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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 06-23-12 04:19 PM Link | Quote | ID: 151436


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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
Posted on 06-24-12 10:57 AM (rev. 2 of 06-24-12 11:06 AM) Link | Quote | ID: 151451


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Awesome news! Will test this out!

Also, is there is a possibility future versions might include an option to change names for the tracks?

Also, I have a question. The palette for the BG can be modified via the "color palette editor" option?

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Stifu
Posted on 06-24-12 11:12 AM Link | Quote | ID: 151452


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Posted by gridatttack
Also, is there is a possibility future versions might include an option to change names for the tracks?

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
Also, I have a question. The palette for the BG can be modified via the "color palette editor" option?

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
Posted on 06-24-12 11:17 AM Link | Quote | ID: 151453


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Posted by Stifu
Posted by gridatttack
Also, is there is a possibility future versions might include an option to change names for the tracks?

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
Also, I have a question. The palette for the BG can be modified via the "color palette editor" option?

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.


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.

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Stifu
Posted on 06-24-12 11:55 AM Link | Quote | ID: 151454


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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
Posted on 06-25-12 07:21 AM Link | Quote | ID: 151464


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Posted by Stifu
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.


YOU'VE MADE ME SO HAPPY, STIFS!

Stifu
Posted on 06-25-12 09:48 PM (rev. 2 of 06-25-12 10:32 PM) Link | Quote | ID: 151469


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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
Posted on 06-26-12 03:03 AM Link | Quote | ID: 151474


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Posted by Stifu
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.


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...

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Stifu
Posted on 06-26-12 08:32 AM Link | Quote | ID: 151475


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Posted by gridatttack
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...

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
Posted on 06-30-12 06:01 AM (rev. 4 of 06-30-12 06:22 AM) Link | Quote | ID: 151489


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Hey Stifu, your editor is beyond godly. You really owned mario kart hacking. A big thanks!



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Love the 'New Super Mario Kart: For Super Players' Sprites?

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Stifu
Posted on 07-15-12 07:23 PM Link | Quote | ID: 151618


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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
Posted on 07-15-12 11:16 PM (rev. 5 of 07-16-12 05:52 AM) Link | Quote | ID: 151621


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Posted by gridatttack
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.


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.

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gridatttack
Posted on 07-16-12 07:22 AM Link | Quote | ID: 151633


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Posted by segwayspeedracer
Posted by gridatttack
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.


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.


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

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Stifu
Posted on 07-16-12 08:00 AM Link | Quote | ID: 151635


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Posted by segwayspeedracer
Stifu, Epic Edit makes creating a Mirror Mode for courses VERY easy (on a separate rom, of course)

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
You might be interested in expanding upon this logic onto Epic Edit.

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
Posted on 07-16-12 05:52 PM (rev. 5 of 07-16-12 10:38 PM) Link | Quote | ID: 151638


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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.

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Stifu
Posted on 08-03-12 08:33 AM Link | Quote | ID: 151808


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I plan to release EE 2.5.2 soon.
Here's what's new:


- Added support for defining the item probability set for each GP track
(under the AI tab), which fixes the previous incorrect assumption
that item probabilities depend on the track theme
(and extended the .smkc format to include this data)
- Added ability to import and export color palettes, background layouts
and item probabilities
- Added ability to import and export road and background tilesets as binary
- Fixed possible GP starting position second row offset loading issue
(regressed in 2.1)
- Fixed background tileset graphics importing logic when the first of the
4 colors does not match the 1st color of the 1st palette
(never the case in the original game)
- Minor tweaks and fixes


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
Posted on 08-03-12 12:03 PM Link | Quote | ID: 151810


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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:

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Stifu
Posted on 08-03-12 08:00 PM Link | Quote | ID: 151813


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Posted by gridatttack
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:

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
Posted on 08-20-12 12:11 AM Link | Quote | ID: 152103


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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
Posted on 08-20-12 12:31 AM Link | Quote | ID: 152104


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Posted by Stifu
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.


You know, the decompress.compress features sound nice
Now I can decompress graphics (?) and edit misc graphics.

Anyway, yay for a new version

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