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Main - Posts by Stifu |
Stifu |
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Cobrat Level: 56 Posts: 421/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
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 |
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Cobrat Level: 56 Posts: 422/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
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 |
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Cobrat Level: 56 Posts: 423/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
EE 2.7 is now out. No changes since the last preview. |
Stifu |
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Cobrat Level: 56 Posts: 424/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by MikeTechno You can import / export certain graphics (road tilesets, background tilesets) in binary or image format. |
Stifu |
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Cobrat Level: 56 Posts: 425/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I'm not sure how it will turn out to be useful, but that was an interesting read. |
Stifu |
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Cobrat Level: 56 Posts: 426/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
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 |
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Cobrat Level: 56 Posts: 427/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
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 |
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Cobrat Level: 56 Posts: 428/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Here's EE 2.7.1. No new features, just 2 bugs fixed.
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Stifu |
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Cobrat Level: 56 Posts: 429/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
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 |
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Cobrat Level: 56 Posts: 430/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Thanks. Posted by gridatttack Cool. Yeah well, I also need to finish mine... Can't find the motivation. Posted by gridatttack Or you could just change the heavy character stats. That'd be less work. Posted by gridatttack 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 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 |
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Cobrat Level: 56 Posts: 431/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack 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 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 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 |
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Cobrat Level: 56 Posts: 432/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
(Double post :o) |
Stifu |
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Cobrat Level: 56 Posts: 433/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Yes. Posted by gridatttack 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 |
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Cobrat Level: 56 Posts: 434/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack 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 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 |
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Cobrat Level: 56 Posts: 435/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack 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 Yes, it's on my profile on this forum. The link is http://stifu.free.fr/dl/smk_doc.zip. |
Stifu |
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Cobrat Level: 56 Posts: 436/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack 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 Check the pack3-music.htm page of the notes. I think that's all you need. |
Stifu |
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Cobrat Level: 56 Posts: 437/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttackPosted by Stifu 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 |
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Cobrat Level: 56 Posts: 438/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack 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 No. This is just related to this fix in EE 2.7.1: Posted by Stifu So this is only how the first color behaves. Posted by gridatttack I'll check this out, thanks. I knew implementing real-time text editing wouldn't be easy... |
Stifu |
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Cobrat Level: 56 Posts: 439/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack 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 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 |
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Cobrat Level: 56 Posts: 440/666 EXP: 1361991 Next: 36185 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Yeah, depending on the context, it's either color 1 = color 1 from palette 1, or color 1 = transparent. |
Main - Posts by Stifu |
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