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

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segwayspeedracer1
Posted on 11-17-17 03:39 AM Link | Quote | ID: 165974

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Not going to lie, I don't understand Github.. Like, would a "pull request", once approved, make changes to the SMK rom information? Or would it make changes to the Epic Edit software?

If its the former, I don't mind doing that. Sounds useful... I've just been over-modifying my forum posts. I don't know enough about programming to write anything for Epic Edit or I would!


Stifu
Posted on 11-18-17 12:44 AM Link | Quote | ID: 165975


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No, it won't change the Epic Edit software. It's just that I decided to put the SMK ROM documentation in the same repository as Epic Edit (which might have been a bad idea, I dunno... I could still move the doc to its own repo). So it's all in the same place right now.

Here's how it'd work. This may seem daunting, but I can guide you through it if you're motivated. See this for details.
* Create a GitHub account.
* Fork the EE repo (which includes the doc). It's basically your own online copy of the repo (hosted on GitHub).
* Create a local clone of your fork. This copies all of its content on your computer.
* Make changes to the doc. Then commit and push.
* Create a pull request. It contains all of the changes you made to the doc.
* I accept the pull request. Your changes are now on my repo.
* I just have to manually upload the updated doc so that the new stuff becomes available on my site.

That GitHub page describes the needed git command lines, but there are programs out that can do it for you, letting you use a UI instead. I use TortoiseGit at home. There's also SourceTree which is popular.

segwayspeedracer1
Posted on 11-18-17 02:42 AM Link | Quote | ID: 165976

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Ok no problem. Thanks for explaining the process. If I can uses BSNES on Mario Kart I can do this xD

Stifu
Posted on 02-10-18 04:38 PM Link | Quote | ID: 166191


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New Epic Edit version, 2.8.4.

What's new:
- Added support for loading and saving ROMs saved with MAKE
NB: track object behaviors are not loaded and need to be set manually,
because Epic Edit does not handle objects the way MAKE does
- Added support for ROMs with invalid track name data
- Changed AI element intersection handling logic to let users
set them up manually, instead of trying to automatically detect them
- Fixed tile clipboard display issue after having changed palette colors
- Fixed 2.8 regression which made it so changes made to the first color
of the first palette of any theme would not be instantly visible on tiles
that use a palette from #2 to #16
- Fixed 2.8.2 regression that updated the starting position row offset data
if the current precision did not allow the value of the loaded track
- Tweaked the AI selection behavior. If multiple AI targets are at the same
hovered location, then give the hover priority to the selected AI element
- Minor tweaks and fixes

AlveinHero
Posted on 11-09-18 02:51 AM Link | Quote | ID: 166633


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Thank you so much.

Googie
Posted on 11-11-18 06:23 PM Link | Quote | ID: 166639


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I should give it a try and hack this game, the editor looks really easy to use.

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Stifu
Posted on 11-12-18 12:02 AM Link | Quote | ID: 166640


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

Posted by Googie
I should give it a try and hack this game, the editor looks really easy to use.


Déjà vu... If you go ahead and do it, let me know how it goes.

gridatttack
Posted on 03-03-19 07:02 PM Link | Quote | ID: 166930


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Woah, been a while, hasn't it?
Glad to see new version of EE

Time to update!

I'm also back at hacking SMK once again (to finish my hack once and for all)

I wonder, is it possible to change the assigned palette for the battle balloon object?
Just noted when changing the piranha plant color (at least on choco island), it also changed the balloon color!

Tried to change the blue one, but the color is shared with Mario's palette.

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Stifu
Posted on 03-03-19 09:03 PM Link | Quote | ID: 166931


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Posted by gridatttack
I wonder, is it possible to change the assigned palette for the battle balloon object?

Most likely, but I don't know where this data is located.

What I'd do to find such things is alter a save state file until I pinpoint where the wanted data is, then hope it's stored in a similar way in the ROM. It's very inefficient and there is most likely a better way to do this, maybe by using a debugger or something.

gridatttack
Posted on 04-19-20 09:56 AM Link | Quote | ID: 167303


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I wonder, how do the ghost pillars work?

I see that they are not editable directly. Kinda want to move them around, but seems like it's a part the game is picky about.

