, like 0º, 90º, 180º, 270º) of the players are stored? I think I'll use an hex editor for the things not covered in epic-edit. Cya! EDIT: Don't worry, I've already figured it out. It seems the offsets are stored in the Game.cs source file. ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
Stifu |
| ||
Cobrat Level: 56 Posts: 305/666 EXP: 1360492 Next: 37684 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Posted by master higgins Yeah, the AI is pretty much done. I think I'll just make adding new AI elements more user friendly (at the moment, the only way to add a new element is to double click the map). The only big thing blocking the next release is object zone display (at the moment, you don't know whether objects will actually show up in the game if you move them around, as you can't see their zone). Posted by master higgins When entering an AI element, the computer will move toward the element target (the little dot attached to the element), so yes, it has to lead to the next element, else the computer may not find its way. On a side note, the order of the AI elements matter, as it's used to determine your current rank in the track (from 1st to 8th). That's why I display the selected AI element. Posted by master higgins Thanks. Posted by master higgins Check out smkdan's site. It's been quite helpful for the development of Epic Edit. |
master higgins |
| ||
Red Goomba Level: 17 Posts: 34/42 EXP: 21231 Next: 3512 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2222 days Last view: 453 days |
Hi, I've seen smkdan documentation on the starting positions, track overlays and object data, but I'm missing the goal line data. How is it calculated?
For instance, if I make a course, write all the AI data with epic-edit and move the starting positions accordingly with an hex editor (which I discovered can only point upwards) there's still the problem where's the line that makes you pass to another lap or finish the race. There's no info in smkdan about this. Any hints where this data is located? (Or how is it calculated from AI data for example?) Thanks for any replies! By, the way, merry xmas ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
Stifu |
| ||
Cobrat Level: 56 Posts: 306/666 EXP: 1360492 Next: 37684 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Hmmm, I thought that was documented. Oh well.
A simple way to figure this out would be through MAKE, comparing the ROM data before and after moving the starting line around. |
Stifu |
| ||
Cobrat Level: 56 Posts: 307/666 EXP: 1360492 Next: 37684 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Epic Edit 1.5 is out!
Announcement: http://stifu.free.fr/ Download page: https://epicedit.stifu.fr/ Screenshots: http://stifu.free.fr/pics/EpicEdit_1.5_1.png http://stifu.free.fr/pics/EpicEdit_1.5_2.png http://stifu.free.fr/pics/EpicEdit_1.5_3.png |
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 935/1145 EXP: 3033971 Next: 133143 Since: 07-06-07 From: Québec Last post: 3619 days Last view: 2871 days |
Is it possible to just... download the entire source code folder, instead of downloading each file individually? |
Stifu |
| ||
Cobrat Level: 56 Posts: 308/666 EXP: 1360492 Next: 37684 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Funny you ask, because I just removed the sources from my site since they're on Google Code. It was annoying to upload them for each version.
But yeah. Get TortoiseSVN, and download the whole thing in one go. |
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 936/1145 EXP: 3033971 Next: 133143 Since: 07-06-07 From: Québec Last post: 3619 days Last view: 2871 days |
Other questions...
Is there any reason the AI blocks are differently colored? Or is it just to distinguish them? In this screenshot, there are track blocks that have a stair-like boundary. How is this expressed in the code? Is it just a block with 3 coordinates instead of 4 (assuming the ordinary ones have 4 coordinates, which may be incorrect as well) ? |
Zycor |
| ||
Ninji Level: 36 Posts: 223/237 EXP: 286636 Next: 21474 Since: 05-27-07 Last post: 4820 days Last view: 4765 days |
I'd be more inclined to use the program if there was a clear the track function so I don't have to click every individual tile to my desired one. ____________________ Why are you reading this? My post is up there^ |
Stifu |
| ||
Cobrat Level: 56 Posts: 309/666 EXP: 1360492 Next: 37684 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Posted by Trax Color represents AI speed, from blue = slowest to red = fastest. To change the speed, either right click the element or use the control on the right. Posted by Trax First byte defines what type of block it is (rectangle, or one of the 4 types of triangles, with a different right angle). The following bytes are the X and Y coordinates. Then, for rectangles, 2 bytes define the width and the height, while triangles only have 1 byte there, which defines both the width and height (this means triangles are always as wide as high). Posted by Zycor Hold right click to select a group of tiles. Using this function, you can clear a track in a few seconds. |
Machow8 |
| ||
Newcomer Level: 6 Posts: 1/4 EXP: 570 Next: 337 Since: 05-15-10 Last post: 4628 days Last view: 4628 days |
I want to know one thing of this your Mario Kart Track Editor: Can we play on the tracks that we create or only create them, then only watch they done? |
Stifu |
| ||
Cobrat Level: 56 Posts: 311/666 EXP: 1360492 Next: 37684 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Yes, you can play on the tracks you create. |
Machow8 |
| ||
Newcomer Level: 6 Posts: 2/4 EXP: 570 Next: 337 Since: 05-15-10 Last post: 4628 days Last view: 4628 days |
How do i can play on my track creations? Where do i need to click to play on it? I didn´t see a way of playing on them yet, what do i need to do to play on them? |
Stifu |
| ||
Cobrat Level: 56 Posts: 312/666 EXP: 1360492 Next: 37684 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Epic Edit is an editor, it doesn't let you play.
To play on your computer, you should look for an SNES emulator (such as bsnes, ZSNES, or whatever). Look around the web for more information. |
Machow8 |
| ||
Newcomer Level: 6 Posts: 3/4 EXP: 570 Next: 337 Since: 05-15-10 Last post: 4628 days Last view: 4628 days |
Anyone here knows about a nice emulator of NES ?
One that has an excellent gamming and that has no bugs. |
Stifu |
| ||
Cobrat Level: 56 Posts: 313/666 EXP: 1360492 Next: 37684 Since: 02-22-07 Last post: 678 days Last view: 300 days |
This is clearly not the right thread for that. |
Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 127, rows: 158/158, time: 0.026 seconds. |