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Stifu
Posted on 06-25-14 10:38 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156957


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Posted by gridatttack
Thanks. I wonder, is there a way to know if the ROM is headered or un headered?

Yep. It's called Epic Edit.
Check the Codec utility. If the default address value is 0, then your ROM is unheadered.

Stifu
Posted on 06-25-14 01:21 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 06-25-14 01:49 PM) Link | Quote | ID: 156959


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Posted by gridatttack
Wow. i swear. I need to read the README to see what EE is fully capable off O.o

I guess I should update the EE site Overview page to cover more stuff. It's tedious to keep the web site in sync with the editor evolutions.

Posted by gridatttack
Also I wonder, what does that checkboc that says 'twice' do? (compress twice?)

Yes, compress or decompress twice. For all of the data that works like that (title screen, track maps...). See the SMK offset notes for details.
Basically, Nintendo's compressor is unoptimized, so sometimes they'd decide to double compress data to make it smaller (just like if you tried zipping a zip file), which wouldn't be necessary if their compressor was good in the first place.

For the record, as far as compression rate goes, EE > Lunar Compress > Nintendo.

Posted by gridatttack
EDIT: I did it! I managed to change the colors!

Nice, well done.

Posted by gridatttack
Now lets just wait till we stumble into another thing that editing is hard...(ghost pillars, anyone?)

Well, ghost pillars are the last thing I wanted to implement in EE. But I find it hard to justify working more on EE now (lack of motivation, few visible users, Epic Racers at a standstill, and Impala left the project). Not to mention every time I try to implement something that seems simple, it ends up being much more complicated than planned (due to the way the game works or is structured). By the way, EE already alters (relocates) ghost pillar data to make it more easily editable.
The good news is that any programmer can pick up EE and improve it (unlike Lunar Magic, for example).

Posted by gridatttack
Also, I wonder something. I was playing 150cc with bowser and hes insanely fast. My BC2 course was like impossible to get an straight lap. I wonder if this happens in the original SMK. Because if it isnt, back to the drawing table...

You mean you were playing as Bowser, and his high speed makes it hard to race on that track, is that it? Anyway, I don't know.

Stifu
Posted on 06-25-14 08:53 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156961


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Posted by gridatttack
I wonder, is there any slight chance you can see the pillars? I recall doing my custom tracks and you suddenly see the pillars floating...

No, you can't at the moment. You never could.

Posted by gridatttack
Or better yet, do the pillars use zones? If so, I can just use one zone so the other 12 pillars can go. (I wonder, why are ghost pillars different from other objects? ;O)

No, they don't use zones. They work in a totally different way than other objects. Not sure why they didn't go for a unique object system, but it's probable they didn't give it much thought and had to go fast. That'd explain why the compressor is not optimized, they just took the cheapest option. It most likely didn't make business sense to spend time and money optimizing it. Same thing for stuff that's not easily reusable or customizable, they were happy using hacks left and right because the game was not supposed to be extensible. As long as the game worked, that was good enough.

By the way, if you want to remove pillars, I can help you.

Posted by gridatttack
Oh and also, I recall being able to copy paste between 2 editors open at a time. Was this feature removed?

Copy what, exactly? Text?
I don't think I've ever removed a feature, so if something is missing, it must be a regression, or the feature was not intentional.

Stifu
Posted on 06-25-14 10:24 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156964


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Posted by gridatttack
Or you would remove them all?

Up to you. You can clear them on a per track basis.

Posted by gridatttack
IIRC, I remember copying tiles from one track in one editor to another track opened in the editor. But I cant pinpoint what time exactly. Might be confused by track designer.

Yeah, this was never a feature in EE.

By the way, I'm updating the SMK offset notes with Mattrizzle's info.

Stifu
Posted on 06-26-14 08:51 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156971


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Posted by dirtbag
Mattrizzle's info got me looking again.. and at last I've worked out the details on the track select screens at last! I'll mail you the details or make the updates once you've made yours if you like. I have the colour locations, and how to disable the dynamic palette overwrite. I also found out how to adjust speed/ disable of flashing arrow, Start/ Finish indicator.

I'm done with the updates (added Mattrizzle's info for wave colors + Luigi head swap). Download from the usual address.

Stifu
Posted on 06-26-14 10:24 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156973


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Posted by gridatttack
Any idea why?

No idea. Hard to guess from just a screenshot. Not sure if this is a graphics or color palette corruption. I guess you already double checked the object settings for that track.

Did you make backups of your ROM, to pinpoint what caused this? Or try reverting the wave color changes.

Stifu
Posted on 06-26-14 11:17 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156976


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Posted by gridatttack
Any idea why this might happen?

Hard to tell, but it may be a problem with smkdan's hacks. At some point, he made a hack that relied on a byte value in Luigi's sprite, for some weird reason. Changing Luigi's graphics would break his hack. He fixed that since then (see EE 2.5 patch notes).

