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Main - ROM Hacking - New Super Mario Kart: For Super Players! New thread | New reply

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segwayspeedracer
Posted on 06-30-12 06:15 AM (rev. 8 of 07-14-12 09:13 PM) Link | Quote | ID: 151490


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Hey guys, I'm really hoping to offer a rich overhaul of the Mario kart sprites as shown in the link below using my buddy's work (his name is Star). IF YOU WANNA SEE HIS WORK IN PROGRESS, CHECK OUT SPRITER'S RESOURCE.

I edited a lot of this first post so it's short and clear.

To extract a compressed SMK sprite, you must have the proper address of the sprite. Check out STIFU's notes (found on page 4 of his homepage as of 7/14/12). Using Lunar Decompress and the cmd.exe file (found on your computer), type in the following command:

decomp.exe smk.smc thwomp.smc 1070 4 0

decomp.exe is the program you're using to decompress the sprite.
smk.smc is the name of the rom your extracting.
thwomp.smc is the file that you will have created. It is in a nintendo rom format, meaning that sprite editors such as Tile Molester will be able to view it properly. If you want to extract a palette, find the palette addresses and name the file xxx.pal
1070 is the address of the compressed thwomp sprite. Luckily, just typing the beginning of where the sprites are located gives you exactly what you need. You don't have to type an ending address or anything.
4 0 are decompressing format types. I've never seen these change when decompressing Super Mario Kart stuff.
Make sure you have everything in the same directory (folder).


EDIT II:
Also, I've noticed an outcry for GlitchCog's palette data on http://matt.yanos.com. The site is very difficult to access for alot of people, but this link has worked for me:

http://web.archive.org/web/20080510121437/http://matt.yanos.com/smkpal/

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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

BullockDS
Posted on 07-01-12 03:06 AM Link | Quote | ID: 151495


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I'm fairly surprised that nobody's yet remarked on your graphics. Well, I just wanna tell you that these sprites are nothing short of badass; they seem to give off an N64-era vibe to me (which is definitely NOT a bad thing); I can't wait to see the finished graphics in motion!

Luigi's body is the only thing that kinda bugs me at the moment, but seeing as you've already commented on that, I've not much to say otherwise in terms of comments/criticism.

Best of luck to you and your project!

Googie
Posted on 07-01-12 03:19 AM Link | Quote | ID: 151496


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Fixed...

Btw, Are you planning on replacing DK Jr. with Donkey Kong or maybe Wario? Cool graphic changes...

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Naulahauta
Posted on 07-01-12 10:54 AM Link | Quote | ID: 151497


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Those look absolutely stunning. Fantastic job!!


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segwayspeedracer
Posted on 07-02-12 05:29 AM (rev. 8 of 07-15-12 05:12 PM) Link | Quote | ID: 151498


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wow thanks guys. didn't expect such a great response. I'm commissioning a good friend of mine to these sprites; he's an absolute wizard and is to credit.

A team of 3 kinda just came together overnight, and now we're shredding this rom. sorry for the late response, I've been busy extracting all palettes and sprites (including road tiles, thanks to Epic Edit and Lunar Decompress) for a full revision of the game, but with a classic feel.



I will focus on producing the greatest Mario kart courses you guys will ever know, the kind where you can hit every second full throttle and feels like you're racing on something Miyamoto created. My art buddy, Star, the graphics and palettes; My engineering buddy, Patrick, the algorithms behind it all. He plans on reverse engineering it all and posting his findings. Everybody should be excited!!


Googie, Wario's going on Koopa Troopa's Sprite. We hope to have his palette and racer stats altered (separate from toad). Here's his sprite development:



An older pic of Peach and DK; the palette has been updated to include Wario. I intend to have Peach's face more angular if possible:





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eternaldragonx
Posted on 07-02-12 03:51 PM Link | Quote | ID: 151499


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Looks very promising and the new graphics look amazing. One thing though any chance of removing the whole split screen aspect or am I living in a pipedream?

segwayspeedracer
Posted on 07-02-12 10:06 PM (rev. 6 of 07-06-12 06:42 PM) Link | Quote | ID: 151500


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We're learning everything we can about the processor and the codes behind the rom. We'd love to have a lot of things happen with this rom.. but no sense in being over ambitious at this point.

