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Stifu
Posted on 10-06-13 10:49 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 10-07-13 12:25 AM) Link | Quote | ID: 154901


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Hmmm. Could you send (PM / mail) me your ROM so I can have a look?
Thanks.

Edit: release delayed while I investigate this bug.

Stifu
Posted on 10-10-13 09:04 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154913


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About the bugs reported by gridatttack:
- We've confirmed the sound issue comes from his computer, and was not caused by Epic Edit
- The track glitches are due to having 42 overlay tiles on the track, which the game cannot handle. I have lowered the limit to 41.

Here's a new preview with the above bug fixed (and a few improvements you shouldn't notice). Final release due in 3 days if no more bugs are reported.

Stifu
Posted on 10-13-13 11:43 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154918


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EE 2.7 is now out. No changes since the last preview.

Stifu
Posted on 10-13-13 11:53 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154921


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Posted by MikeTechno
Been meaning to ask you, but is the gfx editable yet in your editor ?
Meaning export .gfx to import gfx ?
If it is I like to test somethings with it.

You can import / export certain graphics (road tilesets, background tilesets) in binary or image format.

Stifu
Posted on 10-24-13 11:30 AM, in The Truth about Secret of Mana and its development Link | Quote | ID: 154941


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I'm not sure how it will turn out to be useful, but that was an interesting read.

Stifu
Posted on 10-25-13 10:45 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154945


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Well, anything is possible. So, basically, you need a driver sprite color picker.
On the other hand, all of that should already be possible from your graphics editor. At least Tile Molester lets you do that.

Stifu
Posted on 12-26-13 03:35 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 155299


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I noticed a regression in EE 2.7. It makes it so road tilesets are sometimes wrongly marked as modified (so you could be asked if you want to save changes although you didn't make any, and it would also recompress the road tileset graphics when saving). This regression also causes graphics not to load sometimes (with the Super Parigo Kart ROM, for example).

I've just fixed this, but will wait a few days before releasing a patched version. Until then, let me know if you've noticed any other bugs.

Stifu
Posted on 02-08-14 11:16 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 155651


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Here's EE 2.7.1. No new features, just 2 bugs fixed.


- Fixed 2.7 regression that could cause road tilesets to be wrongly marked as
modified by the user, and would sometimes prevent graphics from being
displayed with certain ROMs
- Fixed the first color used for road tiles, so it's always the first color
of the first palette. The first color of other palettes is not used.

Stifu
Posted on 06-13-14 08:39 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156754


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Well, the latest EE is supposed to properly handle ROMs edited with all previous versions. That said, you could just open your ROM, export everything you can, and reimport it all on a new ROM.
There is no work underway on EE. I'm basically done with it, and am pleased with the result. I'll still fix bugs people report, if any, but don't plan to add new features.

By the way, I recently took the time to document and commit all the ASM hack sources written by smkdan, so people can fiddle with them if they want to.

Stifu
Posted on 06-13-14 09:41 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 06-13-14 09:42 AM) Link | Quote | ID: 156756


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Posted by gridatttack
Yeah. Many thanks for this awesome editor Its one of the easiest rom editors to do stuff.

Thanks.

Posted by gridatttack
As a thank you, I actually wanna finish a complete hack (with fun/nice courses and perhaps more) with it.

Cool. Yeah well, I also need to finish mine... Can't find the motivation.

Posted by gridatttack
The problem with my past tracks, that they were all tested with koopa troopa. I later found out that some of the tracks are close to impossible or tedious with heavy weight characters, so I might just aswell start again and tweak some of my previous tracks.

Or you could just change the heavy character stats. That'd be less work.

Posted by gridatttack
Also I wonder, right now, I wanna make mario circuit dirt to a grass color. But ingame, when going offroad, it still show as dirt. Is there a way to change this palette?

Yes, you can do it within EE, but the problem is that you have to do it "blindly", as there is no preview. You have to know which palette you need to change. I think it's one of the last palettes.

Posted by gridatttack
Also laast question (for now). Is the BG palette listed in the palette corresponding to a track? (like, it would be palette 5 of choco island, etc.)

There is more than one "BG palette", but yes, you can find them in the list of concerned theme palettes. The easiest way to work with background colors is to use the color picker (open the palette editor, then click on the background tile you want to work on).

Stifu
Posted on 06-13-14 09:13 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156761


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Posted by gridatttack
Oh, I thought it wasn't possible. How can I change them?

It's not possible with EE, but still possible. Either do it manually with a hex editor (it's all documented), or use Dirtbag's SMK Mashup.

Posted by gridatttack
Also I have a question regarding importing graphics. Say for example, I want to add a sand dune (to look like an island) to koopa beach. I export the graphics, then import back. It seems now that the sand dune (which I gave it a orange color before importing) seems to be the palette it was imported in. What would I have to do to have the orange color again?

When reimporting the tileset graphics (from an image file, not from raw binary), the editor will try to find the closest color for each pixel, using the original tile palette. What I'd suggest is to first change the tile color palette to what you want before importing the tileset image.

Posted by gridatttack
I noted each background have like 8 palettes. Are they shared? Or are they 8 palettes per background? Because if its the later, then I assume I can use another palette to give it the orange color.

