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Stifu
Posted on 08-20-12 12:11 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 152103


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Change of plans: I'll skip 2.5.2 and go directly to 2.6, as I added a new feature at the last minute: a little codec tool. The point is to let advanced users decompress and recompress data, so you don't need to use Lunar Compress anymore. Also, the compression rate is better.

2.6 beta: http://stifu.fr/files/stifu/EpicEdit.zip

Feel free to report bugs and suggest improvements.

I thought of adding some kind of bookmark system, so you can pick from a list of known SMK offsets. But then I got lazy.

Stifu
Posted on 08-20-12 08:39 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 152107


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Let me know how it works for you.

I just uploaded an updated version (same URL), as I realized double decompression was broken.

Stifu
Posted on 10-21-12 03:25 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 152711


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EE 2.6 is out. If you got the last beta from 2 months ago, then it's almost the same, and you shouldn't notice any difference.

You can blame Kid Icarus: Uprising for my lack of progress.

Stifu
Posted on 11-25-12 04:33 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 152908


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... Wait for what?

Stifu
Posted on 11-27-12 02:31 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 152918


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Posted by Superjustinbros
If this could possibly make creating custom tracks a little easier, maybe a way to add straight foundation to an area with a brush tool where you draw the main track, then the utility constructs the track by placing the tile sets where they would best fit based on the drawn track, corner pieces, CPU paths, and everything, and then the player goes in and makes touchups?

Not required, but if it could be done.

Automatically placing surrounding tiles (as some map editors do) can be done, but sounds like a lot of work, and I'm not sure how to do it. It would not only have to be theme-specific, but also customizable, in case users change the tiles. To be honest, I won't do it, but would review patches. As for automatically placing the AI paths, that sounds not just difficult, but also unreliable.

Posted by EEKings
Posted by Stifu
... Wait for what?

Because, Dount Plains hard to make.

That guy is trolling me.

Stifu
Posted on 11-28-12 11:46 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 152924


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Err, okay. Just so we're clear, you said "I can't wait!", but I don't plan to release anything, so I'm not sure what you're waiting for.
Epic Edit is already here, and there's no new version under development (at least at the moment).

Stifu
Posted on 12-15-12 11:03 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 153078


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I just released EE 2.6.1.
Nothing exciting, it only fixes a single bug: importing a background layout would not mark the layout as having been modified, and would therefore not resave the new layout into the ROM (unless you made manual modifications on the layout before or after).

Stifu
Posted on 12-15-12 11:24 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 153080


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Please make your own thread for that. This one is about Epic Edit.

Stifu
Posted on 01-20-13 04:14 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 153317


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Here's another bug-fix release: EE 2.6.2.
Fixes background color picking bugs.

Stifu
Posted on 02-08-13 08:11 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 153413


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Posted by gridatttack
Great!

I got a suddenly urge to make CT again, so ill be sure to use this newest version!

I actually fixed another background color picking bug right after releasing 2.6.2, but since it's such a minor change, I didn't feel like releasing 2.6.3 just for this. The bug is that selecting the back color (the first out of the 4) doesn't always focus the right color. But if you find any more bugs, or have easily implementable suggestions, let me know, because that could justify a new version.

Stifu
Posted on 07-19-13 04:40 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154351


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If you stealthily edit your post after 2 months to ask a question, you can be sure I won't notice it any time soon. :p

Anyway, I've had no access to the Internet for a little while, so I decided to be productive and spend some time on EE. No new features so far, just bug fixes. Not just small stuff though, as this includes a new graphics renderer I've wanted to implement for ages (it fixes occasional repaint issues, and it's also faster). Most people won't care, though, I just wanted to do it. Hopefully I now have a fast, bug-free, pixel-perfect renderer.

About new features, the only big thing I'm considering adding at the moment is ghost pillars editing. Don't hold your breath, though.

Stifu
Posted on 08-02-13 07:51 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154524


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Posted by gridatttack
Cool. I wonder why the ghost valley pillars are different from other objects.

They work completely differently. The pillar model actually seemed a bit more flexible and easier to work with than regular objects (apparently fewer limitations, no zones, and different grid precision), so smkdan proposed we just forced the pillar model for all objects, but I refused as I wanted to stay as close to the original game as possible (this would have affected gameplay). For a particular hack, that mod idea sounds good, but imposing this upon all hacks didn't sound good to me.

Posted by gridatttack
Also perhaps a name course editor, to change track names? :3

Yeah, I'm actually working on that now, but don't really know how far I'll go... Ideally, I wanted to include all of the SMK Mashup features into EE (driver ranking points, driver names, driver stats, cup and theme names). Ranking points are already in (easiest one to implement).

