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

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Stifu
Posted on 07-15-12 10:10 PM Link | Quote | ID: 151620


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I don't know where the palettes used for each driver are defined. Haven't really looked for that yet. If you find them, you could make it so Yoshi would share his palette with Koopa rather than Luigi, so both Yoshi and Koopa would have alternate palettes depending on the theme. Just a thought.

I need to update my notes, but haven't had the motivation to do it. I also wanted to remove the header size from the offsets, as I work with headerless ROMs now.

Mattrizzle
Posted on 07-15-12 11:48 PM (rev. 3 of 07-16-12 12:21 AM) Link | Quote | ID: 151622


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I posted the offsets for those palette assignments a few years ago here, along with assembly tweaks to allow Luigi to have entirely separate graphics from Mario. There are also a few tables that appear to have palette assignment data, but I haven't figured out where they're used.

Oh, and great work thus far!

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segwayspeedracer
Posted on 07-16-12 01:13 AM (rev. 2 of 07-16-12 01:15 AM) Link | Quote | ID: 151623


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Stifu, that's a great idea. I'm concerned that maybe having a colored koopa would take away from this special quirk of yoshi's, but itll still be something to review

Behold his mighty hand!



Wow! Yeah, Mattrizzle, definitely a big thanks from the team!

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MiniCompute
Posted on 07-16-12 01:22 AM Link | Quote | ID: 151624


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If someone comes out with a demo of their hack, may I beta test it please ?
I may record it in znses and display it, if I like what this utility does.

segwayspeedracer
Posted on 07-16-12 04:00 AM (rev. 4 of 07-16-12 05:53 AM) Link | Quote | ID: 151626


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We're doing an awful lot at the moment, but I have a feeling that we'll make a public beta test near the end of our project. There's nothing to be tested that won't be done by the team.



Ahem:

MIRROR MODE, anyone?

http://www.youtube.com/watch?v=8QZAE42Kcy4&feature=g-upl



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Dooku
Posted on 07-16-12 04:20 AM Link | Quote | ID: 151627

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Mattrizzle: Thanks for the link. I had almost found the addresses of the palettes when I read your post, so then I went a little further and sure enough it was the same addresses you had. I had also been wondering if there was anything that could be done about Luigi, so that's really nice to know. Now just to figure out the ceremony palettes.

As I think Segway has mentioned, I believe I have found the location of the AI racer order for each player driver. I was looking randomly through the ROM for free space and stumbled across it. At address 1EE97 we have the following bytes:

08 00 06 00 0E 00 02 00 0C 00 04 00 0A 00 00 00
0E 00 00 00 04 00 0A 00 06 00 08 00 0C 00 02 00
00 00 02 00 06 00 0E 00 08 00 0C 00 0A 00 04 00
04 00 0C 00 00 00 08 00 02 00 0E 00 0A 00 06 00
0C 00 04 00 0A 00 02 00 06 00 00 00 0E 00 08 00
02 00 0E 00 06 00 00 00 04 00 08 00 0C 00 0A 00
06 00 08 00 00 00 0E 00 02 00 0A 00 04 00 0C 00
0A 00 08 00 06 00 04 00 00 00 0C 00 02 00 0E 00

Swapping numbers on a row (each row corresponds to a racer in the usual order) worked fine for changing it up, but putting duplicates (like an entire row of 00 00's) gives weird results.

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segwayspeedracer
Posted on 07-16-12 05:03 AM (rev. 5 of 07-16-12 05:16 AM) Link | Quote | ID: 151628


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It is beautiful, indeed. ILY, Dooku.

This would be a relatively simple sub-program to write into Epic Edit. Along with being able to manually swap AI positions in Epic Edit, I envision adding the ability to shuffle the positions at random, to where - if the program knows to obey the rules of not affecting the last byte of the line (which is the player's character) or creating duplicates - it would simulate the later Mario Kart's feature of having random rivals.

Good thing SMK was programmed to where having the 2P doesn't corrupt the data.

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Stifu
Posted on 07-16-12 08:18 AM (rev. 2 of 07-16-12 08:19 AM) Link | Quote | ID: 151636


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Posted by Mattrizzle
I posted the offsets for those palette assignments a few years ago here, along with assembly tweaks to allow Luigi to have entirely separate graphics from Mario. There are also a few tables that appear to have palette assignment data, but I haven't figured out where they're used.

Not sure how I missed your post back then, considering you replied right after me... but anyway, thanks a bunch. I'll add that to our notes.
The Luigi hack is certainly interesting, but considering how much time I spent on the Epic Racers drivers (+ driver selection portraits, etc), we might not use it, sadly.

