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Please chime in on a proposed restructuring of the ROM hacking sections.
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Stifu
Posted on 06-17-14 09:06 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156837


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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)

Fixed.

Posted by gridatttack
I wonder, is it possible to change the precision of the starting position?
Im having a hard time trying to get them right, and I noted the movement its fixed to 8px. Is there a way to change this? Using the buttons above doesn't seem to affect it.

I need t use -32px like in bowser castle 2, but the editor keeps skipping it, only allowing -36 and -28

I'm sure you already selected the wanted precision on the right, yeah? Then you need to unbind the lap line from the driver positions (uncheck that box on the right). This will give you more horizontal precision (because lap line X precision is 16px, while driver position is 1px).

Ideally, I would have liked to add keyboard arrow key support in such cases, so you could move stuff with more precision. Also, it might have been nice to display the exact X/Y position of each element.

Stifu
Posted on 06-17-14 09:26 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156840


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Oh, I see. I misunderstood. To position that properly, set precision to 1px, then click on the slider to focus it, then use your left and right keyboard arrows.

Stifu
Posted on 06-17-14 09:48 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156844


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Posted by gridatttack
Oooo wow I never knew that.

Thanks

No problem. This actually made me notice and fix yet another bug.
This fixes the slider behavior when trying to use the left / right keyboard arrows while the precision is not 1px.

Stifu
Posted on 06-19-14 06:27 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156855


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Posted by gridatttack
I wonder, are there any of these functions that are not specifically visibly?

The slider thing is more of a Windows (WinForms) specific behavior. I'm trying to stay away from hidden stuff, but not everything is intuitive.
For example, being abe to right click Match Race objects to change their type. I tried to explain stuff like that on the Overview page of the EE site.

Posted by gridatttack
I found that you can add more AI elements by double clicking...

Yes, I mentioned that in the NEWS.txt file at some point, and ended up adding the ability to add AI elements through a button, as some people naturally didn't know how to add AI elements.

Posted by gridatttack
Also, Im trying to import a front BG. How do I make sure it gains transparency? Do I leave the PNG transparent, or it must use the blue hardcoded color used for transparency?

You should not use actual transparency in the file. Basically, just check what gets exported, that's what you should reimport.

Posted by gridatttack
And I wonder, how accurate the editor is, when importing custom graphics?

It should be very accurate. There are no known bugs. However, for BG tilesets, make sure the expected color palette is currently used before importing the image.

Posted by gridatttack
I have this tileset and this palette and I made sure they are the exact same one as the one in the image. IIRC its possible to use more than 4 colors per block right?

If you're talking about a BG tileset, then it's only 4 colors per tile. For road tiles, it's 16 colors per tile.

Posted by gridatttack
If so, when I import them, they import into the wrong color, even though the exact one is on the palette (perhaps the colors looks too much alike?)

Just go for a simple test: export the tileset, then reimport it right away. Does it work properly (ie: is the tileset unaltered)? As I said before, there is some kind of tolerance system, EE will look for the closest available color for each pixel.

Posted by gridatttack
A direct GFX editor would be nice since when I used the correct palettes, I could just draw the block with the correct colors (or fix them), though im sure thats asking too much :X

This was considered at some point, but is just too much work. There are loads of graphics editors available, it'd be a shame not to simply use them and to go and reinvent the wheel.
Note that you have another option now: export graphics as raw binary files (these do not contain color data), so that you can edit them within a tile editor such as Tile Molester.

Stifu
Posted on 06-19-14 05:40 PM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 06-19-14 06:09 PM) Link | Quote | ID: 156861


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Posted by gridatttack
Hmmm. What I mean is, that in the palette, I have the exact same colors preset before they got imported. When I imported them, it seems EE didnt recognize that the colors in the image are exactly of the ones already edited. I also tested when i changed the color mode to 8 bit when saving the PNG. In the things I posted, you see that the first water tile has 3 colors, and when I import them, they simplify into using 2 colors.