Stifu
Posted on 08-06-13 08:06 AM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 08-06-13 08:23 AM) Link | Quote | ID: 154540


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Posted by gridatttack
Well, the more features, the better :3
But work at your pace and don't overexert yourself.

Well, I'd rather keep working on it while I have the motivation to do it, because I don't know if or when that motivation will come back later. :p
I'm not exhausting myself over this, I'm taking my time to try and do things properly. I just play less these days, as I got tired of the games I have now.

Posted by gridatttack
Also I wonder how the editor will handle editing the names of the tracks? IIRC, the first part of the name is shared, like if you edit the test MARIO CIRCUIT, the changes will apply to the other tracks with the same name.

Or will we be able to edit the names per track to be something different?

That's still open for debate, let me know your opinion.
Option 1- Keep things working the same way the original game works, ie: theme name (or "Battle Course") + extra character (except for Rainbow Road, which doesn't have an extra character... unless I can find room somewhere close to relocate the data). Changing the track theme wouldn't automatically change any part of the track name, that'd be a separate manual action. On a separate screen, you'd be able to rename the themes + battle course (same as in SMK Mashup).
Option 2- Modify the way the game works, and have free text for all tracks. I'd need smkdan's help to do this nicely.

Stifu
Posted on 08-07-13 10:06 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 08-07-13 10:06 PM) Link | Quote | ID: 154549


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Posted by gridatttack
I say option 2, because its not restricted and you could do what option 1 would do :3

Indeed, it gives more freedom. It just takes more space in the ROM, but there's usually plenty of it (the new data will have to be relocated at the end of the ROM, leaving the old data untouched where it is). Haven't heard of anyone reaching the ROM max size with EE yet.

Posted by gridatttack
However if for whatever reason option 2 is not possible, then option 1 will be the best choice....

Smkdan said option 2 was easy. I just need to get in touch with him again. I'll consider option 1 if I really can't reach him.
I guess I'll release a new EE version with ranking points + driver names editing, then see about track names for the next version. It won't take longer, you just get 2 versions rather than 1.

Posted by gridatttack
BTW, whats the character limit of a track name?

None other than screen width, I guess, if we go for option 2. With option 1, as in the original game, there's a global limit for all names (160 characters for all cup + theme + battle names), and you can't add extra characters (unless you manage to move things around in the ROM). But you can shorten a name to make another name longer, as long as you stay within a total of 160 characters.

Stifu
Posted on 09-21-13 12:35 PM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 09-21-13 12:41 PM) Link | Quote | ID: 154815


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Here's a preview for EE 2.7 (Change log).
It has no known issues or unfinished bits, so it will become v2.7 final (let's say 2 weeks from now) if I don't receive bug reports or easy feature requests (don't hesitate, this might be your last chance).

Stifu
Posted on 09-26-13 08:05 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154841


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Let's be satisfied with what we have today.
I've been working on EE for years, but I won't go on forever. But since it's open source, and the code is in good shape, any programmer can pick it up.

Stifu
Posted on 09-29-13 11:27 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 09-29-13 11:29 PM) Link | Quote | ID: 154874


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Posted by gridatttack
Edit: Oh, I see it wasnt the freeform name one...but it doesnt matter.

Yeah, as I said before, the free-form one will come in a later version, if it comes at all. I've been too lazy to contact smkdan, as I didn't want to work on this yet.

By the way, I just committed a possibly-breaking change, to support thin spaces in texts, rather than treating them like regular spaces (0x2C: thin space for certain texts only, 0x2F: regular space). It is more correct than the previous version, as it matches the original game more precisely (thin spaces in theme names, regular spaces in character names, for example). This also lets you pick which kind of space you want in your texts, rather than sticking with what the original game did. However, the thin space is a unicode character, and may show up as a square or something on systems with unicode-related issues.
Since this may have unintended consequences, I'm releasing an updated preview so you can test it.

If I don't hear back from you guys, I'll release EE 2.7 next weekend.

Stifu
Posted on 10-03-13 08:04 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154890


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Posted by AlveinHero
What about the Podium sprites? and the Credits?

You could argue they're out of the scope of this editor, since this is a track editor. Not that I'm really against adding non-track related features, but then there are loads of other similar features I could add (for other sprites and screens), and I would never see the end of it.

With our notes (links in my profile), you should be able to update that data manually easily enough.

Podium sprites: you can decompress and recompress them with EE, so I couldn't really make it any easier, unless you wanted to be able to export them in an image format (BMP, PNG) like what EE does for some other graphics. But really, it shouldn't make much difference.

Credits: this is kind of vague. Do you mean the texts in particular?

Stifu
Posted on 10-03-13 09:33 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154895


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Well then, I suggest you check out the notes and do it manually, because it's more work than I'm willing to put into EE.

Stifu
Posted on 10-05-13 04:47 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154898


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No bugs so far? The release is tomorrow.
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