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Please chime in on a proposed restructuring of the ROM hacking sections.
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Stifu
Posted on 06-30-14 12:13 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157057


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Posted by gridatttack
Hmm, I dont think I lost it. I cant view its place on the editor, but I see it on that place when I am ingame. Like, if it listed in the editor.

You can check it on the ROM I sent you, on the final track of mushroom cup. Ingame you can see a fish on the other side of the track while in the redzone, but the editor doesnt show it there (its not even listed )

Unless I'm mistaken, your lost fish is at X=87, Y=94.

Stifu
Posted on 06-30-14 08:06 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157065


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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
Posted on 06-30-14 10:10 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157067


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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
Posted on 06-30-14 07:25 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157072


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Posted by gridatttack
Also I wonder, can we use EE to decompress other games that arent SMK? :o

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
Posted on 06-30-14 11:29 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157075


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Posted by MandL27
Has the decompression bug been shot down yet? I think that got a bit buried in other stuff.

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
Posted on 07-01-14 08:16 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157081


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Posted by SMK2
Hello.

1st off let me say that epic edit iz amazing!! Quick question; Is there a tutorial for making custom track textures? I wuz thinking about importing some better textures. I play SMK on my jtag xbox 360.

Other than that, Epic Edit works great on windows 8.1.



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
Posted on 07-01-14 08:47 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157083


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Posted by gridatttack
I wonder, is there any documentation of info on what exactly is the difference between the different terrains? As in, any notable differences between the clay and soft sand terrain?

Nope. Well, the names are some kind of documentation in themselves, actually. It's better than terrain type #1, terrain type #2...

Stifu
Posted on 07-02-14 08:26 AM, in Epic Edit - Super Mario Kart track editor (rev. 4 of 07-03-14 12:14 AM) Link | Quote | ID: 157107


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Posted by MandL27
I tried to decompress the item window GFX using EE and the offset in the ROM map, and the top row of pixels was eight pixels too far to the left.

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
Posted on 07-03-14 08:27 AM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 07-03-14 09:03 AM) Link | Quote | ID: 157135


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Posted by gridatttack
Anyway, I wonder, is the GV ghost BG animation documented in the smk offset notes?

I don't think it is. I dug up some old conversation I had with smkdan.

Posted by "Stifu"
I'm seeing something that I didn't expect: I cannot modify ghost graphics. From what I understand, the ghost sprites you see when playing Ghost Valley are not loaded from the background tileset, but from elsewhere. So these ghost graphics exist twice in the ROM. I don't know where's the second location yet.


Posted by "smkdan"
The GV ghosts not being there makes sense. What you would see in the GFX preview are just placeholders. The real GFX in the SNES VRAM would be constantly ovewritten from graphics pulled elsewhere.


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.

Stifu
Posted on 07-03-14 10:01 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157138


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Posted by gridatttack
Also I noted GV is actually more unique in features.

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
Posted on 07-03-14 11:24 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157141


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Posted by gridatttack
Yeah. I never knew about the Donut plains orange pipe hack though O.o

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
Perhaps rainbow road might be the simplest one.

Rainbow Road has those flashing Thwomps (also made reusable with EE thanks to smkdan).

Posted by gridatttack
Also, I stumbled upon the old hacking thread here an someone asked if it was possible to change cc speed. Is it possible? Or its something thats wired deep in the game that changing it would mess things up?

Was that from ScouB? I think smkdan gave him the info he needed on that. *shrugs*

Stifu
Posted on 07-03-14 11:51 AM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 07-03-14 11:46 PM) Link | Quote | ID: 157143


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Posted by gridatttack
Oooo interesting. I though it was ninty that left it like that, not a bunch of hacks compiled over and released that way. But what smkdan has done is pretty neat. You can combine stuff (in fact I feature 'rainbow' pipes in one of my tracks)

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
Yeah, and no, no concrete answer was given (unless I somehow missed it, which I doubt). They didnt reply on how to change them, other than karterfreak saying something like 100cc couldn't be edited. Its just that 100cc plays perfectly, and 150cc is too damn fast with DK jr and bowser

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
Posted on 07-04-14 08:15 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157170


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No problem. Let me know if you find any bugs. If not, this preview version should become the next release.

Stifu
Posted on 07-04-14 04:44 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157177


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Posted by BLaBrake
It didn't replace the animated ghosts in the track for me.

You mean using EE, or doing it manually?

Stifu
Posted on 07-04-14 10:29 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157183


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Posted by gridatttack
I noted something. I have modified the item probabilities (especially the one in battle mode) and for some reason they seem to get ignored. In the first track of Mushroom cup, th elighting can only appear in laps 2-5 while in 5th-8th places, but I keep getting lightings in first place....

Maybe they somehow bleed to other probability sets?

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
Posted on 07-04-14 11:36 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157185


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So many fake bug reports.

Since I recently added a new feature, I'm pushing back the release to next week again.

Stifu
Posted on 07-04-14 11:44 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157187


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Posted by BLaBrake
I removed the header so that I can be on the same page as the rest of you. Stifu, I only tried replacing the ghosts with Epic Edit. I tried again after removing the header and I'm still not having luck. I'm sure I'm still doing something wrong.

Got the latest EE preview version that says 2.7.2 in the about screen?
Wanna send me your ROM?

Stifu
Posted on 07-05-14 08:33 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-05-14 09:04 AM) Link | Quote | ID: 157196


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Posted by gridatttack
Is it possible for it to show the one the track is currently using? I could help avoid confusion...

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
Thanks for the offer to look at my rom Stifu. I got it figured out. Yes, I was using 2.7.2. I went manual and uncompressed the tiles located at 20148. They were still the ghosts, so I changed them out with my fish, recompressed and now they work.

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
EDIT: im importing everything, and when importing back the palettes, sometimes the palette that is currently selected doesnt get imported well.

I'll need detailed steps to reproduce the problem.

Stifu
Posted on 07-05-14 09:02 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157198


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Posted by gridatttack
Posted by Stifu
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.
That would be really appreciated

Done.

Posted by gridatttack
Alright, you can try this. (...)

Arlight, I'll check that out later, thanks. I have to leave for the weekend.

Stifu
Posted on 07-05-14 01:23 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157202


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Posted by gridatttack
Also I wonder, if I change the shared graphics part of the tileset, it will reflect on the other tilesets right?

Or was it separated so you can have different booster/jump bar/coin/question block?

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
EDIT: for some derp reason, the THANK YOU and THE END screen got "corrupted" because it actually uses palette #4 from the first page of rainbow road palette. Makes sense, since the last track to be shown is RR.

Would it be useful to add this info somewhere so people dont experience the same problem when editing RR palettes?

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.
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