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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 12-21-15 08:24 PM Link | Quote | ID: 162212


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Posted by MandL27
So, where would the additional tiles for Luigi go? As far as I can tell, there's no empty space nearby that I could put those tiles in.

I can't help, I haven't tried it.

Posted by MandL27
And I can't seem to find where the standings/award ceremony/credits palettes (at least for the drivers) are located. Am I just missing something?

Podium and credits. I think the colors for drivers are shared, but I forgot the details.

MandL27
Posted on 12-22-15 03:14 AM (rev. 2 of 12-22-15 05:43 AM) Link | Quote | ID: 162216


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Posted by Stifu

Podium and credits. I think the colors for drivers are shared, but I forgot the details.

The starting addresses here and here don't match up, and just by combing through I can't seem to figure out which one it actually is. Which is the correct offset?
Edit: Figured it out; the subpage is right. I was just being completely inept at finding palette values.

Mike-Tech
Posted on 12-22-15 06:58 AM Link | Quote | ID: 162219

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http://www.mediafire.com/download/g3lams1gv48jo92/supermariokart+music+porting+tutorial.doc

Here you go folks this is a guide for porting music for smk, I collabrated with Blabrake over a year ago.
I forgot to upload this, I haven't ported anything with smk since testing it.
Beware your midi will need to be 4 channels the 4th channel is drums.
The other 2 belong with sfx and sounds from the game.

Enjoy and speak to brake if you need more assistance.


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Mike-Tech
Posted on 12-22-15 06:58 AM Link | Quote | ID: 162220

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http://www.mediafire.com/download/g3lams1gv48jo92/supermariokart+music+porting+tutorial.doc

Here you go folks this is a guide for porting music for smk, I collabrated with Blabrake over a year ago.
I forgot to upload this, I haven't ported anything with smk since testing it.
Beware your midi will need to be 4 channels the 4th channel is drums.
The other 2 belong with sfx and sounds from the game.

Enjoy and speak to brake if you need more assistance.


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Stifu
Posted on 12-22-15 08:57 AM Link | Quote | ID: 162221


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Posted by MandL27
The starting addresses here and here don't match up, and just by combing through I can't seem to figure out which one it actually is. Which is the correct offset?

Looking at both pages, I can't see what doesn't match. Can you point it out, so I can fix it?

Mike-Tech: cool, thanks.

MandL27
Posted on 12-22-15 04:30 PM Link | Quote | ID: 162224


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Posted by Stifu
Posted by MandL27
The starting addresses here and here don't match up, and just by combing through I can't seem to figure out which one it actually is. Which is the correct offset?

Looking at both pages, I can't see what doesn't match. Can you point it out, so I can fix it?

Never mind, I was looking at the wrong line on the pack 8 page. I really should stop asking questions since I usually end up figuring out where I went wrong within a few minutes of asking.

Termingamer2-JD
Posted on 12-23-15 11:59 AM Link | Quote | ID: 162229


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@MandL27 I do that a lot as well on my site but usually because I'm lazy to look through a long article, usually it's explained in short as a reply there, and the fact a lot of articles take a 'beginner point'.

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Jamie Dignam

Termingamer2-JD
Posted on 12-26-15 03:09 PM Link | Quote | ID: 162269


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@Stifu do you know anything about hacking Super Circuit on GBA? It'd be worth something to look at.

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Jamie Dignam

Stifu
Posted on 12-26-15 09:13 PM Link | Quote | ID: 162278


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Posted by Termingamer2-JD
@Stifu do you know anything about hacking Super Circuit on GBA? It'd be worth something to look at.

I don't know anything about it. I won't be the one to look at it.

Dr. Floppy
Posted on 01-30-16 03:03 AM Link | Quote | ID: 162709

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Posted by Stifu
Posted by MandL27
So, where would the additional tiles for Luigi go? As far as I can tell, there's no empty space nearby that I could put those tiles in.

I can't help, I haven't tried it.


I've found a way to give Luigi his own unique bottom-half sprites via ROM expansion...

Stifu
Posted on 05-28-17 01:01 PM Link | Quote | ID: 165640


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Hi guys. For the 10th anniversary of Epic Edit, a little release (2.8.2) is coming in a couple of weeks. Nothing big, I mainly added support for editing podium cup texts (something I forgot to do 2 years ago).

In case anyone reads this, feel free to test it and report back any issues before the official release: http://stifu.fr/files/stifu/EpicEdit.zip

AlveinHero
Posted on 06-02-17 08:14 PM Link | Quote | ID: 165655


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Thank you, Stifu. I'm testing it out, and I'm working on the NTSC version of Super Parigo Kart.

Stifu
Posted on 06-02-17 10:50 PM Link | Quote | ID: 165656


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Cool. I guess you could export and import as much stuff as possible through EE, and take care of the remaining bits in hex. Is that what you were planning to do? It sounds easy to miss some changes, though.

Anyway, I plan to release EE 2.8.2 in July, so feel free to report any issues or quality of life improvements before then.

Googie
Posted on 06-15-17 11:31 PM Link | Quote | ID: 165702


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I should give this SMK editor a try, I played this game to death in the 1990's.

Stifu
Posted on 06-16-17 12:17 AM Link | Quote | ID: 165703


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I only just noticed people have been reporting bugs on GitHub, and someone even made a pull request last year (adding the ability to mass import / export tracks). The 2 bugs reported are not actually bugs in EE, so there's nothing to fix. But I'll see if I can include that new feature in the next EE.

Stifu
Posted on 06-18-17 11:59 PM Link | Quote | ID: 165710


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I have applied the patch that adds support for bulk track import / export. http://stifu.fr/files/stifu/EpicEdit.zip

Stifu
Posted on 07-08-17 03:20 PM Link | Quote | ID: 165764


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I have released EE 2.8.2.


- Added support for GP podium texts editing
- Added the ability to import and export all tracks (by mcintyre321)
- Added an alternative way to set the starting position second row offset
- Added a hack to work around Mono crashes, especially on Mac
- Fixed a ROM text loading edge case bug
- Improved the speed and compression rate of the Codec compressor
- Fixed error message handling when using the Codec
and trying to decompress from an invalid address

Stifu
Posted on 10-14-17 01:34 PM Link | Quote | ID: 165947


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Only just now do I realize exporting graphics data with a ".bin" extension causes issues with YY-CHR and Tile Molester. They load files differently depending on the extension.

EE 2.8.3 fixes that.

segwayspeedracer1
Posted on 11-13-17 11:54 PM Link | Quote | ID: 165972

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Hey man keep up the great work with your program!! Its awesome and the compression part is really useful.

Im working to figure out how driver tiles are built, especially mirroring. Found a good chunk of new info I dont think is in your epic edit website.

http://acmlm.kafuka.org/board/thread.php?id=8817

Stifu
Posted on 11-16-17 08:15 AM Link | Quote | ID: 165973


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Thanks for this. There's actually a bunch of data I haven't merged with my documentation (off the top of my head: rival data, how to make Luigi a full-fledged character, in-depth music data...). I just saved these things on my computer when I came across them, and that's it.

Ideally, I'd like people to send me pull requests so I can effortlessly merge them.
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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor New thread | New reply

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