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Please chime in on a proposed restructuring of the ROM hacking sections.
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Stifu
Posted on 08-03-10 07:42 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 133768


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Hi,

1. This will be in the next version.

2. No idea, first time I hear about this. If you send me your ROM, I can have a look. Or better yet: steps to reproduce the problem from a clean ROM.
As far as I know, you should be able to 128 AI elements per track. But you can still try deleting some just to make sure...
You're using Epic Edit 1.6, right? Is your ROM Jap, US or Euro? There were track corruption issues in 1.5, for non-US ROMs, that's the last track corruption bug I've come across.

3. Not yet, maybe later. But you can still easily do it using a hex editor.

Stifu
Posted on 08-04-10 09:31 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 133839


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It's probably the track map itself that the editor can't properly compress. You could confirm this by making a copy of your game, exporting the problematic track map, and importing it on another track. If that other track also appears as corrupt, then bingo. In which case you could send me the track map file so I can have a look.

Stifu
Posted on 08-04-10 10:39 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 133841


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The first battle course is slightly different from the others, as it originally as different AI data, and different starting positions (which can't be edited yet through Epic Edit, for the record), but this shouldn't be a problem, and shouldn't cause what you see... Unless there are other differences I'm unaware of.

I take it you didn't modify your ROM manually, and simply used Epic Edit, is that right?
I just tried importing Battle Course 2 then 3 over Battle Course 1, and the track wasn't corrupt, all was fine.

Maybe you didn't start your hack from a clean / valid ROM? Just making sure, as that was the case with Raccoon Sam at the beggining of this thread...

Stifu
Posted on 08-09-10 07:53 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 134081


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Posted by Gamma1227
the only question I'm having is: how to you place item squares on the track? I'm assuming it's the same way you put money?

At the moment, the only way is through the tileset, select and use the 4 tiles that make up an item block (at the bottom of the tileset). Once you've done it once, you hold the right mouse button to select the item block you created, to copy / paste it elsewhere.

In the next version, you'll be able to add item blocks (and other stuff) the same way the original are done: on another layer. The difference it makes, when playing, is whether they show up in Time Trial. If you add them as regular tiles, they will.

Stifu
Posted on 08-09-10 07:56 AM, in Monster Rapist (new utility) Link | Quote | ID: 134082


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To make these images work, remove the "?attredirects=0" part at the end of the URL.


Stifu
Posted on 08-09-10 11:16 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 134088


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Posted by gridatttack
I wonder...is there is a limit of how many tiles can be put on the layer?
or can be put all 127x127 to replace? Imagine...A different course for the GP and a different course in time trial.

I've thought about this, yeah.
The limit is 42 overlay tiles per track (I didn't check whether this limit can be lifted). In the original SMK ROM, the biggest overlay tile pattern is 5x5 tiles (for coins). However, it's possible to create your own overlay tile patterns that would be bigger than that.

The next version of Epic Edit will let you edit overlay tiles, but not create your own patterns. Maybe later.

Stifu
Posted on 08-10-10 02:18 PM, in Monster Rapist (new utility) Link | Quote | ID: 134165


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What is the editor written in, out of curiosity?

Stifu
Posted on 08-12-10 09:28 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 134239


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Epic Edit 1.9 is out. Yay.
Announcement: http://stifu.free.fr/en/news.php

Stifu
Posted on 08-22-10 01:55 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 11-10-18 09:33 PM) Link | Quote | ID: 134768


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Indeed, there was a nasty regression (which also affects the theme combo box).

I just uploaded v1.9.1, which fixes this.
https://epicedit.stifu.fr/download/EpicEdit_1.9.1.zip

I'll update the site soon.

Stifu
Posted on 08-31-10 09:08 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 135142


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I take it you already set the AI element speed to the max where needed, right? If so, I'm not sure what else you can do.
By the way, I think the terrain type never affects the CPU speed. I just double checked by adding speed arrows on Mario Circuit 1, and they don't affect the CPU.

