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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
Stifu |
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Cobrat Level: 56 Posts: 357/666 EXP: 1361246 Next: 36930 Since: 02-22-07 Last post: 685 days Last view: 307 days |
Epic Edit 2.3 is out.
Features color palette editor, and undo/redo for tile editing. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 11/202 EXP: 203770 Next: 2672 Since: 07-11-10 Last post: 1427 days Last view: 253 days |
Stifu |
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Cobrat Level: 56 Posts: 358/666 EXP: 1361246 Next: 36930 Since: 02-22-07 Last post: 685 days Last view: 307 days |
Well, ROM corruption issues should be mitigated by the fact you can export tracks individually.
And the palette editor rocks. Thanks to a contributor who did much of the hard work. |
Senaye |
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Level: 45 Posts: 298/435 EXP: 627461 Next: 32703 Since: 03-22-11 From: Somewhere Last post: 3397 days Last view: 3397 days |
Posted by Stifu You're welcome. XD I kid, but my bet is on Raccoon Sam for this one. |
Stifu |
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Cobrat Level: 56 Posts: 359/666 EXP: 1361246 Next: 36930 Since: 02-22-07 Last post: 685 days Last view: 307 days |
Erm... No. ¬_¬
If it was someone from here, I would have stated his name. Besides, no need to guess, he's mentioned in the change log. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 12/202 EXP: 203770 Next: 2672 Since: 07-11-10 Last post: 1427 days Last view: 253 days |
Senaye |
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Level: 45 Posts: 301/435 EXP: 627461 Next: 32703 Since: 03-22-11 From: Somewhere Last post: 3397 days Last view: 3397 days |
Posted by Stifu Aha. Well I tried. As long as you try, thats all that matters. Right? Anyways, I might get a chance to do something with EE tomorrow, It seems you launch new stuff every week or so, and thats fast, so good job, and kudos to you. |
duffjr |
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Micro-Goomba Level: 11 Posts: 10/16 EXP: 5047 Next: 938 Since: 04-15-07 Last post: 4553 days Last view: 4553 days |
Nice discussion here. I'm about to try out Epic Edit for some battle courses. This may be a stupid feature request, but is there any support for importing tracks from MAKE or Trackdes? We have hundreds of tracks from the Trackdes time period on various ROMs. I spent about 20 hours editing the AI on 5 tracks on MAKE, but then my external HDD crashed while backing up the tracks, so I only have access to the ROM now.
I just started playing around and noticed a couple things: 1)Ghosts & lightnings aren't available in the editor for GP & battle. I know they aren't stock, but their inclusion doesn't create a problem. An external item editor has them available. 2)You can't copy and paste whole parts of the track. This was a feature in Trackdes and made everything a whole lot easier. Well, everything else looks good so far. If you do add a copy paste feature, can you add a flip/rotate feature as well? The two main edits I plan to do involve reversing tracks and moving turns around. I know this is probably asking too much for a program that isn't Photoshop, but these features would be awesome. Also, is there a help file or demo of the editor in action? OMFG, you have Porcupo/Spiny support. They are legendary and will change my whole outlook for editing. I assume they can be played in GP, but instantly disappear as soon as you lay a second item. |
Stifu |
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Cobrat Level: 56 Posts: 366/666 EXP: 1361246 Next: 36930 Since: 02-22-07 Last post: 685 days Last view: 307 days |
Posted by duffjr Rejoice, it's already in there. Posted by duffjr You mean SMK Dan's editor (forgot the name)... Well, even if they do not create a problem, it doesn't really work either, does it? Like, the item disappears and does nothing when you use it, or something along these lines, no? I forgot. Besides, I'm not the one who implemented this feature in EE. Posted by duffjr You can. Hold right click. Posted by duffjr I don't plan to add this. It's too specific to be useful to most people. But you could probably easily do it manually, outside of EE. Like, export your track, and create a script to reorder each track row. Posted by duffjr No. I wanted to add something like that at some point (like "?" buttons next to each feature), but preferred to focus on adding more features instead. I thought users would end up creating documentation, as they did for MAKE. Posted by duffjr Haha, don't you mean Chain Chomp support (although they have no chain)? They only appear in Match Race mode. SMK Dan briefly tried to make them work in GP mode, but the results weren't good. |
duffjr |
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Micro-Goomba Level: 11 Posts: 11/16 EXP: 5047 Next: 938 Since: 04-15-07 Last post: 4553 days Last view: 4553 days |
Thanks for the fast reply. I just found the copy paste feature. Trackdes works fine, but MAKE tracks show up empty. I'll double check that.
