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Main - ROM Hacking - Super Mario Kart Hacking New thread | New reply

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karterfreak
Posted on 03-30-09 05:54 PM (rev. 2 of 03-30-09 05:57 PM) Link | Quote | ID: 104274

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Posted by ScouB

- is it possible to change the speed of the GP and have instead of 50cc 100cc 150cc : 100cc 150cc 200cc or more , and without changing the speed on the other modes (Battle Time trial, match race) ??


Not sure about this one to be honest. This would be a good question to ask dirtbag or possibly smkdan. However, if my playing knowledge about this one is correct, those modes run at the same speed as 100cc. So those modes might be using that speed value. Quick answer: Don't change the second mode speed. (assuming I'm correct)

Posted by ScouB

- is there any known ways to change music in smk ?



Are you asking about making your own music or changing the music that plays for specific levels? The latter is possible, while the former is currently being worked on by me and dirtbag. Currently there is no way to make your own music for SMK.

messiaen: Would you perhaps be talking about SMK: Pro Edition? The hack I posted on romhacking.net? If so, I'm glad you think its a promising project. I hope I don't dissapoint

DiscoPeach
Posted on 03-31-09 06:39 PM Link | Quote | ID: 104330


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Posted by messiaen
The title screen looks nice, however if you want some feedback you should post screenshots of your tracks, there's not much feedback to give on your screenshots.

By the way, even though there are now 4 (!) Super Mario Kart editors (if you count mkEdit), strangely I haven't seen yet any "complete" hack with nice track design (though someone posted in romhacking.net some pics of a promising project).



What're the other editors? Which is the best one? Where can I get it?

Sorry for that brief session of 20Q's, but I was trying to be as brief and to-the-point as possible.

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messiaen
Posted on 04-01-09 05:27 PM Link | Quote | ID: 104356


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Posted by "DiscoPeach"
What're the other editors? Which is the best one? Where can I get it?

Sorry for that brief session of 20Q's, but I was trying to be as brief and to-the-point as possible.


1) MkEdit (AFAIR this was more a programming experience for the author, there's no graphics support)
2) Track Designer
3) "MAKE"
4) Epic Edit (haven't tested this one, but judging from the screenshots the functionality seems similar to Track Designer)

MAKE is the only one that can edit the AI and seems to be the most advanced, so you should probably start with it. There's an english translation at romhacking.net.

DiscoPeach
Posted on 04-03-09 12:25 AM Link | Quote | ID: 104471


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Posted by messiaen
Posted by "DiscoPeach"
What're the other editors? Which is the best one? Where can I get it?

Sorry for that brief session of 20Q's, but I was trying to be as brief and to-the-point as possible.


1) MkEdit (AFAIR this was more a programming experience for the author, there's no graphics support)
2) Track Designer
3) "MAKE"
4) Epic Edit (haven't tested this one, but judging from the screenshots the functionality seems similar to Track Designer)

MAKE is the only one that can edit the AI and seems to be the most advanced, so you should probably start with it. There's an english translation at romhacking.net.


Oh! Obrigado!

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Sparks
Posted on 04-07-09 04:51 AM Link | Quote | ID: 104683


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Posted by messiaen
The title screen looks nice, however if you want some feedback you should post screenshots of your tracks, there's not much feedback to give on your screenshots.

By the way, even though there are now 4 (!) Super Mario Kart editors (if you count mkEdit), strangely I haven't seen yet any "complete" hack with nice track design (though someone posted in romhacking.net some pics of a promising project).

Even my own course has a bad flow, which is why I'll most likely remove it.

The original track was based off the heart, and how blood flows, but in game... The idea came out bad.

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ScouB
Posted on 04-07-09 04:33 PM Link | Quote | ID: 104706

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Posted by karterfreak

Not sure about this one to be honest. This would be a good question to ask dirtbag or possibly smkdan. However, if my playing knowledge about this one is correct, those modes run at the same speed as 100cc. So those modes might be using that speed value. Quick answer: Don't change the second mode speed. (assuming I'm correct)

Are you asking about making your own music or changing the music that plays for specific levels? The latter is possible, while the former is currently being worked on by me and dirtbag. Currently there is no way to make your own music for SMK.