Stifu
Posted on 11-03-10 10:00 PM, in Kawa's Map Editor Creation Tutorial Link | Quote | ID: 137640


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Personally, I simply use an unsafe FastBitmap class (this is a slightly modified version of something I found on the net).
From the outside, you don't need to care about the details (OOP, yay) ; it's like the regular Bitmap class, except you have a Release method to call to unlock the Bitmap.

I messed around trying to get a safe but still fast Bitmap class, and got quite good results, but not as good as the unsafe one.

Stifu
Posted on 11-03-10 10:06 PM, in Kawa's Map Editor Creation Tutorial Link | Quote | ID: 137642


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Simple examples on how to use

Stifu
Posted on 11-07-10 02:34 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 137734


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Epic Edit 2.0 is out!
Features MAKE track compatibility.
Announcement: http://stifu.free.fr/en/news.php

Stifu
Posted on 11-10-10 08:20 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 11-10-10 08:21 AM) Link | Quote | ID: 137792


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Posted by Scatt-Man
Out of curiosity, do you know what else you'd like to implement in future releases?

Among other things:

- Battle track starting positions edition
- Object type / behavior selection
- Ghost Valley pillars edition
- Track background edition
- Color palette edition
- Driver stats edition
- Track name edition
- Tile type edition
- Paint bucket
- Undo / redo

Not sure I'll do everything.

Stifu
Posted on 11-10-10 07:23 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 137810


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Oh. I guess I still need to brush up my English.

Stifu
Posted on 11-10-10 11:25 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 137818


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Posted by Trax
What's wrong with the word "edition"? It's just a substantive...

You mean I just bothered correcting the Epic Edit change log and my site news for nothing?

Stifu
Posted on 11-11-10 06:02 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 137844


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It may be more ambiguous than "editing", but it's still not the wrong word from what I understand.
And I think it stands to reason that I'm going to add features after features and keep each of them around, rather than randomly trashing my work by making certain features only available in certain versions.

No matter, I'll just say editing from now on.

Stifu
Posted on 11-18-10 08:07 PM, in The Adventures of Lolo 3 : Map Editor Link | Quote | ID: 137996


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The editor works for me on Windows XP, and it also works with Mono.
If this is a simple .NET app, as it seems to be, there's no reason it wouldn't work as long your system isn't fucked up and that the .NET framework is installed.

Stifu
Posted on 11-20-10 09:32 AM, in The Adventures of Lolo 3 : Map Editor Link | Quote | ID: 138021


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Posted by blackhole89
It works fine in Mono, but the main window is too small and half of the UI on the right hand side spills over the border without there being a possibility of scaling the window to resolve the issue.

Easy to fix. It's just that IDEs tend to add unnecessary "AutoScale" properties (AutoScaleDimensions, AutoScaleMode) that make sizes vary depending on the OS font size, which tend to cause issues (even on Windows, if you've changed your font settings).
Looking at this editor, I can see it indeed sets the AutoScaleDimensions property. Just gotta remove that line.

http://www.mono-project.com/FAQ:_Winforms

Stifu
Posted on 11-21-10 05:20 PM, in Kawa's Map Editor Creation Tutorial (rev. 2 of 11-21-10 05:43 PM) Link | Quote | ID: 138047


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The FastBitmap class is not a replacement for the DrawImage method. It just makes GetPixel and SetPixel much faster. But once your image is created, you should keep the Bitmap and drop the FastBitmap, and you should still use DrawImage.
Do not use GetPixel or SetPixel for each control repaint, whether with Bitmap or FastBitmap.

If you're already caching as much stuff as you can, I think you should just look into clipping, so you don't fully repaint the control when it should only be partially repainted.

Edit: I forgot one detail: to optimize performances further, ensure all your Bitmaps use PixelFormat.Format32bppPArgb.
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Main - Posts by Stifu

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