Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,517,939
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-03-24 02:48 AM
Guest: Register | Login

Main - Posts by Stifu

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34

Stifu
Posted on 10-14-11 08:15 PM, in Programming question (rev. 2 of 10-14-11 08:17 PM) Link | Quote | ID: 148016


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
Oh, and if i want that the editor ONLY opens SMA4, do i need to program that if the rom has that and that info, he only opens that? Am i right?

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
Oh, and is it possible to make a SMA4 editor ( that edit sma4 via hex ) in batch?

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
Posted on 10-14-11 08:24 PM, in Programming question Link | Quote | ID: 148018


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
Also, Stifu: batch = .bat files.

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?

Stifu
Posted on 10-14-11 10:54 PM, in Programming question Link | Quote | ID: 148021


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
So if i want it to open SMA4 i type this in my code: ValidateRom() IsGbaRom() IsSuperMarioAdvance4(). Am i right?

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
Posted on 10-15-11 11:18 AM, in Programming question Link | Quote | ID: 148028


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
Posted on 10-15-11 03:12 PM, in Programming question Link | Quote | ID: 148034


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
Posted on 11-02-11 09:47 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 148347


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
This may be a stupid feature request, but is there any support for importing tracks from MAKE or Trackdes?

Rejoice, it's already in there.

Posted by duffjr
1)Ghosts & lightnings aren't available in the editor for GP & battle. I know they aren't stock, but their inclusion doesn't create a problem. An external item editor has them available.

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
2)You can't copy and paste whole parts of the track.

You can. Hold right click.

Posted by duffjr
If you do add a copy paste feature, can you add a flip/rotate feature as well?

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
Also, is there a help file or demo of the editor in action?

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
OMFG, you have Porcupo/Spiny support.

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
Posted on 11-02-11 10:56 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 148350


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
Thanks for the fast reply. I just found the copy paste feature. Trackdes works fine, but MAKE tracks show up empty. I'll double check that.

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
Posted on 11-04-11 09:01 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 148363


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
Posted on 11-05-11 09:32 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 148374


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
What games do you play?

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
OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH, man. I lost all my smkc files in the hard drive crash and only got the roms that I saved every time I made a new track from a friend.

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
Posted on 11-06-11 02:23 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 148386


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
I'm starting to do the backwards SMK hack, simply changing the AI pointers and starting point, but I don't understand what Index does. I see they're in order from the finish line, but you can also change them to random numbers.

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
Posted on 11-06-11 04:30 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 148388


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
So are you saying you could finish last in a race if I made the last driving zone Index 0? I thought this was reset when players crossed the finish line.

Not sure. I assume it may show you as 8th then as 1st immediately as you cross the line.

Posted by duffjr
Is smkdan still helping out with EE?

Yes.

Stifu
Posted on 11-07-11 09:35 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 148395


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
Posted on 11-28-11 08:27 AM, in Megaman the Wily Wars - Editor news and Game related info Link | Quote | ID: 148596


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
(...) scrollbars (I don't quite like or understand the ones that .net provides)

A bit off topic, but why?

Stifu
Posted on 01-06-12 10:57 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 11-10-18 09:35 PM) Link | Quote | ID: 149246


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
Posted on 01-09-12 08:22 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 149392


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
Also, by saying "road tile set editing" can we change the graphics of the tile sets? :O

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
Oh, and remember that corrupt thing I told you a while back? The problem aroused again.

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
Posted on 01-09-12 08:50 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 149394


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
Posted on 01-09-12 11:27 PM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 11-10-18 09:35 PM) Link | Quote | ID: 149409


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
Posted on 02-26-12 11:38 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 150289


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
So I wonder if you guys have figured out how to make the cpu react to boost panels?

Nope, no idea. Smkdan might know.

Posted by gridatttack
Also, about the editor, is there is a way to implement TSA? Being able to assign the graphic that the select square would use? It would be useful, since we could create new blocks, such as an out of bounds mud and water tiles.

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
Posted on 03-18-12 07:49 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 150524


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
Posted on 04-09-12 06:22 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 150679


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)?
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34


Main - Posts by Stifu

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.237 seconds. (329KB of memory used)
MySQL - queries: 128, rows: 160/160, time: 0.228 seconds.