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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: 388/666 EXP: 1360542 Next: 37634 Since: 02-22-07 Last post: 678 days Last view: 300 days |
I've just released EE 2.5.
The main addition is background editing. Get it from the EE site. As always, make sure to back up your ROM(s) first, and feel free to report any bugs. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 20/202 EXP: 203639 Next: 2803 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Stifu |
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Cobrat Level: 56 Posts: 389/666 EXP: 1360542 Next: 37634 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Posted by gridatttack Yeah, it's been on the TODO list for a while... but I wanted to work on this with smkdan to extend the game, so we could have completely free text for each track, rather than theme name + one character. Or maybe I could just leave both options, with or without the extension hack. Posted by gridatttack Yep. I make sure the color picker works pretty much everywhere. It just doesn't work on the background preview itself (you'll see what I mean when you try it), because that would have added unnecessary complexity in the program code, IMO. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 21/202 EXP: 203639 Next: 2803 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Posted by StifuPosted by gridatttack Great!~ I must tell you that I love the BG tileset importer/exporter! (the playback options is also a great feature) And yeah, naming tracks with no limit would be awesome, even thought the nomenclature of the tracks would either be "name of the place + number", but different names would be good to. ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 390/666 EXP: 1360542 Next: 37634 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Glad you like it.
Background editing and name editing have been among the top-requested features for a while, and now that background editing is done, it makes sense to work on changing names next. That said, I plan to take a break from Epic Edit, because I want to work on our ROM hack (Epic Racers). Now that background editing is in EE, we have everything we need to make all-new track themes. |
Scatt-Man |
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Red Goomba Level: 16 Posts: 40/40 EXP: 19885 Next: 371 Since: 05-20-07 From: Sydney, Australia Last post: 4316 days Last view: 4845 days |
Posted by Stifu YOU'VE MADE ME SO HAPPY, STIFS! |
Stifu |
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Cobrat Level: 56 Posts: 391/666 EXP: 1360542 Next: 37634 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Damn, looks like I'm gonna have to make a quick fix release.
I figured out why color palettes can get corrupt since EE 2.4. This also affects background layouts. This is so stupid, I should have figured it out sooner. Edit: here we go, EE 2.5.1 is out. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 22/202 EXP: 203639 Next: 2803 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Posted by Stifu Yep. I noticed this. Thought I wasn't sure if it was because I used an unclean rom. It corrupted my rom to the point epic edit wouldn't be able to open it xD Glad I was using another rom... ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 392/666 EXP: 1360542 Next: 37634 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Posted by gridatttack A few people reported color palette corruptions, but no one could put their finger on what triggered the bug. With the conversation of the previous page of this thread, I thought this only affected invalid ROMs. When I tried to reproduce the problem, it'd never show up, because I'd test from a clean ROM. The bug would actually be triggered if you had already changed the color palettes before, resaved the ROM, then saved the ROM again but without changing the color palettes this time. Epic Edit 2.3 is not affected, because it always recompressed color palettes whether they were modified or not. But since 2.4, we only recompress them if they've been changed, to optimize performances. Except that if they hadn't been changed, we wouldn't save them at all, actually, and would erase them instead. |
segwayspeedracer |
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Micro-Goomba Level: 11 Posts: 1/18 EXP: 5014 Next: 971 Since: 06-30-12 Last post: 4278 days Last view: 4291 days |
Hey Stifu, your editor is beyond godly. You really owned mario kart hacking. A big thanks!
____________________ Love the 'New Super Mario Kart: For Super Players' Sprites? My buddy is a marvelous artist! He gladly takes any and all requests! Facebook: https://www.facebook.com/SeanHickstheArtist Email: Sean_Hicks_the_Artist@hotmail.com |
Stifu |
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Cobrat Level: 56 Posts: 394/666 EXP: 1360542 Next: 37634 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Thanks for your support, segwayspeedracer.
