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Stifu
Posted on 02-22-09 04:56 PM, in Super Mario Kart Hacking Link | Quote | ID: 101651


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Check out our notes, they contain the location of graphics and color palettes. Driver graphics aren't compressed, the rest is.

And MAKE (official site, English download) is currently the only SMK editor that lets you change the AI and more.

Stifu
Posted on 02-24-09 09:35 AM, in Super Mario Kart Hacking Link | Quote | ID: 101767


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I also have the plain HTML version handy: http://stifu.free.fr/dl/smk_offsets.rar

Stifu
Posted on 04-28-09 08:19 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 106053


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You can't. I wrote that in the first message of this thread, and in red on the download page of my site.

Stifu
Posted on 05-13-09 09:52 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 11-10-18 09:31 PM) Link | Quote | ID: 106912


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I just released a new version of Epic Edit (still a pre-release).
No new features, but a lot of cleaning and optimizations (rendering is much faster), among other things. See the NEWS file for the details.
The Mac bugs have been reported to the Mono team, but they haven't been fixed yet, so it still won't work on Mac.

Announcement
Download

And if anyone wants to help concerning compression (through direct contributions or pointers), let me know.

Stifu
Posted on 05-27-09 08:07 AM, in Super Mario Kart Hacking 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

Stifu
Posted on 06-03-09 12:55 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-26-09 12:46 PM) Link | Quote | ID: 107973


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Interested developers can follow the progress of the editor on the Google code Epic Edit page. You can always grab the latest sources through SVN.

By the way, being tired of being blocked with the compression method, I decided to implement a fake compression method that actually makes the data bigger (it just uses the command that specifies the data should be left as is), but at least it works as the "compressed" data can then be decompressed. This way we can go on with the editor, and simply replace the compression method with a better one later on.
Contributions are still very much welcome, I know some people around here have already worked on compression algorithms... So if you've got time to kill, let me know.

Edit: never mind, I've now implemented an efficient compression method.

Stifu
Posted on 06-05-09 08:30 AM, in Super Mario Kart Hacking 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.

Stifu
Posted on 08-03-09 09:17 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 11-10-18 09:32 PM) Link | Quote | ID: 111914


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Epic Edit 1.0 is out.
Track saving is finally in.

https://epicedit.stifu.fr/

And just to brag, the data compression rate is higher than the one of Lunar Compress (which was already higher than the one of Nintendo).
I also plan to release a little compression utility soon (similar to Lunar Compress, but with a GUI).

Stifu
Posted on 09-23-09 10:05 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 115948


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Coming soon in Epic Edit (Super Mario Kart track editor), AI editing:


Stifu
Posted on 10-15-09 04:08 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 117189


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Are there any Mac users interested in Epic Edit, other than Raccoon Sam?
I'm asking because I just PMed Sam with a tip to try and run Epic Edit on OSX with Mono, then realized he hasn't been around here for almost 2 months.

The "tip" consists in launching Epic Edit this way:

MONO_MWF_MAC_FORCE_X11=1 mono EpicEdit.exe

I don't have a Mac and so can't check whether this works or not, but there are good chances it does.

Stifu
Posted on 10-15-09 05:52 PM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 10-15-09 06:08 PM) Link | Quote | ID: 117198


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Posted by MathOnNapkins
I'm pretty sure that Mono doesn't support P/Invoke, so if you used a DLL..... well.... poop.

That's not the problem.

For the record, Mono *does* support P/Invoke (just like .NET). In other words, it'll work if the invoked target is available on the OS Mono runs on, obviously. If you want to call native code, for example, you can provide a .dll file for Windows, and an .so file for Linux, and the framework will call the right file depending on the OS.

Anyway, this isn't an issue here, because Epic Edit doesn't invoke any DLLs, and already works on Linux.

Stifu
Posted on 10-20-09 08:18 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117600


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Just to nitpick, I'd call that a custom tileset.

Good work on the editor, DD.
It's interesting how pretty much every developer around here seems to have chosen C# / .NET for their editor. Very nice language and framework, IMO.

Stifu
Posted on 10-21-09 07:49 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 117664


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They meant that if your program relies on Win32 DLLs, it's not going to work out of Windows, naturally. That's the same with Java and other languages.

Stifu
Posted on 10-21-09 08:00 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 117666


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Trelior: v1.0 (current stable version) does not support AI editing.
The WIP version does, however. So you can either compile it yourself from sources, or simply wait for the next release.

Stifu
Posted on 10-30-09 09:33 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118286


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Posted by DahrkDaiz
Yeah I had attempted a zoom feature at first, there was an odd problem bug with GDI+ when going from smaller to larger graphics that caused the scaling to be a bit off.

I hit a similar problem with my own editor (rounding issues when zooming in/out). I ended up fixing it by simply doing the following to my graphics object: graphics.PixelOffsetMode = PixelOffsetMode.Half;

Stifu
Posted on 11-04-09 08:23 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118811


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Posted by Sukasa
(...) how well does WPF work cross-platform? .NET alone generally works due to Mono, but I don't know what sort of support Mono has for WPF.

Mono doesn't support WPF, and there are no plans to support it in the future either (because it's too much work).
The Mono team stated they won't do it, but is opened to contributions.

Stifu
Posted on 11-10-09 12:20 AM, in Hacking Super Mario Kart Music Link | Quote | ID: 119083


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Hey messiaen,

You might want to use the compressor used in Epic Edit rather than Lunar Compress. It's open source, and has a higher compression rate.

As for repointing stuff, having a look at our SMK notes (although I haven't uploaded the updated version yet) or at the Epic Edit sources should tell you how to remap data (it's in Rom/Game.cs, looking for "Offsets.TrackMaps" for example).

Links:
SMK notes (HTML, CHM)
Epic Edit
Google Code (latest sources)

Hope that helps.

Stifu
Posted on 11-11-09 04:53 PM, in Hacking Super Mario Kart Music Link | Quote | ID: 119188


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Posted by messiaen
By the way, Dirtbag suggested I could perhaps use the original Track Layout/AI/Object Overlay Data space to put the new music data. Since MAKE expands the ROM and repoint stuff, the original data isn't used anymore. Does your editor do someting similar?

Yes, Epic Edit does the same thing, basically. But not for data which has a fixed size, so it's not necessary to relocate it, like objects.

Stifu
Posted on 11-13-09 07:43 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 119305


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Posted by RetroRain
it would be hard for me to decide if I wanted the water the first way you had it, or the second way, but I guess the second way does look better.

They don't look like they're supposed to have the same behavior to me.
First version: fall and you're dead
Second version: fall and you can swim

If you could actually swim with the first version, then the second version is definitely better.

Stifu
Posted on 11-13-09 08:26 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 119307


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Posted by DahrkDaiz
heh Peach is in Mario Adventure 3

Looks more like Daisy, actually...
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