To easily see what you're doing, I'd also need your ROM. Did you make sure each tile in the tileset is already linked to the right palette before the import?
Like, the first tile (top left) palette seems to be 1, and the graphics seem to get imported fine. I'm not sure what the palette of the 2nd tile (top row, 2nd column) is supposed to be, though.

By the way, from some quick tests I just did, it seems my closest color algorithm is not so good. But if you're using the exact same colors, that shouldn't matter.

Posted by gridatttack
Oh. I see. Does YY-CHR falls in the same category?

I do not think so. From the tests I did back then, YY-CHR does not support this format. Someone requested YY-CHR format support, but I couldn't find any info about it, so I did not implement it.

Posted by gridatttack
Anyway, it mainly was a test. That tileset I tried to import was the GBA donut plains tileset, so I guess perhaps it was too complex.

It should not be. It's supposed to work. Let's get it working.

Stifu
Posted on 06-19-14 09:14 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156868


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Alright. I was trying it on Mario Circuit at first, which gave weird results. Works fine on Vanilla Lake. So I don't need your ROM after all.

In the end, it's just a matter of colors not matching perfectly. See this. I just updated the colors of the first water tile to match your color palette. No colors lost on import.

Stifu
Posted on 06-19-14 10:03 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156870


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I only did it for one tile.

Keep in mind that if your original colors use RGB values from 0 to 255, then you'll lose precision when colors get converted to the SNES format. That could explain why your colors didn't match perfectly.

There may be a better way, but what I did was pretty basic: open the color palette editor, take a screenshot, and paste it in any image editor. Then reuse the colors coming from this screenshot in your tileset image. Note that some image editors let you easily replace a color with another one (like, pick source color and target color, and that's it), which could be handy for you.

Stifu
Posted on 06-20-14 08:16 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156875


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Posted by gridatttack
When it was done, I used the color picker, and since it was 255, I divided by 8. All the results were an exact number between 0 and 31.

EE doesn't divide by 8 anymore, but by 255 / 31 (= 8.22...).

Posted by gridatttack
Seems I will need to use TM then.

Well, you don't have to. I fixed that one tile without TM.

Posted by gridatttack
I wonder, are there any other raw editors? I still have nightmares using TM when I was hacking NSMB

I don't know. I just know there's a TM mod that makes it better.

Stifu
Posted on 06-20-14 08:43 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156877


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Posted by gridatttack
Though I also noted some weird thing. Say, I have this tileset in which it imported fine. I do some changes to other tiles and save. They save fine. Then, when I added a bit of decor to everything, I import again, but this time, some pixel gets chosen to another color, despite being the same one as before, and it worked fine before doing that 'big' change.

This should not happen. I wonder if your programs alter colors or something. You could send me the images before and after, so I can inspect them.

Posted by gridatttack
Also, may I ask what color replacer you used? So far the most efficient one I have is gif movie gear...

Try GraphicsGale, it's nice and free. The color replacement is done through a paint brush, but you can make it large.

Stifu
Posted on 06-20-14 08:52 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156879


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Posted by gridatttack
Any program you could recommend to edit gfx?

GG and Paint.NET are the ones I've been using lately. GG for pixel art and animation, Paint.NET for the rest.

Stifu
Posted on 06-20-14 09:33 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156881


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Okay, let me know.
I planned to release the new EE version tomorrow (with the fixes mentioned here over the last few days). Let me know if you think anything else needs to be fixed, or if I should just push the release back a bit.

Stifu
Posted on 06-20-14 10:14 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156883


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Whether you can divide colors by 8 exactly is irrelevant, since that's not what EE does, as I said.
But yes, increasing contrast is an easy workaround if colors don't match perfectly.

Stifu
Posted on 06-20-14 10:54 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156885


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Posted by gridatttack
BTW, I wonder, when you imported the GBA donut plains, did you managed to get all the tileset without any color loss? :O

I only tried to fix a single tile. If that helps, I can fix the whole tileset. I just thought it'd be better if you fixed it yourself, to ensure you understand the problem and can fix all of your other tilesets yourself. But if fixing that one would help you get started, then let me know, and I'll take care of it tonight.