Ok thanks a lot for your answer, i'll search a bit more for changing GP speed, i'll take you aware of what i find

Btw I think you're right for 100cc speed, i guess i wont be able to change this one

best regards

ScouB

karterfreak
Posted on 05-24-09 06:10 AM Link | Quote | ID: 107516

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Don't take what I said for fact, It was nothing more than a guess. Chances are It's using a different speed value. It wouldn't be too hard to find out by checking the memory addresses, and seeing if the ones used are different depending on whether you're playing in time trials, GP, battle, or match racing.

Sparks
Posted on 05-27-09 02:42 AM Link | Quote | ID: 107648


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Where can I get MAKE by the way? I couldn't find it anywhere, onky MkEdit. :x

Another thing I'm interested in is modifying what options are available in the Main Menu? Anyone have experience with this?


Also, I'd like to see peoples opinions on a new course design:


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blackhole89
Posted on 05-27-09 02:46 AM Link | Quote | ID: 107650


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...flashy, but I guess it fits the rainbow road theme. Not looking bad at that, either.

I like the autointersections. Surely, you can add more of them.

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Stifu
Posted on 05-27-09 08:07 AM Link | Quote | ID: 107675


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Posted by Sparks
Where can I get MAKE by the way?

Official site (Japanese)
English version of the program

smkdan
Posted on 05-27-09 09:12 AM Link | Quote | ID: 107676


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MAKE is the most advanced editor available at the moment but it's unfortunate that it also happens to be kind of poor as far as user friendliness goes. if you're interested in putting together a hack right now, MAKE is fantastic if you can tolerate the interface and learn how everything works.

DiscoPeach
Posted on 05-27-09 09:47 PM Link | Quote | ID: 107702


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Posted by Sparks
I'd like to see peoples opinions on a new course design


Rainbow Roads with barriers appeared on later Mario Kart games for pussies who couldn't handle the manliness of said color patterned kartways.
If you want to keep true to the feel of the original Rainbow Road, freeball it. Remove the barriers. If it's too difficult, then good. Kart games aren't meant for you to have your thumb on the accelerator at all times. So removing the barriers even for those nightmarish drift turns will make it even more of a challenge, and worthy of being the final circuit of the game. Other than that, it's very impressive. I would've liked to see more, though. I think you can tweak it up even more. I think it's nice, but too simple. Even though the SNES rainbow road was the hardest, it was also the most simple in design. That's the only thing the other Mario Karts has over this one. The intricacy of their Rainbow Roads.

Keep up the good work, though! When you finish, I'd love to beta test!

Also, how have you managed to deal with the AI paths? Cuz just having a Time Trial mode Super Mario Kart hack is kinda sad in a never-good way .

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Sparks
Posted on 05-28-09 06:49 AM (rev. 2 of 05-28-09 06:56 AM) Link | Quote | ID: 107728


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I was considering removing the barriers, but, I'm still trying to adjust to playing SNES Emulators on a keyboard so putting them there helped me beta test it myself. The only other issue I had with keeping the barriers or not would be little speed demons who might end up taking shortcuts. However I will probably have beta testers later and see what they say on it.

But I see where you're going at with the course length; admittedly I felt I could of done more with it, but no ideas struck.

I have no experience with AI Paths yet, but I'll see how well I flow with it in MAKE. The glitches from not having one set right annoys me, and probably everyone else. :s

And thank you Stifu.

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Luigi-San
Posted on 06-01-09 10:51 PM Link | Quote | ID: 107898


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Here's a nice MAKE tutorial:

http://alex.losego.com/MAKE.txt

DiscoPeach
Posted on 06-02-09 04:34 PM (rev. 2 of 06-02-09 04:35 PM) Link | Quote | ID: 107930


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Posted by Sparks
I was considering removing the barriers, but, I'm still trying to adjust to playing SNES Emulators on a keyboard so putting them there helped me beta test it myself.


Evidence that God exists: http://www.kleargear.com/1510.html. You cannot play SNES emulators without this. A PSX controller is practically the same as an SNES one. Just look at it. With this doohickey, you can plug a PSX controller (preferably PS2) into a USB slot into your computer and emulate away. Just simply configure it into the joypad configuration in whatever emulator you're using. Now it'll feel truly like playing an SNES. I don't know whether to pity or praise people who can play games like Mega Man X or other more complicated games with a keyboard. I ain't riskin' carpel tunnel. Stick it to your hack with style, son . Keep it real.

