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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 11-07-11 09:35 PM Link | Quote | ID: 148395


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I already talked about the sprite limits with him a while back. He confirmed the game couldn't properly handle more than 2 items in GP mode. It's just a hardware limitation. I guess it could have worked if the cart had a more powerful chip than the DSP-1 one.
Don't think we could lift this limit without rewriting huge parts of the ROM.

Stifu
Posted on 01-06-12 10:57 PM (rev. 2 of 11-10-18 09:35 PM) Link | Quote | ID: 149246


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EE 2.4 is out.
Adds road tileset editing.

gridatttack
Posted on 01-09-12 08:09 AM (rev. 2 of 01-09-12 08:13 AM) Link | Quote | ID: 149391


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Awesome! A new version
Also, by saying "road tile set editing" can we change the graphics of the tile sets? :O

Oh, and remember that corrupt thing I told you a while back? The problem aroused again.
Here are the pics of what Ive mean:




Weird thing is, that before this track got messed up, chocolate island 2 was like this. But in the editor, they appear fine. After I modified it again, and blanked out the course(with the standard dirt tile) so I could make a new design, the track went back to normal and now koopa beach 1 is messed up.

As for the second pic, it seems that part of the track is overwritten with garbled data, as when I touch the tile in the second pic, the game freezes(thought music can still be heard) That tile appears as the one that appears at the chocolate island tileset or donut plains one.

However, since not all tracks are finished, when I do finish them, I will import them to a clean rom, one on one, hoping that the corruption don't show up again.

The things that I have modified from the rom are the track orders, the tracks itself and in almost every course, it has more AI boxes than the original course had.

Don't know if one of those factors are causing this, or I simply have a bad rom dump

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Stifu
Posted on 01-09-12 08:22 AM Link | Quote | ID: 149392


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Posted by gridatttack
Also, by saying "road tile set editing" can we change the graphics of the tile sets? :O

Yep.
I reckon I should be less lazy and be more descriptive, post screenshots and stuff. I'd need a marketing staff to take care of that for me.

Posted by gridatttack
Oh, and remember that corrupt thing I told you a while back? The problem aroused again.

Yes, I just fixed this bug. Bad timing, someone reported it just as I was releasing 2.4.

Basically, the corrupt track map is the one map that starts at an 8xxxx offset, and ends at an 9xxxx offset. That's why it's not always the same map. The funny thing is that only US ROMs are affected. I simply fixed this by adding a blank range of bytes to avoid this issue, so that a track map never crosses banks. After having double checked Track Designer, it does the same thing. The reason this bug only showed up recently is that since 2.2, we save a lot of object-related data before saving track maps, which makes it much more likely that track maps may end after 9xxxx.

I'm going to release EE 2.4.1 this week for this issue, but meanwhile, you can use this unofficial version with the bug fixed: http://www.stifu.fr/files/stifu/EpicEdit.zip

Simply resaving your ROM with it will fix it.

gridatttack
Posted on 01-09-12 08:42 AM Link | Quote | ID: 149393


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I tried it and it is fixed now

Thought all the track and characters palettes are messed up (not on the title screen):

I'm in the lower area in of the past pics, and the track has been restored and no other track is corrupt


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Stifu
Posted on 01-09-12 08:50 AM Link | Quote | ID: 149394


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Hmm, weird. Is it only a single theme that has messed up colors? Maybe its palettes span across two banks, too...

Could you send me your ROM?

gridatttack
Posted on 01-09-12 09:08 AM Link | Quote | ID: 149395


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Posted by Stifu
Hmm, weird. Is it only a single theme that has messed up colors? Maybe its palettes span across two banks, too...

Could you send me your ROM?


All themes have been messed up, and they appear messed up too on the editor. As mentioned, everything before playing a track is fine.

Also, send you a PM

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Stifu
Posted on 01-09-12 11:27 PM (rev. 3 of 11-10-18 09:35 PM) Link | Quote | ID: 149409


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I realized the workaround I added when resaving track maps needs to be applied for other compressed data too, such as palettes and graphics.
So I updated the WIP version to account for this, and prevent palette and graphics corruption issues.

That said, I do not think that's what corrupted the colors of your ROM, gridatttack, or EE would still have been able to read the right colors from the ROM. It must have been something else.

Edit: Here's EE 2.4.1.
It fixes the compressed data saving issue mentioned above, which only affected US ROMs.

gridatttack
Posted on 02-26-12 08:42 PM Link | Quote | ID: 150286


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You know, one of the biggest issues I have at SMK hacking is to know how the AI treats the boost panels, in order to jump farther, like in mario circuit 2. I think is has something to do with the AI box place or position, however I have nothing to confirm that is this.
I have a track which has 3 of this kind of jumps, but the problem is that the AI don't recognize the boost panels of two of 3 jumps. All the CPU makes the first jump fine, at the second and third jump, only a couple makes them. The CPU who makes them are the one classified as the slower racers (8, 7 and 6 place).
So I wonder if you guys have figured out how to make the cpu react to boost panels?