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Stifu
Posted on 04-20-20 12:56 PM Link | Quote | ID: 167305


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They're not easily editable in the original game, but Epic Edit actually resaves them in a simpler format with a static size (from 0x80331 to 0x85D30).

Here's what smkdan told me back when we were working on this together, but I don't know how useful it will be to you:

I thought this may as well be the time to figure out Ghost Valley pillars and I see how it works now. For the other courses I suppose you don't have to relocate the object positions since every course, even Ghost Valley, has 64 bytes of reserved space whether or not they use the objects. The object *zones* for all courses however I will relocate.

Ghost Valley pillars are more flexible and it works in a completely different way from the others. Instead of having ranges of checkpoints where one of four object zones are applied, it has a table with an entry for every checkpoint on the course. Each checkpoint is assigned a starting index where pillars will be loaded. It will then load the 4 pillars starting from that point. The starting index is into a variable length array of 2byte positions similar to what normal courses use.

for sake of documentation or if you want to mess around with it:
4DB83: 16bit pointers for each GV in order they appear (bank byte is $84)

Each pointer points to:
2 bytes: 2 byte pointer to checkpoint assigned table I just mentioned. The checkpoint # is used as the index.
2 bytes * n: the pillar positions, assume it's the same 7bit positioning other objects use. The checkpoint assignment *2 is used as an index into this data. Load 4 pillars starting from the given index.

Easiest way to make this more flexible is to assign some fixed number of bytes for all 20 tracks that could potentially be used for ghost valley pillars in the expanded ROM. 2 bytes are required to position a pillar, so say 256 bytes per course is enough for 128 pillars in a single course. There is no fixed number of pillars in GV, for every checkpoint you can potentially loaded up to 4 unique pillars. 128 checkpoints max means 512 possible pillars but that's really excessive. There is also the checkpoint assignment table that has to be stored.

gridatttack
Posted on 04-22-20 05:17 AM (rev. 3 of 04-22-20 05:29 AM) Link | Quote | ID: 167308


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Posted by Stifu
They're not easily editable in the original game, but Epic Edit actually resaves them in a simpler format with a static size (from 0x80331 to 0x85D30).

Here's what smkdan told me back when we were working on this together, but I don't know how useful it will be to you:

I thought this may as well be the time to figure out Ghost Valley pillars and I see how it works now. For the other courses I suppose you don't have to relocate the object positions since every course, even Ghost Valley, has 64 bytes of reserved space whether or not they use the objects. The object *zones* for all courses however I will relocate.

Ghost Valley pillars are more flexible and it works in a completely different way from the others. Instead of having ranges of checkpoints where one of four object zones are applied, it has a table with an entry for every checkpoint on the course. Each checkpoint is assigned a starting index where pillars will be loaded. It will then load the 4 pillars starting from that point. The starting index is into a variable length array of 2byte positions similar to what normal courses use.

for sake of documentation or if you want to mess around with it:
4DB83: 16bit pointers for each GV in order they appear (bank byte is $84)

Each pointer points to:
2 bytes: 2 byte pointer to checkpoint assigned table I just mentioned. The checkpoint # is used as the index.
2 bytes * n: the pillar positions, assume it's the same 7bit positioning other objects use. The checkpoint assignment *2 is used as an index into this data. Load 4 pillars starting from the given index.

Easiest way to make this more flexible is to assign some fixed number of bytes for all 20 tracks that could potentially be used for ghost valley pillars in the expanded ROM. 2 bytes are required to position a pillar, so say 256 bytes per course is enough for 128 pillars in a single course. There is no fixed number of pillars in GV, for every checkpoint you can potentially loaded up to 4 unique pillars. 128 checkpoints max means 512 possible pillars but that's really excessive. There is also the checkpoint assignment table that has to be stored.



Interesting read! I suppose we really can't move them around in Epic Edit since it seems to use another mode for objects that would break the current UI for the other modes (?). INstead, I think I wanna ask something. I've been having trouble on Ghost Valley 3 when pillars are loaded. When they are set as the pillars routine, I get this inexplicable invisble block on a section of my track. It's annoying since it's right in the middle. I double checked within the editor and I put entirely flat road and I still got that issue.

I tried using the pipe routine, but it seems that the ghost pillar graphics isn't suited for other routines, since it scrambles up. Any ideas?