He's reading documents the SNES processor at this time. I'm very excited to see him begin his work

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Kiokuffiib11
Posted on 07-03-12 04:46 AM Link | Quote | ID: 151501


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Are you going to keep the graphics and Levels seperate? I'd totally go for the improved graphics.

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segwayspeedracer
Posted on 07-03-12 05:06 AM (rev. 5 of 07-03-12 05:55 AM) Link | Quote | ID: 151502


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Posted by Kiokuffiib11
Are you going to keep the graphics and Levels seperate? I'd totally go for the improved graphics.


Yes. I will have patches that will separate our work. It will be great to see smk hacks jumpstarted with these amazing graphics.

Lol, and trust me, my levels will be worth playing. I'll post videos soon.
Some of these tracks need touching up (koopa beach), but you see how they're being designed!





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

My buddy is a marvelous artist! He gladly takes any and all requests!

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gridatttack
Posted on 07-03-12 07:18 AM (rev. 3 of 07-03-12 10:58 AM) Link | Quote | ID: 151503


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Well, I gotta say that the bowser castle and vanilla lake tracks are awesome. The chocolate island one is good, but I don't know about the other ones...They look dull IMO. However, as you mentioned they need polishing, I guess they will change.

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HaplessIdiot
Posted on 07-03-12 11:59 AM Link | Quote | ID: 151515


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Jeez, there character images look soooooo much better! Failtendo's original sprites as of now, are shit compared to yours. Great work utilizing the snes gfx card properly! Lulz

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segwayspeedracer
Posted on 07-03-12 09:25 PM (rev. 6 of 07-06-12 02:40 AM) Link | Quote | ID: 151518


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Thanks And yeah, they sure will. Although I am in love with the top left donut plains!

Youtube video link of a few of my favorite tracks. And a new update from my artist buddy. New visual seen below!!

http://www.youtube.com/watch?v=tCBx5fHDeDY



(i'm functioning on a public computer that can't do it for y'all's immediate viewing pleasure.)

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

My buddy is a marvelous artist! He gladly takes any and all requests!

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segwayspeedracer
Posted on 07-10-12 09:57 PM (rev. 5 of 07-15-12 05:12 PM) Link | Quote | ID: 151568


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Great News!

9 courses have been created, but still are being tweaked.

All front, side, and back sprites have been created, rotations are under production.

All original SMK cast will be present (except for Donkey Kong, who will replace the Jr. counterpart). Wario will be a patch to replace Koopa Troopa if the gamer chooses.

Because Mario Kart had a weird palette system, where the copied the character palettes to each major field (Trophy Selection, Mario Circuit, Rainbow Road, etc.), we discovered that we could have Yoshi have a different color for every different course type!

Green for Mario Circuit
Blue for Rainbow Road
Light Blue for Bowser's Castle
Pink for Choco Island
Red for Donut Plains
White for Ghost Valley
Yellow for Vanilla Lake
Orange for Koopa Beach

We would like for Luigi, Bowser and Koopa to share palettes. Mario, DK, and Toad will share. Yoshi will have his own. And Peach and Wario will share.
This may be very tricky to program, however. Any advice on this is welcome

Patrick has discovered, using Dirtbag's notes, that there are a total of 8 different top speeds, 4 different acceleration curves, 4 different handling types, and 4 different off road speeds, and that each character can have his own unique set (meaning, Mario and Luigi will not have to have the same stats). We can match the characters individually to their stats however we choose, although we may not fiddle too much with this. Still, Wario will have a believable feel to him. We still are not aware of how weight factors into the stats. I imagine it's connected to one of the stats aforementioned. I need to experiment more with this.

If we can figure out where to program this, Wario's item will not be a koopa shell. We will repoint that sprite to be a chain chomp for now. We think it's a suitable fit. Any ideas on this would also be welcome



My genius buddy has located all GP starting positions for the AI rivals. Meaning, Mario players will be able to replace Donkey Kong with a rival of their choice: They can completely change the order of all the AIs! This is a particular joy to me.