Posted by Dooku
As I think Segway has mentioned, I believe I have found the location of the AI racer order for each player driver. I was looking randomly through the ROM for free space and stumbled across it. At address 1EE97 we have the following bytes (...)

Thanks for that data. I'll see what I can do with it.

segwayspeedracer
Posted on 07-18-12 05:18 AM Link | Quote | ID: 151663


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Just want to throw out there that importing sprites and palettes and switching them all around has been a complete and total comglomerated messy learning experience.

In all respects, I am a noob when it comes to hacking. I truly have stood upon the shoulders of giants such as Stifu, Dirtbag, SmkDan, Mattrizzle, my own two teammates, etc. So, as a noob, I can produce a 'How to Hack Super Mario Kart for Noobs' Guide. I will totally explain everything as clear as day to everybody who wants to know how to do stuff that's being done here.

The hack we're making is nice, but to enable to average joe to do what we're doing is the real gift.

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Luigi-San
Posted on 07-26-12 04:29 AM Link | Quote | ID: 151732


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Posted by Dooku
Mattrizzle: Thanks for the link. I had almost found the addresses of the palettes when I read your post, so then I went a little further and sure enough it was the same addresses you had. I had also been wondering if there was anything that could be done about Luigi, so that's really nice to know. Now just to figure out the ceremony palettes.

As I think Segway has mentioned, I believe I have found the location of the AI racer order for each player driver. I was looking randomly through the ROM for free space and stumbled across it. At address 1EE97 we have the following bytes:

08 00 06 00 0E 00 02 00 0C 00 04 00 0A 00 00 00
0E 00 00 00 04 00 0A 00 06 00 08 00 0C 00 02 00
00 00 02 00 06 00 0E 00 08 00 0C 00 0A 00 04 00
04 00 0C 00 00 00 08 00 02 00 0E 00 0A 00 06 00
0C 00 04 00 0A 00 02 00 06 00 00 00 0E 00 08 00
02 00 0E 00 06 00 00 00 04 00 08 00 0C 00 0A 00
06 00 08 00 00 00 0E 00 02 00 0A 00 04 00 0C 00
0A 00 08 00 06 00 04 00 00 00 0C 00 02 00 0E 00

Swapping numbers on a row (each row corresponds to a racer in the usual order) worked fine for changing it up, but putting duplicates (like an entire row of 00 00's) gives weird results.


To add on to this, here's the bytes that represent each driver:

00 = Mario
02 = Luigi
04 = Bowser
06 = Princess
08 = DK Jr.
0A = Koopa
0C = Toad
0E = Yoshi

The second to last byte in each row corresponds to the driver that player 1 is using in singleplayer, and player 2 in multiplayer (i.e. if player 1 picks Mario and player 2 picks Luigi, then the CPU drivers will use Luigi's order).

And for completeness' sake, here are the default orders for each driver:

Mario: DK Jr, Princess, Yoshi, Luigi, Toad, Bowser, Koopa
Luigi: Yoshi, Mario, Bowser, Koopa, Princess, DK Jr, Toad
Bowser: Mario, Luigi, Princess, Yoshi, DK Jr, Toad, Koopa
Princess: Bowser, Toad, Mario, DK Jr, Luigi, Yoshi, Koopa
DK Jr: Toad, Bowser, Koopa, Luigi, Princess, Mario, Yoshi
Koopa: Luigi, Yoshi, Princess, Mario, Bowser, DK Jr, Toad
Toad: Princess, DK Jr, Mario, Yoshi, Luigi, Koopa, Bowser
Yoshi: Koopa, DK Jr, Princess, Bowser, Mario, Toad, Luigi

segwayspeedracer
Posted on 08-01-12 09:52 PM Link | Quote | ID: 151794


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thank you for that elaboration it does make it a bit clearer to people skimming.

I should have posted this sooner, but Star (the spriter) has been actively posting his sprites on this website. Check it out if you want to see his development.

http://spriters-resource.com/community/showthread.php?tid=20760

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Googie
Posted on 08-01-12 10:48 PM Link | Quote | ID: 151795


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I'm feelin that Thwomp sprite, the whole thing almost looks like a fuckin' cartoon I love it!

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smkool
Posted on 12-19-18 04:55 AM (rev. 3 of 12-19-18 08:52 PM) Link | Quote | ID: 166788

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hi , where is the byte for change the color mauve in palette (ex: letters of "match race" use this palette) , i'm want not change the assignation of object to any palette , i want change the palette , thanks


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

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