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Main - Posts by Stifu |
Stifu |
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Cobrat Level: 56 Posts: 361/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by H4ck3r Yes. You check some values to ensure you're about to open a correct ROM. For example, check my code. I have a ValidateRom() method which calls 2 sub methods, IsSnesRom() and IsSuperMarioKart(). Posted by H4ck3r What do you mean "in batch", exactly? Have one or more batches act as an editor? Sounds bad. By the way, you'll end up understanding "via hex" doesn't actually make sense. You relate to hex editors because you've used them to edit ROMs, but hexa decimal is just a way to display / format data. You handle bytes, it doesn't matter on which base (bit, decimal, hex, nibble, whatever) you read or edit them, it's all the same in the end. Depending on the context, you may want to handle the data on a different base. |
Stifu |
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Cobrat Level: 56 Posts: 362/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Kawa Yeah, I know, but I couldn't really figure how it'd work. Like, the user would be supposed to pass parameters to the batch to define what he wants to change, or something? |
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Cobrat Level: 56 Posts: 363/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by H4ck3r That's the idea, but you'll have to implement each of these methods, of course, it's not magic. And you do not have to do it exactly like me. (Not to mention C# naming conventions are different from C ones.) |
Stifu |
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Cobrat Level: 56 Posts: 364/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
You just read certain bytes and create objects from the values you read.
To find out which bytes you want to read/write, you basically have 2 options: find out where index tables / offsets are defined in the ROM (so you can dynamically retrieve offsets), or hard-code offsets. You should try to go for the first option as much as possible, to ensure your editor is flexible and behaves closer to how the game runs. Example: in the ROM, you have some kind of master index that defines the location of each stage in the ROM (no idea whether that's true for SMA4, just an example). You retrieve these offsets from the ROM, and then loop through each stage data to load them all. Or only load them one by one, on demand, because it might not be optimal to load them all at once (depending on your needs). So... Got documentation on SMA4 that gives you some of the offsets you need? That'd be a good starting point. |
Stifu |
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Cobrat Level: 56 Posts: 365/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Possibly. Gotta start somewhere.
To sum things up: making an editor is just the act of automating things you'd be able to do manually (through a hex editor, for example). If you couldn't do what you want manually, learn how to do that first. |
Stifu |
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Cobrat Level: 56 Posts: 366/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by duffjr Rejoice, it's already in there. Posted by duffjr You mean SMK Dan's editor (forgot the name)... Well, even if they do not create a problem, it doesn't really work either, does it? Like, the item disappears and does nothing when you use it, or something along these lines, no? I forgot. Besides, I'm not the one who implemented this feature in EE. Posted by duffjr You can. Hold right click. Posted by duffjr I don't plan to add this. It's too specific to be useful to most people. But you could probably easily do it manually, outside of EE. Like, export your track, and create a script to reorder each track row. Posted by duffjr No. I wanted to add something like that at some point (like "?" buttons next to each feature), but preferred to focus on adding more features instead. I thought users would end up creating documentation, as they did for MAKE. Posted by duffjr Haha, don't you mean Chain Chomp support (although they have no chain)? They only appear in Match Race mode. SMK Dan briefly tried to make them work in GP mode, but the results weren't good. |
Stifu |
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Cobrat Level: 56 Posts: 367/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by duffjr Weird, should work fine with MAKE tracks. I confirmed it works with all the tracks shipped with MAKE. If you have a particular track that doesn't work, then send it to me so I can check it out. Thinking about it, make sure you're importing the track (using the "Import track" button in the menu), and not trying to open a ROM that was resaved by MAKE. As for rotating the track, I probably misunderstood you. I assumed it was for the whole track, and not parts of the track. I also assumed you meant 180° (ie: only invert it vertically), so that the starting line would remain horizontal. Anyway, there is a difficulty in the fact you'd need all the tiles you want to rotate to be available in a rotated position, and define which tile is the equivalent for each tile after rotation (some kind of correspondence table). So it's not that easy. I think you'd like something similar to the feature SMK Dan suggested: having reusable tile blocks. That way, you could create a block, then tweak it manually (through hex editor or whatever), then use the modified block in the editor. This way, you wouldn't have to deal with the whole track map (as you would with a track map export), and only with the track part you're interested in, which would make things a bit easier. |
Stifu |
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Cobrat Level: 56 Posts: 368/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Can you send me / upload an smkc track that doesn't work with EE?
