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Please chime in on a proposed restructuring of the ROM hacking sections.
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Stifu
Posted on 04-16-12 11:21 PM, in Moai-senpai - Moai-Kun level editor Link | Quote | ID: 150708


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Posted by Legato
Hmm, I guess that would need graphics loading to work correctly and be usable.

Indeed.

Posted by Legato
To be honest, I'm not that familiar with bit-level reading and manipulation with C#, so I have no idea how I would do the graphics loading. I guess I'll check some open source editors coded in C# to get some ideas.

Feel free to check Epic Edit, which does just that. Let me know if you need help.

Stifu
Posted on 04-22-12 10:44 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 04-22-12 10:44 PM) Link | Quote | ID: 150741


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Alright. Can you give me your (non-corrupt) ROM, so I can have a look?

Stifu
Posted on 04-23-12 08:14 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 150745


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I took your uncorrupt ROM patch, applied it on a headered ROM, and made sure it worked. It did. Then I opened it with EE, changed the road color of the first track, resaved the ROM, and ran it in an emulator. It works fine.

Did I miss something I have to do to trigger the corruption?

Stifu
Posted on 04-23-12 08:06 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 150749


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This is possible, and from what you've said, I can't think of anything else. To verify this, you could do a comparison between both ROMs (ROM hack vs vanilla ROM patched). Some hex editors let you compare 2 files, for example. If they are not exactly the same, then something must be wrong with the ROM you started from.

Stifu
Posted on 04-30-12 07:56 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 150777


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Posted by Googie
All I really did was some minor graphics changes to give the game a different feel.

What did you change the headbutt to? Shell kick frame?

Stifu
Posted on 05-21-12 12:01 AM, in About PM's... Link | Quote | ID: 150986


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Indeed, it doesn't work. I just sent a message to myself by mistake*, and I can't delete it.


You are not allowed to (un)delete that message.
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*I'm used to mail clients that let you reply to a message you sent, and automatically set the right recipient rather than yourself. The point is to preserve the last message of the conversation, if the other person hadn't replied to the last message yet.

Stifu
Posted on 06-06-12 08:13 AM, in Retaliation ~ A Super Metroid Hack Link | Quote | ID: 151256


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A bit off topic, but I suggest you tweak your post layout style a bit. If you used rgba rather than opacity, your post content (text and especially images) wouldn't get mixed up with your post background. Also, your post text is tiny.

Just saying, because looking at the screenshots, it's not obvious what's part of the game background, and part of your post background.

Stifu
Posted on 06-23-12 04:19 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 151436


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I've just released EE 2.5.
The main addition is background editing.

Get it from the EE site.

As always, make sure to back up your ROM(s) first, and feel free to report any bugs.

Stifu
Posted on 06-24-12 11:12 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 151452


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Posted by gridatttack
Also, is there is a possibility future versions might include an option to change names for the tracks?

Yeah, it's been on the TODO list for a while... but I wanted to work on this with smkdan to extend the game, so we could have completely free text for each track, rather than theme name + one character. Or maybe I could just leave both options, with or without the extension hack.

Posted by gridatttack
Also, I have a question. The palette for the BG can be modified via the "color palette editor" option?

Yep.
I make sure the color picker works pretty much everywhere. It just doesn't work on the background preview itself (you'll see what I mean when you try it), because that would have added unnecessary complexity in the program code, IMO.

Stifu
Posted on 06-24-12 11:55 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 151454


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Glad you like it.

Background editing and name editing have been among the top-requested features for a while, and now that background editing is done, it makes sense to work on changing names next. That said, I plan to take a break from Epic Edit, because I want to work on our ROM hack (Epic Racers). Now that background editing is in EE, we have everything we need to make all-new track themes.

Stifu
Posted on 06-25-12 09:48 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 06-25-12 10:32 PM) Link | Quote | ID: 151469


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Damn, looks like I'm gonna have to make a quick fix release.
I figured out why color palettes can get corrupt since EE 2.4. This also affects background layouts. This is so stupid, I should have figured it out sooner.

Edit: here we go, EE 2.5.1 is out.