It's possible his object hacks relied on color wave values, for some reason. Or maybe the wave colors need to match the colors found in the concerned palette... *shrugs*

Stifu
Posted on 06-26-14 11:47 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156978


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Posted by dirtbag
I wonder if the lastest EE did anything around that area?

No. You should get the same behavior with older EE versions.

Thanks for the updated notes, by the way, I'll check them out.

Stifu
Posted on 06-27-14 12:02 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 06-27-14 12:03 AM) Link | Quote | ID: 156980


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Posted by gridatttack
So it will be fixed if we change it on an unmodified ROM?

It works, but then you can't use EE on that ROM, from what I understand, or the problem will reappear.

Stifu
Posted on 06-27-14 12:12 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156982


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Posted by gridatttack
Hmm. in that case then, its better to get rid of all the pillars then.

After resaving a ROM with EE, the new location for the pillars is from $80331 to $85D30. Putting nothing but 00 in there with erase the pillars.

Posted by gridatttack
Or will you try to see whats the problem and fix it?

I don't think I can fix this. I could pinpoint which one of smkdan's hacks causes this, but then, I doubt I'd be able to change his stuff. I'll try to have a look later, but I'm pretty sure I'd need his help. And I haven't heard from him in a while.

Stifu
Posted on 06-27-14 12:20 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156984


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Posted by gridatttack
BTW, is that address for a headered or unheadered ROM?

Unheadered.

Stifu
Posted on 06-27-14 10:11 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157003


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Posted by BLaBrake
I registered just so that I could thank Stifu for your hard work! Epic Edit is great and your offset notes have been invaluable. They've made my first attempt at hacking semi successful. Thank you again!

You're welcome.

I think I'll release EE 2.7.2 tomorrow, since I've let it bake long enough.

Stifu
Posted on 06-27-14 11:18 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157005


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Posted by gridatttack
Im using the lastest ver you posted for now, and it seems that the color picker still picks the first color of the first page palette.

It's the expected behavior. It didn't work like that before, and it was a bug. Now, we match the way SMK actually works.

Stifu
Posted on 06-28-14 12:38 AM, in Epic Edit - Super Mario Kart track editor (rev. 4 of 06-28-14 12:52 AM) Link | Quote | ID: 157007


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Posted by gridatttack
http://smwc.me/1138601

Apparently, this user is saying that the compression is broken. I asked him for details, but hasn't replied at the time of this post.

Figured I'd tell you.

No details = no care.

There are no known compression bugs, and the compression algorithms haven't been changed for a while. The only known quirk is that Euro and Jap compression works differently (EE won't compress data as well for non-US ROMs, which may cause new data to overwrite existing data when using the Codec tool).

Edit: I can't reproduce the tide-related pillar bug. I changed all the wave colors to FF7F (from $4D5F9 to $4D608), played the game to ensure everything was fine, then resaved the ROM with EE. No difference, pillar graphics are still not corrupt. I tried other colors, just in case, and it still worked fine.

Stifu
Posted on 06-28-14 10:36 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157019


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Posted by gridatttack
The guy just replied:
http://smwc.me/1138645

"When I went to decompress the item box GFX, the top row was shifted eight pixels."

This does not make much sense to me. If I take what he says literally, then it's not a compression bug but a decompression bug. And if there was a decompression bug, then that'd affect the item graphics you can see when editing item probabilities, and they'd look wrong. But they don't. I believe he may have used the wrong address when trying to decompress item box graphics.

Posted by gridatttack
Also, if then, its nice to see we dont have to remove all the pillars. I will try to import everything to a new clean ROM. And will be sure to edit the waves colors first

I wouldn't celebrate yet. If you actually started your modifications on a clean ROM in the first place, that means the bug should crawl back up at some point. We need to figure out what triggers it.

Stifu
Posted on 06-28-14 12:54 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157021


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Well, Dirtbag manage to reproduce the problem as well, so it can't be that uncommon.

Stifu
Posted on 06-28-14 01:37 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157023


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Ah. So maybe there is no bug.

Stifu
Posted on 06-29-14 12:48 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157034


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Posted by gridatttack
Hmmm, still, if its not a bug, then how do they got corrupted on my end? :O

I don't know, but it wouldn't be the first time something like that happens. Maybe give me the ROM so I can have a look.

Posted by gridatttack
Its like the track corruption error all again?

No. It doesn't seem to be a compression issue.

Posted by gridatttack
But wait. I did remove the header. This was done after I have used a headered ROM with EE and then I removed it. Could this be the cause?

Nope, this can't be a problem.

Stifu
Posted on 06-29-14 09:40 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157049


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Alright, I'll check it out. Until then, EE 2.7.2 delayed again.

Stifu
Posted on 06-29-14 10:47 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157054


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Posted by gridatttack
I wonder something. Is koopa beach 1 fish objects hardcoded?

No. It works the same as other tracks. There are 4 fish for the red zone. Not sure where you lost the 4th one.
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