By the way, I just realized item probabilities do not work as advertised. Changing the theme of a track does not change what item probabilities apply to it. For example, take Mario Circuit 1. If you change its theme to make it a Donut Plains track, then the Mario Circuit item probabilities will still apply to it. I'll come up with a fix in the next version (not sure what the fix will be like, yet). |
segwayspeedracer |
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Micro-Goomba Level: 11 Posts: 11/18 EXP: 5014 Next: 971 Since: 06-30-12 Last post: 4278 days Last view: 4291 days |
Posted by gridatttack Gridattack, I ran into this problem. I had too many oil slicks on my course, and it made the characters activate the boost pads (even though they clearly drove over it) only half of the time after the first lap. Once I removed the oil slicks, they always activated the boost tiles. Perhaps having too many 'interactive' road tiles (boost, slicks, jumpers) on the map inhibits proper activation. --------------------------------------------------------------------------------- Stifu, Epic Edit makes creating a Mirror Mode for courses VERY easy (on a separate rom, of course) It took me about 2 hours to replicate Mario Circuit I in mirror format. It is a 99% symmetrical image (because the pipes reside on the upper left part of a tile, i can't make the pipes be in the EXACT same position.. not without some more hacking of course). Here's a video: http://www.youtube.com/watch?v=8QZAE42Kcy4&feature=g-upl As you can see, what I did was horizontally flip all course specific road tiles (by exporting the .png and using MS paint), paste a tile to let me know exactly where the obstacles and AI driver positions points (or whatever you call them) are supposed to go, and then I just copy and pasted a vertical sliver from right to left onto the game map. You might be interested in expanding upon this logic onto Epic Edit. To shuffle the 'AI indexes' (those big rectangles) around really was much simpler than you would think, and moving coins and question blocks was about keeping track of relative positions. ____________________ Love the 'New Super Mario Kart: For Super Players' Sprites? My buddy is a marvelous artist! He gladly takes any and all requests! Facebook: https://www.facebook.com/SeanHickstheArtist Email: Sean_Hicks_the_Artist@hotmail.com |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 25/202 EXP: 203639 Next: 2803 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Posted by segwayspeedracerPosted by gridatttack Thanks, ill try it out. I have a couple of oil slicks there IIRC, but I recall the track behaved differently when I ported the tracks to another rom. Also, does this applies even if the interactive tiles are actually form the tileset, rather than the overlay? Also, may it be because I actually over placed too many boost tiles? (for the record, the track im talking about is the 4th track in This video) Thanks anyway ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 396/666 EXP: 1360542 Next: 37634 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Posted by segwayspeedracer You know someone made a "Reverse Mario Kart" hack with EE. But without flipping the tile graphics, only by laying tiles differently. Posted by segwayspeedracer Well, it'd certainly be easy, but I'd rather let users come up with their own stuff, like you did. I prefer to focus on things that are currently impossible to achieve with EE. |
segwayspeedracer |
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Micro-Goomba Level: 11 Posts: 16/18 EXP: 5014 Next: 971 Since: 06-30-12 Last post: 4278 days Last view: 4291 days |
Stifu, Thanks for that link! And good deal, man! Gridattack, hmm i wouldn't know for certain. I would tinker around with the course and see if removing some tiles gives you better results. ____________________ Love the 'New Super Mario Kart: For Super Players' Sprites? My buddy is a marvelous artist! He gladly takes any and all requests! Facebook: https://www.facebook.com/SeanHickstheArtist Email: Sean_Hicks_the_Artist@hotmail.com |
Stifu |
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Cobrat Level: 56 Posts: 399/666 EXP: 1360542 Next: 37634 Since: 02-22-07 Last post: 678 days Last view: 300 days |
I plan to release EE 2.5.2 soon.
Here's what's new:
I want to add the ability to import and export tile types before releasing it, as this is the only data left that cannot be extracted. Having trouble finding room to fit that into the UI. You guys are free to beta test this release. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 32/202 EXP: 203639 Next: 2803 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Awesome news indeed!~ Will try the beta.
Also, as for having issues regarding space in the UI, I dont see why you have an issue. There is plenty of space to add another button, so it opens another windows, in which you will have to specify which tile has which behaviour. Or am I missing some important detail? D: ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 400/666 EXP: 1360542 Next: 37634 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Posted by gridatttack I'm trying to keep the number of pop-up windows as low as possible (having too many is a pain for everyone), especially if it's just to put 2 buttons in it. To clarify, I wanted to add the buttons on the right hand-side panel, not the menu bar. |
Stifu |
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Cobrat Level: 56 Posts: 401/666 EXP: 1360542 Next: 37634 Since: 02-22-07 Last post: 678 days Last view: 300 days |
Change of plans: I'll skip 2.5.2 and go directly to 2.6, as I added a new feature at the last minute: a little codec tool. The point is to let advanced users decompress and recompress data, so you don't need to use Lunar Compress anymore. Also, the compression rate is better.
2.6 beta: http://stifu.fr/files/stifu/EpicEdit.zip Feel free to report bugs and suggest improvements. I thought of adding some kind of bookmark system, so you can pick from a list of known SMK offsets. But then I got lazy. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 35/202 EXP: 203639 Next: 2803 Since: 07-11-10 Last post: 1421 days Last view: 247 days |
Posted by Stifu You know, the decompress.compress features sound nice Now I can decompress graphics (?) and edit misc graphics. Anyway, yay for a new version ____________________ |
Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
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