(also I wonder, is there any sort of SMK Discord server? Or whatever live chat people interested in SMK are in 👀 I fear the day that this board will be gone and all the discussion on this thread will be lost :< Perhaps if we can document some other stuff too, like the palette pages and where they are used. I used to remember where, but forgot now :<)

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Stifu
Posted on 04-23-20 08:36 PM Link | Quote | ID: 167311


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You could move pillars manually if you know what you're doing. Then you could add support for them in Epic Edit. Or send me notes about how they work.
First time I hear about this invisible block thing. Maybe you could send me your ROM so I have a quick look? I'm also not sure what you're really trying to achieve.

There is an SMK Discord, although I did not join it. Dirtbag is part of it and sent me an invite last year. I don't know more.

gridatttack
Posted on 04-24-20 05:05 AM (rev. 2 of 04-24-20 07:21 PM) Link | Quote | ID: 167312


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Posted by Stifu
You could move pillars manually if you know what you're doing. Then you could add support for them in Epic Edit. Or send me notes about how they work.
First time I hear about this invisible block thing. Maybe you could send me your ROM so I have a quick look? I'm also not sure what you're really trying to achieve.

There is an SMK Discord, although I did not join it. Dirtbag is part of it and sent me an invite last year. I don't know more.


Ok, Cool. Thanks. I'll give it a try once I finish the new ghost valley theme. I wonder, which hex editor do you recommend to poke around with these things?
I''m just trying to move them around, as I plan to use them as decoration. Since the invisible block thing seems to happen only when I set the routine as a pillar. My other alternative was to import another Chost Valley theme, but I noted that we can't export/import AI boxes individually, so I'll try that as a last resort.

I'll see if I can find that Discord then 🤔 I think someone sent me one long ago, but can't remember who :< (or if the server is still up and it's public, the invite link should work)



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Stifu
Posted on 04-24-20 11:58 PM Link | Quote | ID: 167314


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At first I was using Hex Workshop, but then I moved to 010 Editor. It's nice but not free. I thought it was worth the money. Any hex editor can do, I guess.

If you only want to import/export the AI, then export the whole track and manually tweak the smk files, copying the wanted section(s) from one track file to another. They're plain text files, and should be easy to figure out.

I just tried the Discord invite link I received back in July, and it has expired, unsurprisingly. Anyway, I could PM you the e-mail address of the person who invited me, if you want.

gridatttack
Posted on 04-25-20 03:36 AM Link | Quote | ID: 167315


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Posted by Stifu
At first I was using Hex Workshop, but then I moved to 010 Editor. It's nice but not free. I thought it was worth the money. Any hex editor can do, I guess.

If you only want to import/export the AI, then export the whole track and manually tweak the smk files, copying the wanted section(s) from one track file to another. They're plain text files, and should be easy to figure out.

I just tried the Discord invite link I received back in July, and it has expired, unsurprisingly. Anyway, I could PM you the e-mail address of the person who invited me, if you want.


Ok, thanks. Interesting, will surely poke around the file format then! Will look up unto that hex editor.
And sure, can we discuss Discord via PM? 👀

Also, sent you the ROM for revision 🙏🏻



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Stifu
Posted on 04-25-20 12:40 PM Link | Quote | ID: 167316


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Alright.

I already sent them to you privately, but I'll repost them here in case they might be useful to anyone: smkdan's SMK notes, which contain info about Ghost Valley pillars.

Stifu
Posted on 04-30-20 11:14 PM Link | Quote | ID: 167323


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Here's Epic Edit 2.8.5.
Not much is new. Someone reported a nasty regression, I had to fix it.

What's new:
- Fixed display regression from 2.8.4 when editing front background tiles
- Remove invalid characters from track names in bulk export file names

bitenfeu
(post deleted) ID: 167328

Stifu
Posted on 05-13-20 10:24 PM (rev. 2 of 05-13-20 10:25 PM) Link | Quote | ID: 167359


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Here's Epic Edit 2.8.6.
More regression fixes.

What's new:
- Fixed 2.8 regression which could lead to altered GP starting position data on track load or import
- Fixed 2.8 regression which made it so modifying battle track starting positions would not mark the ROM as modified
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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor New thread | New reply

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