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Main - Posts by Stifu |
Stifu |
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Cobrat Level: 56 Posts: 481/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Unless I'm mistaken, your lost fish is at X=87, Y=94. |
Stifu |
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Cobrat Level: 56 Posts: 482/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I figured out how you messed up your pillar graphics. It's unrelated to the tide colors. It probably happened when you removed your ROM header.
Open your ROM in a hex editor, and check out the first 2 bytes. They should be 03 2A, but in your ROM, they're 00 00. Put back 03 2A in here, and that'll fix your pillars. |
Stifu |
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Cobrat Level: 56 Posts: 483/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Sooo, it seems like there are no more known EE bugs at this point. Everything reported after the track reordering bug turned out not to be EE bugs.
Unless you have anything else in mind, I'll release EE 2.7.2 soon. |
Stifu |
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Cobrat Level: 56 Posts: 484/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack You can't actually use EE for that, as it doesn't let you decompress something that doesn't come from what it considers a valid SMK ROM. But the decompressor used by EE should be able to decompress data from other SNES ROMs which use the same compression algorithm. I don't know which ones do, though. Then again, that means Lunar Compress can already do it, as it supports the same compression format, along with other formats. At some point, I considered making a standalone program to compress / decompress data. I would have named it "Epic Codec". That idea ended up turning into the codec tool within EE. I went for that option for several reasons: to keep things simple, to focus on SMK, and because I didn't want to spend time researching how other games worked. Although Lunar Compress already exists, an Epic Codec program would have a few advantages over it: higher compression rate, cross platform, and open source. Note that if you can code and want to reuse EE's codec methods into your own program, that's easy to do. Dirtbag did it with SMK Mashup (although he violated the GPL, but that's another story :p). So, say, if you're working on a non-SMK ROM hack that'd benefit from better compressed data (data that doesn't fit using Lunar Compress), and which uses the same compression algorithm as SMK, you could easily use the EE codec code to compress that data in your ROM. |
Stifu |
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Cobrat Level: 56 Posts: 485/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by MandL27 I haven't seen or read anything that could lead me to believe there is a decompression bug in EE. Most of the "bugs" that get reported to me are actually users doing something wrong. Still, feel free to tell me in details how to reproduce the problem, step by step, and I'll look into it. |
Stifu |
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Cobrat Level: 56 Posts: 486/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by SMK2 Hey. Glad you like EE. Gridatttack already answered you, but let me add you have 2 ways to export graphics: as an image (PNG / BMP), or as a raw binary file. The binary file does not contain color data, and must be edited in a program such a Tile Molester. But if you're not used to working this way, working on an image is probably easier. GraphicsGale is a nice editor for pixel art. Export the tileset as PNG, edit it with GG, then reimport it in EE. As gridatttack said, if you want to change colors, then a bit more work will be needed. |
Stifu |
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Cobrat Level: 56 Posts: 487/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Nope. Well, the names are some kind of documentation in themselves, actually. It's better than terrain type #1, terrain type #2... |
Stifu |
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Cobrat Level: 56 Posts: 488/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by MandL27 What ROM region? Headered or not? What address did you use when decompressing? What program did you open the extracted file with? Edit: if you can, a screenshot could be nice, too. It's possible the graphics actually look the way they should. Basically, if you decompress the graphics, then recompress them into your ROM, and everything looks fine when playing the game, then the graphics got decompressed and recompressed correctly. Edit 2: just tried it, and it works as expected. Maybe you're using the wrong address (it's $112F8 unheadered). If there was actually a decompression bug, then that'd affect all of EE (track maps, other graphics, etc). |
Stifu |
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Cobrat Level: 56 Posts: 489/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack I don't think it is. I dug up some old conversation I had with smkdan. Posted by "Stifu" Posted by "smkdan" Edit: to clear things up, I don't think the ghost graphics exist twice in the ROM, just that there are 2 separate references to the tileset graphics. Just as Dirtbag said. Edit 2: found it. 3F05B -> 3F05D. That's the other address pointing the ghost background tileset. I could change EE to update it automatically to the new location. |
