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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
PU206C |
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Red Goomba Level: 16 Posts: 15/41 EXP: 18903 Next: 1353 Since: 02-07-10 Last post: 4799 days Last view: 3405 days |
offtopic maybe
Posted by Machow8 virtuanes is imho best nes emulator |
Stifu |
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Cobrat Level: 56 Posts: 314/666 EXP: 1360528 Next: 37648 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Epic Edit 1.6 is now out.
https://epicedit.stifu.fr/ Enjoy. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 1/202 EXP: 203636 Next: 2806 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Nice editor stifu! Thought, I was wondering this 3 things:
1. It is possible to edit the objects that appears in GP and not in time trial like jumpers ? boxes, etc? Since some of my tracks seem affected by the position of them... 2. Also, why does my battle track 1 is corrupted? I mean in the editor shows fine but when playing it half of the track is garbled with random tiles.(maybe because I added in some tracks more AI boxes than they are supposed to be?) 3. And it is possible to rename the tracks? ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 321/666 EXP: 1360528 Next: 37648 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Hi,
1. This will be in the next version. 2. No idea, first time I hear about this. If you send me your ROM, I can have a look. Or better yet: steps to reproduce the problem from a clean ROM. As far as I know, you should be able to 128 AI elements per track. But you can still try deleting some just to make sure... You're using Epic Edit 1.6, right? Is your ROM Jap, US or Euro? There were track corruption issues in 1.5, for non-US ROMs, that's the last track corruption bug I've come across. 3. Not yet, maybe later. But you can still easily do it using a hex editor. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 2/202 EXP: 203636 Next: 2806 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Posted by Stifu Unfortunately, the corruption ocurred randomly. I dont know what caused it I was makind my tracks normally, as a maximun track containing 76 AI boxes. When I wanted to edit the battle tracks, I tested them out and found half stage wrong. Yes, im using epic edit 1.6. The rom is US. ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 322/666 EXP: 1360528 Next: 37648 Since: 02-22-07 Last post: 678 days Last view: 300 days |
It's probably the track map itself that the editor can't properly compress. You could confirm this by making a copy of your game, exporting the problematic track map, and importing it on another track. If that other track also appears as corrupt, then bingo. In which case you could send me the track map file so I can have a look. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 3/202 EXP: 203636 Next: 2806 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Posted by Stifu I imported the problematic track onto another slot and it works fine....Is the battle stage 1 slot that corrupts in gameplay no matter what kind of tiles are set up? I import a different track to battle stage 1 and it also appears messed up with random tiles. ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 323/666 EXP: 1360528 Next: 37648 Since: 02-22-07 Last post: 678 days Last view: 300 days |
The first battle course is slightly different from the others, as it originally as different AI data, and different starting positions (which can't be edited yet through Epic Edit, for the record), but this shouldn't be a problem, and shouldn't cause what you see... Unless there are other differences I'm unaware of.
I take it you didn't modify your ROM manually, and simply used Epic Edit, is that right? I just tried importing Battle Course 2 then 3 over Battle Course 1, and the track wasn't corrupt, all was fine. Maybe you didn't start your hack from a clean / valid ROM? Just making sure, as that was the case with Raccoon Sam at the beggining of this thread... |
Gamma1227 |
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Red Paragoomba Level: 18 Posts: 26/53 EXP: 27313 Next: 2584 Since: 07-31-10 Last post: 4993 days Last view: 4806 days |
hey, Epic edit is pretty nice! the only question I'm having is: how to you place item squares on the track? I'm assuming it's the same way you put money? ____________________ Time heals all wounds.. but so does a couple pain killers, anti-depressants, and some hard core metal. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 4/202 EXP: 203636 Next: 2806 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Posted by Stifu No. I didnt used any hex editor. I guess that may be...I am going to try a new rom that I am sure is clean. ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 324/666 EXP: 1360528 Next: 37648 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Posted by Gamma1227 At the moment, the only way is through the tileset, select and use the 4 tiles that make up an item block (at the bottom of the tileset). Once you've done it once, you hold the right mouse button to select the item block you created, to copy / paste it elsewhere. In the next version, you'll be able to add item blocks (and other stuff) the same way the original are done: on another layer. The difference it makes, when playing, is whether they show up in Time Trial. If you add them as regular tiles, they will. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 5/202 EXP: 203636 Next: 2806 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Posted by StifuPosted by Gamma1227 I wonder...is there is a limit of how many tiles can be put on the layer? or can be put all 127x127 to replace? Imagine...A different course for the GP and a different course in time trial. ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 326/666 EXP: 1360528 Next: 37648 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Posted by gridatttack I've thought about this, yeah. The limit is 42 overlay tiles per track (I didn't check whether this limit can be lifted). In the original SMK ROM, the biggest overlay tile pattern is 5x5 tiles (for coins). However, it's possible to create your own overlay tile patterns that would be bigger than that. The next version of Epic Edit will let you edit overlay tiles, but not create your own patterns. Maybe later. |
Stifu |
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Cobrat Level: 56 Posts: 328/666 EXP: 1360528 Next: 37648 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Epic Edit 1.9 is out. Yay.
Announcement: http://stifu.free.fr/en/news.php |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 6/202 EXP: 203636 Next: 2806 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Stifu |
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Cobrat Level: 56 Posts: 329/666 EXP: 1360528 Next: 37648 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Indeed, there was a nasty regression (which also affects the theme combo box).
I just uploaded v1.9.1, which fixes this. https://epicedit.stifu.fr/download/EpicEdit_1.9.1.zip I'll update the site soon. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 7/202 EXP: 203636 Next: 2806 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Off topic(maybe?)
How can I make the CPU to react to the boost panels? I mean, I have some big jump that I want the CPU to clear it, but sometimes some CPU wont be affected by the boost and some other will. This also changes in different cc. In 50cc all the CPU will make the jump(sometimes) but in 100cc almost no one will make it and in 150cc sometimes will, sometimes not. So the terrain detection by the CPU has something to do the AI elements are placed? ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 330/666 EXP: 1360528 Next: 37648 Since: 02-22-07 Last post: 678 days Last view: 300 days |
I take it you already set the AI element speed to the max where needed, right? If so, I'm not sure what else you can do.
By the way, I think the terrain type never affects the CPU speed. I just double checked by adding speed arrows on Mario Circuit 1, and they don't affect the CPU. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 8/202 EXP: 203636 Next: 2806 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Posted by Stifu I will double-check and try to mess around with the AI box position to see if it resolves. But I have a big jump on donut plains 2 and mario circuit 4 and the CPU will always make it, no matter what cc is. The course that is giving me problems is Mario circuit 3. ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 333/666 EXP: 1360528 Next: 37648 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Epic Edit 2.0 is out!
Features MAKE track compatibility. Announcement: http://stifu.free.fr/en/news.php |
Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
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