All character names have been updated. Princess to Peach, DK. Jr. to Donkey Kong, and Koopa Troopa to Wario if the patch is applied.

I believe that's everything! This post will be updated with visual aides when I get the chance.

Happy Hacking!






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

My buddy is a marvelous artist! He gladly takes any and all requests!

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Email: Sean_Hicks_the_Artist@hotmail.com

eternaldragonx
Posted on 07-14-12 01:33 AM Link | Quote | ID: 151593


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Different colored Yoshi, brilliant. Take that Iwata!

segwayspeedracer
Posted on 07-15-12 03:01 AM (rev. 2 of 07-15-12 05:13 AM) Link | Quote | ID: 151597


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fap fap fap



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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

ShoFIZZLE
Posted on 07-15-12 04:21 PM Link | Quote | ID: 151611


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This looks....horr----FANTASTIC!

Awesome work! I can't wait to see a video of the progress so far! Any idea as to using remixed music or is that going to stay vanilla?

segwayspeedracer
Posted on 07-15-12 05:05 PM (rev. 3 of 07-15-12 07:25 PM) Link | Quote | ID: 151613


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heads up, mario has not been given the updated palette there xD

Posted by ShoFIZZLE
This looks....horr----FANTASTIC!

Awesome work! I can't wait to see a video of the progress so far! Any idea as to using remixed music or is that going to stay vanilla?


My friend, who we will call Patrick until he decides to make his own forum account, is interested in doing updated music. So, currently vanilla, but if that changes that's up to him.

I've put course making to the side b/c I'm helping both guys in making sure everything's coming along smoothly. There's really a feverishness to figure out how we can manipulate SMK. I may just release a large bundle: a 'Mirror Mode' of the original courses, Star's graphics, and documents of Patrick's discoveries.

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

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Stifu
Posted on 07-15-12 05:42 PM Link | Quote | ID: 151615


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Posted by segwayspeedracer
My friend, who we will call Patrick until he decides to make his own forum account, is interested in doing updated music. So, currently vanilla, but if that changes that's up to him.

Don't hesitate to contribute to EE, so your work benefits to everyone. A friend of mine wants to add a music editor to EE, so this may be a good opportunity to work on this together.

segwayspeedracer
Posted on 07-15-12 05:49 PM (rev. 3 of 07-15-12 08:38 PM) Link | Quote | ID: 151616


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Big thanks to everybody for y'all support!!!


Stifu, of course!

Patrick's the guy you wanna talk to. I'm going to patch Patrick (he might decide to go by Dooku?) over to you. I'm very excited that the AI rival order has been figured out!

We were discussing your notes and with his great education in programming, he understood that alot of the 'unknown sensitive data' is actually code that he's wanting to figure out.

Y'all will make beautiful things happen I'm sure.



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

My buddy is a marvelous artist! He gladly takes any and all requests!

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Dooku
Posted on 07-15-12 08:44 PM Link | Quote | ID: 151619

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Hey guys,

I'm the other hacker on this project (I see I have already been introduced as Patrick). This is my first real ROM hack project (I messed around a little with FireRed, but lacked motivation and purpose), and I'm really excited to see where this thing goes.

Stifu, thanks a bunch for your notes. Without them it would have taken me forever to get started. Yes, I have talked about changing the music, but I haven't figured out SPC yet (of course, I haven't really looked at it yet either). I definitely would want to get in on adding a music editor to EE though.

My current objective is figuring out where the palettes for the racer sprites are set. There are 4 different palettes dedicated to them. This seems to be because of a limit in the total number of palette space available (8 16-color palettes for FG and BG) on the SNES. If that's the reason for the limitation, the we should be able to make 3 characters share 1 palette like segwayspeedracer wants and let another character have his own non-shared palette (like Yoshi).

I'm actually thinking it may be possible to add another character palette if we did a couple of palette tricks, but I may be speaking too soon.

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Main - ROM Hacking - New Super Mario Kart: For Super Players! New thread | New reply

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