Also, about the editor, is there is a way to implement TSA? Being able to assign the graphic that the select square would use? It would be useful, since we could create new blocks, such as an out of bounds mud and water tiles.

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Stifu
Posted on 02-26-12 11:38 PM Link | Quote | ID: 150289


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Posted by gridatttack
So I wonder if you guys have figured out how to make the cpu react to boost panels?

Nope, no idea. Smkdan might know.

Posted by gridatttack
Also, about the editor, is there is a way to implement TSA? Being able to assign the graphic that the select square would use? It would be useful, since we could create new blocks, such as an out of bounds mud and water tiles.

TSA is a reusable rectangular group of tiles, is that it? Not a priority for me, as I'd rather add support for editing more stuff in the ROM, rather than adding convenience features. That said, I accept patches.


By the way, since 2.4.1 is out, I haven't worked on EE itself, but on a dedicated EE site. I also accept contributions for this site (more specifically: tutorials / feature presentations, with screenshots and stuff), as that'd let me get back to work on EE sooner. Anyone interested can contact me.

Stifu
Posted on 03-18-12 07:49 PM Link | Quote | ID: 150524


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The official Epic Edit site is now ready.

http://epicedit.stifu.fr/

On the Overview page, the main program features are explained. New EE users may want to check whether they know everything they need to know about EE.
Let me know if you have any suggestions.

Programmer2000
Posted on 04-07-12 11:47 AM Link | Quote | ID: 150669

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I opened my SMK hack in EpicEdit 2.4.1, changed some object palettes (warp pipes and grass), closed the program and tested it in my SNES emulator, then when I re-opened EpicEdit, the palettes for Mario Circuit 1-4 were all totally changed to all dark red, purple, and black. I re-opened the ROM in my SNES emulator, and not only were the palettes changed, but at least two tracks were corrupted.

Could you help me? This shouldn't be happening (you just fixed it).

Stifu
Posted on 04-09-12 06:22 PM Link | Quote | ID: 150679


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I'm going to assume this happened with a US ROM. This does not sound like the same bug I fixed, because in your case, more than one track was corrupt.
Can you reproduce the problem from a ROM backup?
Did you make any modifications manually (like with a hex editor)?

Programmer2000
Posted on 04-22-12 10:41 PM Link | Quote | ID: 150740

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Yes, it was a US ROM. I tried three different backups of my ROM. I opened each in a new instance of EpicEdit, loaded my old (uncorrupted) track design file (Mario Circuit 1), changed the palettes of warp pipes and grass, then saved the file. When I saved the file, all of the palettes immediately changed.

The only hex modification I made was to the ROM header (what the name of the ROM is in ZSNES/snes9x). I changed one hex value from the number 1 (which wasn't there before) to a space (value: 20). That's when it got messed up. I didn't change any hex values in my three backup ROMs, but they got messed up too.

Stifu
Posted on 04-22-12 10:44 PM (rev. 2 of 04-22-12 10:44 PM) Link | Quote | ID: 150741


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Alright. Can you give me your (non-corrupt) ROM, so I can have a look?

Programmer2000
Posted on 04-22-12 10:56 PM Link | Quote | ID: 150742

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OK, here's a ZIP file with IPS patches of the corrupted and uncorrupted ROMs:

http://www.mediafire.com/?77klwuf79lwlcoc

Stifu
Posted on 04-23-12 08:14 AM Link | Quote | ID: 150745


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I took your uncorrupt ROM patch, applied it on a headered ROM, and made sure it worked. It did. Then I opened it with EE, changed the road color of the first track, resaved the ROM, and ran it in an emulator. It works fine.

Did I miss something I have to do to trigger the corruption?

Programmer2000
Posted on 04-23-12 08:57 AM Link | Quote | ID: 150746

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I'm not sure why changing the palettes only works after the changes are made into a patch and applied to a vanilla SMK ROM. It's the only thing that's worked for me so far though.

What does this mean? Was it a problem with the ROM I was trying to change the palettes on?

Stifu
Posted on 04-23-12 08:06 PM Link | Quote | ID: 150749


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This is possible, and from what you've said, I can't think of anything else. To verify this, you could do a comparison between both ROMs (ROM hack vs vanilla ROM patched). Some hex editors let you compare 2 files, for example. If they are not exactly the same, then something must be wrong with the ROM you started from.

Programmer2000
Posted on 04-24-12 02:10 AM (rev. 2 of 04-24-12 02:11 AM) Link | Quote | ID: 150750

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I'm thinking there were problems with my original ROM hack. I just patched the uncorrupted IPS to two other headered vanilla ROMs without any problems.

Well, thank you for your help, and for making EpicEdit!
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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor New thread | New reply

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