Stifu
Posted on 06-26-12 08:32 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 151475


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Posted by gridatttack
Yep. I noticed this. Thought I wasn't sure if it was because I used an unclean rom. It corrupted my rom to the point epic edit wouldn't be able to open it xD
Glad I was using another rom...

A few people reported color palette corruptions, but no one could put their finger on what triggered the bug. With the conversation of the previous page of this thread, I thought this only affected invalid ROMs. When I tried to reproduce the problem, it'd never show up, because I'd test from a clean ROM.
The bug would actually be triggered if you had already changed the color palettes before, resaved the ROM, then saved the ROM again but without changing the color palettes this time. Epic Edit 2.3 is not affected, because it always recompressed color palettes whether they were modified or not. But since 2.4, we only recompress them if they've been changed, to optimize performances. Except that if they hadn't been changed, we wouldn't save them at all, actually, and would erase them instead.

Stifu
Posted on 07-15-12 05:42 PM, in New Super Mario Kart: For Super Players! Link | Quote | ID: 151615


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Posted by segwayspeedracer
My friend, who we will call Patrick until he decides to make his own forum account, is interested in doing updated music. So, currently vanilla, but if that changes that's up to him.

Don't hesitate to contribute to EE, so your work benefits to everyone. A friend of mine wants to add a music editor to EE, so this may be a good opportunity to work on this together.

Stifu
Posted on 07-15-12 07:23 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 151618


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Thanks for your support, segwayspeedracer.

By the way, I just realized item probabilities do not work as advertised. Changing the theme of a track does not change what item probabilities apply to it. For example, take Mario Circuit 1. If you change its theme to make it a Donut Plains track, then the Mario Circuit item probabilities will still apply to it. I'll come up with a fix in the next version (not sure what the fix will be like, yet).

Stifu
Posted on 07-15-12 10:10 PM, in New Super Mario Kart: For Super Players! 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.

Stifu
Posted on 07-16-12 08:00 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 151635


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Posted by segwayspeedracer
Stifu, Epic Edit makes creating a Mirror Mode for courses VERY easy (on a separate rom, of course)

You know someone made a "Reverse Mario Kart" hack with EE. But without flipping the tile graphics, only by laying tiles differently.

Posted by segwayspeedracer
You might be interested in expanding upon this logic onto Epic Edit.

Well, it'd certainly be easy, but I'd rather let users come up with their own stuff, like you did. I prefer to focus on things that are currently impossible to achieve with EE.

Stifu
Posted on 07-16-12 08:18 AM, in New Super Mario Kart: For Super Players! (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.

Stifu
Posted on 07-28-12 11:11 PM, in Mario Adventure 3 - Demo 2 is out! Link | Quote | ID: 151755


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Power-up idea: Boomerang Bro suit. Not particularly original or interesting, but probably easy to implement.

Stifu
Posted on 08-03-12 08:33 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 151808


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I plan to release EE 2.5.2 soon.
Here's what's new:


- Added support for defining the item probability set for each GP track
(under the AI tab), which fixes the previous incorrect assumption
that item probabilities depend on the track theme
(and extended the .smkc format to include this data)
- Added ability to import and export color palettes, background layouts
and item probabilities
- Added ability to import and export road and background tilesets as binary
- Fixed possible GP starting position second row offset loading issue
(regressed in 2.1)
- Fixed background tileset graphics importing logic when the first of the
4 colors does not match the 1st color of the 1st palette
(never the case in the original game)
- Minor tweaks and fixes


I want to add the ability to import and export tile types before releasing it, as this is the only data left that cannot be extracted. Having trouble finding room to fit that into the UI.
You guys are free to beta test this release.

Stifu
Posted on 08-03-12 08:00 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 151813


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Posted by gridatttack
There is plenty of space to add another button, so it opens another windows, in which you will have to specify which tile has which behaviour. Or am I missing some important detail? D:

I'm trying to keep the number of pop-up windows as low as possible (having too many is a pain for everyone), especially if it's just to put 2 buttons in it. To clarify, I wanted to add the buttons on the right hand-side panel, not the menu bar.
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Main - Posts by Stifu

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