By the way, when I implemented image import in EE, I considered adding a preview window so you could check out what'd get imported before validating the import. I ended up choosing the easy way out to keep things simple and save time, thinking users could just try it and revert changes if things didn't turn out fine.

Another convenience feature, which could be easily added (unlike others), is display the 255-based RGB value for each color in the palette. This may help you ensure your image colors are what EE expects.
Possibly even let users change colors based on their 255-based RGB values, so you'd have 2 ways to change colors. That'd be a bit more work, but it's doable.

Stifu
Posted on 06-20-14 11:06 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156887


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Posted by gridatttack
Just to be sure, what I needed to do to fix them?

Colors need to match is all. I retrieved the palette colors by taking a screenshot of the color palette editor, then made sure the tileset image used these colors.

Posted by gridatttack
And yeah, if its easy to implement, it will be a helpful addition

Alright. I'll add the 255-based color value display (that shouldn't take long, so you might want to wait for it). Not sure about being able to change them, though, as that'll be a bit harder (the rounding would change what users input, which may make things confusing...).

Stifu
Posted on 06-20-14 12:17 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 06-20-14 12:18 PM) Link | Quote | ID: 156889


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Posted by gridatttack
Also, that rounding is on lunar magic too, and so far, idk if it has caused problems, Though it would be useful, as users can pick the colors straight form the program and have it rounded, instead of dividing the value by 8 so you get a value from 0 to 31. Though if its more hard work, I guess not though.

I don't know how it's done in Lunar Magic, but with the way EE works, it may be a bit tricky, as everything is computed in real time as you type. There is no "Save" button or anything. Say you start typing "5", because you wanted to input "53". You don't want EE to round your 5 to 0 or 1 before you're done typing. So I'd need to change the way the UI works. Maybe add a "Convert" button or something, I'll have to think about it.

Anyway, it's just a UI issue, not a technical issue.

Stifu
Posted on 06-20-14 02:22 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156892


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Posted by dirtbag
I like your idea of EE showing the 255RGB values (maybe as a tool tip?), it's a nice quick win.

I was thinking of adding a label to the right of each color. But if I make these 255RGB colors editable, then I'd rather just add an extra text box for each color. I think I'll try validating the conversion from 255 to 31 when you leave the text box.

Stifu
Posted on 06-21-14 10:13 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 06-21-14 10:14 AM) Link | Quote | ID: 156908


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Posted by dirtbag
I like your idea of EE showing the 255RGB values (maybe as a tool tip?), it's a nice quick win.

Err... Turns out I forgot the 8-bit RGB values are already on the tooltip, as you hover colors.

Anyway, try this out, guys. It seems to work fine although I didn't test it much. The UI looks less pretty than it used to, though. Let me know what you think.

Posted by gridatttack
I find it weird how come some blocks uses colors from the BG palettes (the wall color blocks), ended screwing up.

Not sure what you mean. What happened to these walls blocks exactly?

Stifu
Posted on 06-21-14 06:45 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156913


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Yeah, that's actually why when you brought up BG palettes a few days ago, I replied adding quotes around the term, because they're not specifically BG palettes.

Stifu
Posted on 06-23-14 08:16 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156941


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Posted by gridatttack
Also I wonder, are there any info of music hacking? As in, inserting new music/modify it?

Well, Dirtbag has done it. We know where each music is, we know they're compressed, and we know where the referenced instruments are. Now waiting for someone to add a music editor in EE for me.

By the way, have you tried the updated EE? What do you think? I pushed back the new version release for now.

Stifu
Posted on 06-25-14 08:30 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156954


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You could try creating the colors you want in EE (over a random palette, temporarily), export the palettes (don't save changes on the ROM), then with a hex editor, copy the exported colors over the original wave colors.
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