When you say "shared", you mean shared across themes (like, from Mario Circuit to Donut Plains)? If so, they're not shared. No color palette is shared between themes.

Remember they're 2-bpp graphics, so each BG palette only has 4 colors. 32 colors in total, 4 colors per tile.

Stifu
Posted on 06-13-14 10:50 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 06-13-14 10:51 PM) Link | Quote | ID: 156764


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(Double post :o)

Stifu
Posted on 06-13-14 10:50 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156765


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Posted by gridatttack
Ok. I assume this is the same for the backgrounds?

Yes.

Posted by gridatttack
Oh cool. I was afraid they were shared since I saw many white colors in koopa beach and vanilla lake. And the last palette is always some sort of red/green.

All these colors that are the same between themes in the original game are duplicated, but not technically shared. You can change them all independently.

Stifu
Posted on 06-14-14 04:10 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156774


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Posted by gridatttack
Also I wonder, when exporting palettes, does it exports all 16 palettes, or just the one currently highlighted?

All the palettes for the current theme. In case you forget, it's made clear on the tooltip, if you leave your cursor over the export button.

Posted by gridatttack
And another thing. Are the colors of animated tiles are listed in the palettes too?

I'm not sure. You can easily check it by setting all colors to the same color, like red, and see if the waves are still here in game. I thought it was just some tile cycling mecanism. Some colors are actually hardcoded, though, like for the color cycling that happens on the driver wheels, as they move.

Stifu
Posted on 06-14-14 08:27 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156777


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Posted by gridatttack
I guess if its inst hardcoded, it can be changed with that snes palette editor?

If it's not hardcoded, you can change it within the editor. If it's hardcoded, it must dynamically replace existing colors in one of the palettes. I'd try to retrieve the actual color values, and then look for them in the ROM. I'd probably debug that by messing with a save state. I guess smkdan would use an actual SNES debugger, but last time I checked, I was no good at it.

Posted by gridatttack
Also, is there a documentation for the offsets to use EE to decompress graphics like the title screen, etc?

Yes, it's on my profile on this forum. The link is http://stifu.free.fr/dl/smk_doc.zip.

Stifu
Posted on 06-16-14 02:41 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156807


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Posted by gridatttack
Im pretty sure you could change track orders in the editor by dragging down the name whenever you want. On the latest version, this doesnt seem to work. Was it removed?

It's a regression I didn't know about. I'll fix it soon and release a new version. Thanks for the report.

Posted by gridatttack
Oh, and also, is there a list of the value of which music is which? Im planning to switch some music.

Check the pack3-music.htm page of the notes. I think that's all you need.

Stifu
Posted on 06-17-14 12:41 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156815


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Posted by gridatttack
Posted by Stifu

It's a regression I didn't know about. I'll fix it soon and release a new version. Thanks for the report.


Ok thanks

Fixed. This is a temporary build. I'll release an official version over the weekend (2.7.2).
Until then, you can check if it works fine, and maybe you'll find other things that could be tweaked or fixed.

Stifu
Posted on 06-17-14 08:31 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156819


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Posted by gridatttack
Also I wonder, does someone know what palettes belong to what area?

I remember GlitchCog documented that on his web site. It seems to be down, though.
What I can tell you: palettes 1-8 are for background / static elements (kinda, there must be a better term), while palettes 9-16 are for sprites (drivers, items etc). Palettes 9-12 are driver palettes.

Posted by gridatttack
Also, I noted some tiles uses palettes across 2 pages (bowser castle finish line), so that means we can use the whole palettes belonging to a track in a single tile even if they belong to a different page?

No. This is just related to this fix in EE 2.7.1:
Posted by Stifu
- Fixed the first color used for road tiles, so it's always the first color of the first palette. The first color of other palettes is not used.


So this is only how the first color behaves.

Posted by gridatttack
Also, I found a bug. When you swap tracks around, and change the names, the new display name will still be in the old spot. Like, you swap choco island 1 with bowser castle 1 and you rename choco island. The new namechange will then appear on bowser castle (where choco island was)

I'll check this out, thanks. I knew implementing real-time text editing wouldn't be easy...

Stifu
Posted on 06-17-14 09:21 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156822


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Posted by gridatttack
Interesting. I guess one free palette slot in palettes 2-16 will be convenient

It's not one extra color, really, if that's what you meant. You still get 16 colors per tile in the end. It's just that the first color of other palettes never shows up.

Posted by gridatttack
Ok. Though I hope it doesn't ends being too complex to fix

Nope, it'll be fine. Actually, the most complex thing back when I implemented this feature was handling Japanese text... You have to connect certain characters together, and all the texts within the ROM don't work the same way. Sometimes, it feels like they make it complicated on purpose. And in the end, I don't even know if I have a single user working on a Japanese ROM.

Stifu
Posted on 06-17-14 11:49 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156825


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Posted by gridatttack
Oh. I see.
I wonder, how does the game handles the transparency for the BGs? Are the palette slots hardcoded for them to be transparent?

Yeah, depending on the context, it's either color 1 = color 1 from palette 1, or color 1 = transparent.
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