Again, you're sure you didn't try to open a ROM resaved by MAKE, rather than just importing a track, right? Because what you describe sounds like what you'd get after opening a MAKE ROM. And thanks for the offer, but I already spend too much time playing as is, which prevents me from working on EE. :p |
Stifu |
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Cobrat Level: 56 Posts: 369/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by duffjr The only one I play these days is Super Street Fighter 4. On 3DS (online) most of the time, but also X-Box and arcade. Posted by duffjr Not all hope is lost. If you want, send me your ROM and I'll see what I can do. I know why MAKE maps do not show on EE, but I'm not sure about the AI, I'd need to investigate. Track maps could be easily manually extracted from your ROM (this time, *really* easily ). |
Stifu |
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Cobrat Level: 56 Posts: 370/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by duffjr You should ensure they're in the right order, as they are in the original game. Otherwise, when playing the game, driver positions (1st, 2nd, 3rd...) will be messed up. Also, if you have multiple paths in your track, you should ensure each path has the same amount of AI elements, otherwise things will also be messy. Basically, in order to determine driver positions, there's a counter that gets incremented as you move from one AI element to another, so you should make sure that you have to pass through the same amount of elements no matter which path you take. |
Stifu |
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Cobrat Level: 56 Posts: 371/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by duffjr Not sure. I assume it may show you as 8th then as 1st immediately as you cross the line. Posted by duffjr Yes. |
Stifu |
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Cobrat Level: 56 Posts: 372/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I already talked about the sprite limits with him a while back. He confirmed the game couldn't properly handle more than 2 items in GP mode. It's just a hardware limitation. I guess it could have worked if the cart had a more powerful chip than the DSP-1 one.
Don't think we could lift this limit without rewriting huge parts of the ROM. |
Stifu |
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Cobrat Level: 56 Posts: 373/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Synthetekh A bit off topic, but why? |
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Cobrat Level: 56 Posts: 374/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
EE 2.4 is out.
Adds road tileset editing. |
Stifu |
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Cobrat Level: 56 Posts: 375/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Yep. I reckon I should be less lazy and be more descriptive, post screenshots and stuff. I'd need a marketing staff to take care of that for me. Posted by gridatttack Yes, I just fixed this bug. Bad timing, someone reported it just as I was releasing 2.4. Basically, the corrupt track map is the one map that starts at an 8xxxx offset, and ends at an 9xxxx offset. That's why it's not always the same map. The funny thing is that only US ROMs are affected. I simply fixed this by adding a blank range of bytes to avoid this issue, so that a track map never crosses banks. After having double checked Track Designer, it does the same thing. The reason this bug only showed up recently is that since 2.2, we save a lot of object-related data before saving track maps, which makes it much more likely that track maps may end after 9xxxx. I'm going to release EE 2.4.1 this week for this issue, but meanwhile, you can use this unofficial version with the bug fixed: http://www.stifu.fr/files/stifu/EpicEdit.zip Simply resaving your ROM with it will fix it. |
Stifu |
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Cobrat Level: 56 Posts: 376/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Hmm, weird. Is it only a single theme that has messed up colors? Maybe its palettes span across two banks, too...
Could you send me your ROM? |
Stifu |
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Cobrat Level: 56 Posts: 377/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I realized the workaround I added when resaving track maps needs to be applied for other compressed data too, such as palettes and graphics.
So I updated the WIP version to account for this, and prevent palette and graphics corruption issues. That said, I do not think that's what corrupted the colors of your ROM, gridatttack, or EE would still have been able to read the right colors from the ROM. It must have been something else. Edit: Here's EE 2.4.1. It fixes the compressed data saving issue mentioned above, which only affected US ROMs. |
Stifu |
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Cobrat Level: 56 Posts: 378/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Nope, no idea. Smkdan might know. Posted by gridatttack TSA is a reusable rectangular group of tiles, is that it? Not a priority for me, as I'd rather add support for editing more stuff in the ROM, rather than adding convenience features. That said, I accept patches. By the way, since 2.4.1 is out, I haven't worked on EE itself, but on a dedicated EE site. I also accept contributions for this site (more specifically: tutorials / feature presentations, with screenshots and stuff), as that'd let me get back to work on EE sooner. Anyone interested can contact me. |
Stifu |
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Cobrat Level: 56 Posts: 379/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
The official Epic Edit site is now ready.
http://epicedit.stifu.fr/ On the Overview page, the main program features are explained. New EE users may want to check whether they know everything they need to know about EE. Let me know if you have any suggestions. |
Stifu |
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Cobrat Level: 56 Posts: 380/666 EXP: 1362015 Next: 36161 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I'm going to assume this happened with a US ROM. This does not sound like the same bug I fixed, because in your case, more than one track was corrupt.
Can you reproduce the problem from a ROM backup? Did you make any modifications manually (like with a hex editor)? |
Main - Posts by Stifu |
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