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Cobrat Level: 56 Posts: 490/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Actually, all themes are unique in their own way. GV has all that going for it, but others also have their own specificities (Koopa Beach has those tides, Bowser Castle has animated lava as well as different jumper behavior, Donut Plains originally has that orange pipe hack as well as weirdly-positioned moles, etc). |
Stifu |
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Cobrat Level: 56 Posts: 491/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Yeah, specifically for Donut Plains 1. EE removes it and replaces it with a reusable system for all themes and tracks instead (thanks to smkdan). Posted by gridatttack Rainbow Road has those flashing Thwomps (also made reusable with EE thanks to smkdan). Posted by gridatttack Was that from ScouB? I think smkdan gave him the info he needed on that. *shrugs* |
Stifu |
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Cobrat Level: 56 Posts: 492/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Yeah, Nintendo really went dirty whenever they could. Same for many other things (3 battle tracks sharing the same driver starting positions, and a 4th one having separate very slightly different positions, for no reason). Or 2 tracks sharing the same object zone data... If I'm not mistaken, MAKE doesn't really modify the way objects work, so it's much more limited and awkward. I know MAKE modifies how track loading works, so that track maps are no longer compressed. That's why EE can't properly load MAKE ROMs. Posted by Stifu Could have been done privately. Honestly, I think I've stumbled on info like that before, but I couldn't be bothered documenting everything I came across. It's too much work, and I expect others to help. I think I've done my share already. Edit: New preview version which automatically updates the animated ghost graphics location to point to the new tileset location. Basically, this makes ghost graphics editing seamless and more in line with what EE users would expect. Changing ghost graphics in the tileset will actually change the animated ghost graphics in game. I was a bit off about the offset, it's a bit weird. As always. $3F058 = leading byte $3F05B = third byte $3F05C = second byte I'll update the offset notes to add this. |
Stifu |
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Cobrat Level: 56 Posts: 493/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
No problem. Let me know if you find any bugs. If not, this preview version should become the next release. |
Stifu |
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Cobrat Level: 56 Posts: 494/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by BLaBrake You mean using EE, or doing it manually? |
Stifu |
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Cobrat Level: 56 Posts: 495/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack I don't know. Maybe another set is actually called. We had such problems in the past, and this got fixed in 2.6. Maybe try having only one item per probability set, to check which one is called. |
Stifu |
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Cobrat Level: 56 Posts: 496/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
So many fake bug reports.
Since I recently added a new feature, I'm pushing back the release to next week again. |
Stifu |
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Cobrat Level: 56 Posts: 497/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by BLaBrake Got the latest EE preview version that says 2.7.2 in the about screen? Wanna send me your ROM? |
Stifu |
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Cobrat Level: 56 Posts: 498/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack That's already what happens when you open the probability editor from the AI tab. But it doesn't happen when you open it from the menu bar. I could make it so it does so from the menu bar too, yeah. Posted by BLaBrake Yes, that works, but you're not supposed to do that. In your ROM, you should have 2 background tilesets: the original one, untouched, and your new one. Then all the addresses should automatically point to your new tileset, and the old one should be left ignored. Edit: okay, I messed up. I didn't upload the right EE version. That explains it. Redownload it to get the animated ghost thing working. Posted by gridatttack I'll need detailed steps to reproduce the problem. |
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Cobrat Level: 56 Posts: 499/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttackPosted by StifuThat would be really appreciated Done. Posted by gridatttack Arlight, I'll check that out later, thanks. I have to leave for the weekend. |
Stifu |
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Cobrat Level: 56 Posts: 500/666 EXP: 1361970 Next: 36206 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack They're shared in the original game (tileset made of 192 theme-specific tiles + 64 shared tiles), but EE separates them (256 theme-specific tiles). Posted by gridatttack Needs a bit more research. From what you're saying, you'd think if you replace the last track with one that isn't a Rainbow Road one, that'd affect the text colors, but I doubt it. They may just have used the RR palettes because it was convenient for them (more unused palettes?), but there must be another explicit address somewhere pointing to the RR palette, rather than the last scene automatically using the palettes from the last loaded track. |
Main - Posts by Stifu |
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