For exporting the track to the smkc file and then reorientating a section of the track, how would I implement something like that in a script? If you give me an idea for the function and tell me how to add it to a script, that would be a big help. Suppose you were making a symmetrical course and needed to add three more turns. A rotate feature would fix the issue of having to redraw it. Even if the track weren't symmetrical, you could still use it on turns that were the same length. This is especially useful for battle although you'd still have to draw in the various color tiles. Still, the drawing part of the track is like 10% compared to making sure the AI work properly, so the design features aren't really that important as long as everything works. |
Stifu |
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Cobrat Level: 56 Posts: 367/666 EXP: 1361246 Next: 36930 Since: 02-22-07 Last post: 685 days Last view: 307 days |
Posted by duffjr Weird, should work fine with MAKE tracks. I confirmed it works with all the tracks shipped with MAKE. If you have a particular track that doesn't work, then send it to me so I can check it out. Thinking about it, make sure you're importing the track (using the "Import track" button in the menu), and not trying to open a ROM that was resaved by MAKE. As for rotating the track, I probably misunderstood you. I assumed it was for the whole track, and not parts of the track. I also assumed you meant 180° (ie: only invert it vertically), so that the starting line would remain horizontal. Anyway, there is a difficulty in the fact you'd need all the tiles you want to rotate to be available in a rotated position, and define which tile is the equivalent for each tile after rotation (some kind of correspondence table). So it's not that easy. I think you'd like something similar to the feature SMK Dan suggested: having reusable tile blocks. That way, you could create a block, then tweak it manually (through hex editor or whatever), then use the modified block in the editor. This way, you wouldn't have to deal with the whole track map (as you would with a track map export), and only with the track part you're interested in, which would make things a bit easier. |
duffjr |
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Micro-Goomba Level: 11 Posts: 12/16 EXP: 5047 Next: 938 Since: 04-15-07 Last post: 4553 days Last view: 4553 days |
That coding is way over my head. Every MAKE track that I try to open with EE refuses to show me the tile map and AI zones. The objects and overlay are still there though. I think it would be too difficult to view the tile sets as MAKE doesn't even have this feature for the roms.
If you are ever interested in playing the original SMK, we have tourneys every month and group players by skill levels: www.snesot.com |
Stifu |
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Cobrat Level: 56 Posts: 368/666 EXP: 1361246 Next: 36930 Since: 02-22-07 Last post: 685 days Last view: 307 days |
Can you send me / upload an smkc track that doesn't work with EE?
Again, you're sure you didn't try to open a ROM resaved by MAKE, rather than just importing a track, right? Because what you describe sounds like what you'd get after opening a MAKE ROM. And thanks for the offer, but I already spend too much time playing as is, which prevents me from working on EE. :p |
duffjr |
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Micro-Goomba Level: 11 Posts: 13/16 EXP: 5047 Next: 938 Since: 04-15-07 Last post: 4553 days Last view: 4553 days |
What games do you play? OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH, man. I lost all my smkc files in the hard drive crash and only got the roms that I saved every time I made a new track from a friend. If I got a chance to stab Western Digital, I would. From their fake DVR warranties to their hard drives crashing when they fall over, they don't realize what a headache they've caused. I spent 5 hours on the AI mappings of just my GV1 course. I had two versions for 100cc and 150cc as the CPU couldn't adjust to the sharp corners on both modes. |
Stifu |
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Cobrat Level: 56 Posts: 369/666 EXP: 1361246 Next: 36930 Since: 02-22-07 Last post: 685 days Last view: 307 days |
Posted by duffjr The only one I play these days is Super Street Fighter 4. On 3DS (online) most of the time, but also X-Box and arcade. Posted by duffjr Not all hope is lost. If you want, send me your ROM and I'll see what I can do. I know why MAKE maps do not show on EE, but I'm not sure about the AI, I'd need to investigate. Track maps could be easily manually extracted from your ROM (this time, *really* easily ). |
duffjr |
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Micro-Goomba Level: 11 Posts: 14/16 EXP: 5047 Next: 938 Since: 04-15-07 Last post: 4553 days Last view: 4553 days |
I have some good news. My friend saved one of the versions of the GV track before it went through 40 revisions over the week. I think we're still looking for a couple other tracks. I will send over the ips files when I get a chance, but I'm trying another round at data recovery. Thanks for all your help.
I'm starting to do the backwards SMK hack, simply changing the AI pointers and starting point, but I don't understand what Index does. I see they're in order from the finish line, but you can also change them to random numbers. |
Stifu |
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Cobrat Level: 56 Posts: 370/666 EXP: 1361246 Next: 36930 Since: 02-22-07 Last post: 685 days Last view: 307 days |
Posted by duffjr You should ensure they're in the right order, as they are in the original game. Otherwise, when playing the game, driver positions (1st, 2nd, 3rd...) will be messed up. Also, if you have multiple paths in your track, you should ensure each path has the same amount of AI elements, otherwise things will also be messy. Basically, in order to determine driver positions, there's a counter that gets incremented as you move from one AI element to another, so you should make sure that you have to pass through the same amount of elements no matter which path you take. |
duffjr |
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Micro-Goomba Level: 11 Posts: 15/16 EXP: 5047 Next: 938 Since: 04-15-07 Last post: 4553 days Last view: 4553 days |
So are you saying you could finish last in a race if I made the last driving zone Index 0? I thought this was reset when players crossed the finish line. Anyway, I'll definitely take your advice. Thanks for the info there. Is smkdan still helping out with EE? I'm trying to get him to add a feature to adjust the number of laps in the game. I'm not sure if he could also add the splits for those too. |
Stifu |
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Cobrat Level: 56 Posts: 371/666 EXP: 1361246 Next: 36930 Since: 02-22-07 Last post: 685 days Last view: 307 days |
Posted by duffjr Not sure. I assume it may show you as 8th then as 1st immediately as you cross the line. Posted by duffjr Yes. |
duffjr |
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Micro-Goomba Level: 11 Posts: 16/16 EXP: 5047 Next: 938 Since: 04-15-07 Last post: 4553 days Last view: 4553 days |
Can you ask him about the sprite limits in the game? He was saying some stuff about glitches if you expanded the item-sprite limit from 6 in match race/battle and 2 in GP. I don't know if he ever figured exactly the cause. |
Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
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