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Sparks
Posted on 06-05-09 04:17 AM Link | Quote | ID: 108108


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Thanks for the suggestions. Never knew of the PSX controller.

(screen done by one of the members on the team, not necessarily me)

It wasn't too much an occurrence that Mario and Luigi shared sprites, so this is a bit confusing. To make the summary simple, do all the characters share sprites in some way or is it possible to make pallets, sprites, etc. individual?

This is rather a bother for the character cast, and if Koopa Troopa and Luigi share pallets (so I think), then that's only a bigger problem.

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Stifu
Posted on 06-05-09 08:30 AM Link | Quote | ID: 108120


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Posted by Sparks
To make the summary simple, do all the characters share sprites in some way or is it possible to make pallets, sprites, etc. individual?

By default, only Luigi doesn't have his own full sprite and uses some of Mario's. You could turn him into Shadow...
As for palettes, there are 4 for all 8 drivers. Mario / Toad, Princess / Donkey, Luigi / Koopa, Bowser / Yoshi.
It must be possible to change these rules, but I don't know how hard it'd be. And in return, it may mean fewer different color palettes for tracks.

Mattrizzle
Posted on 06-05-09 08:14 PM (rev. 4 of 07-16-12 12:20 AM) Link | Quote | ID: 108151


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Sparks, here's some of the info you're looking for (locations are accurate in an unheadered US ROM):

848E-849D [00 02 00 04 00 00 00 06 00 06 00 04 00 02 00 00] Color palettes to use for characters
Note 1: Altering these won't affect the palettes used when characters are squashed or in the trophy sequence.

8F23 [02 00] Which character uses the special graphic routine (Luigi)
Note 2: Change 8F25 from BNE to BRA (D0 to 80) to disable this. You will also have to change Luigi's value in the table at 9080.

8F30 [00 00] Which character's sprite Luigi copies when far away/shrunken (from table at 9080)

9043 [C0 80] Luigi's body (all angles except for full front/back)

905C [C0 40] Luigi's body (full front/back)

9080-908F [C0 00 84 00 C1 00 C2 00 C3 00 C5 00 C6 00 C4 00] Data bank pointers to character graphics
Note 3: This won't change Luigi's sprite, the ranking icons, squashed sprites, or trophy sequence sprites.

B837 [26 01 46 01 06 01 66 01 6A 01 4A 01 2A 01 0A 01] ??? This appears to be related to palettes somehow. (look at the upper nybble of every even byte)

5A0AC-5A0BB [00 02 00 04 00 00 00 06 00 06 00 04 00 02 00 00] Color palettes to use for characters (unknown)

Character values:
00: Mario
02: Luigi
04: Bowser
06: Princess
08: Donkey Kong Jr
0A: Koopa Troopa
0C: Toad
0E: Yoshi

EDIT (7/15/12): Removed the header size from the offsets.

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ScouB
Posted on 10-24-10 12:03 PM (rev. 2 of 10-24-10 12:06 PM) Link | Quote | ID: 137283

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Posted by ScouB

Ok thanks a lot for your answer, i'll search a bit more for changing GP speed, i'll take you aware of what i find

Btw I think you're right for 100cc speed, i guess i wont be able to change this one

best regards

ScouB


Hello everybody, just to let you know i finished my hack. I would like to thank the guys who helped me (stifu, smkdan, ...)

I made a trailer months ago, you can watch it here :
http://www.youtube.com/watch?v=HSjj9Iwder8&feature=player_embedded

But the rom isnt available on the web yet as i made cartmod on real cartridges (it'll be soon i guess )
I also made a website for records ranking (with help of a guy), on which i also put some smk hacking info if you are interested ("Hacking SMK" section)

ScouB

Trax
Posted on 10-24-10 07:07 PM Link | Quote | ID: 137298


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Looks pretty good, at least for a first draft. The shortcuts are a little too obvious in my opinion, and may give the player a clearly unfair advantage over the computer racers. Although the first track is usually considered as some kind of "tutorial track", I wouldn't make it so simple. I also noticed that there is no coins and no "?" blocks...

Did you check how the computer racers behave in your tracks? Is the AI acceptable? Do they get stuck in walls or fall in holes constantly?

I'm not sure if the Paris themed graphics are some kind of running gag, but it's not too shabby. If the racer's graphics could match track graphics, that would be nice. The Jesus background seems totally out of place, though...
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