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Please chime in on a proposed restructuring of the ROM hacking sections.
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Stifu
Posted on 07-05-14 10:58 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157210


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Posted by gridatttack
No, I mean that if you edit that certain color form RR palette will affect the THANK YOU and THE END screen (those lines acorss it).

That's what I understood. I was just commenting the "Makes sense, since the last track to be shown is RR." part, which I think may be coincidental.

By the way, to make sure we use the same vocabulary, when you say "it actually uses palette #4 from the first page of rainbow road palette", I think you mean "it actually uses color #4 from the first palette of rainbow road."
Or maybe you really mean palette #4, in which case I don't know what the "first page" is.

Anyway, I haven't double checked any of this, but wouldn't it make if that scene simply used ALL of the Rainbow Road palettes? You should be able to easily extract the loaded palettes from a save state, if you want to make sure.

Posted by gridatttack
The letters could use the dirvers palette, but idk if ithats the case or their palette have already being located.

I think that's documented. I think that was part of Mattrizzle's Luigi head swap data I recently added.

Stifu
Posted on 07-06-14 04:00 PM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 07-06-14 11:57 PM) Link | Quote | ID: 157276


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Posted by gridatttack
Go to the palette thing, and say, choose the color the main road has. Now import the palette. It will sometimes get imported as a different color, but only for that selected palette. I had this happen when I was importing the desert colors (the sky didn't changed), the beach colors (the sky got another color this time). I hope it works so you can see Otherwise, its just a minor issue; not too annoying.

Hmm. I had a quick look, and I don't get it yet. I think I managed to reproduce it only once, where the road turned to a bright grey color for some reason. It might be a regression caused by the addition of 256-based color controls, unless you also got this problem with earlier versions.

Again, to make sure, I guess you mean "selected color" and not "selected palette". Only 1 color can be affected and get buggy, the selected one, and not just any of the 16 colors of the selected palette. Right?

Let's see if we can find a way to reproduce this problem reliably. I tried dozens of times and could only manage to trigger the glitch once. Hopefully it's not too random.

Edit: I can reproduce it every time now. As you import the palettes and double click the pal file name, ensure your cursor is over the place where the color gradient is. What it does is import the new palettes, then registers your last click over the colors, which it shouldn't. The bug is only triggered if you double click the pal file, as opposed to pressing Enter or clicking the Open button.

Edit 2: above bug fixed.

Posted by BLaBrake
I just wanted to confirm that I did get the animated ghosts to work with the latest version of EE posted. I used my tiles on a clean rom for testing purposes, in case you're wondering.

Cool, thanks for confirming.

Stifu
Posted on 07-06-14 11:59 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157303


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So the bug I described and fixed is the exact same one you encountered, right? Just making sure.

Stifu
Posted on 07-07-14 12:05 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157314


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Cool. I'll let this preview bake for a week, as usual, and finally officially release it if nothing new comes up.

Stifu
Posted on 07-07-14 08:39 PM, in bug in my thread Link | Quote | ID: 157333


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Posted by YouKnowWho
Something between the board server and your computer is caching pages aggressively, and serving you old pages.

Ctrl+F5 should fix it, atleast temporarily.

Actually, I think it's due to the way they cleaned up your spam. They probably directly executed SQL queries for that, without updating the cached post counts, resulting in such oddities.

Stifu
Posted on 07-07-14 10:47 PM, in bug in my thread Link | Quote | ID: 157336


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Indeed, although you never know what they did exactly, and how many times they tried to fix things. *shrugs*

Stifu
Posted on 07-08-14 08:21 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157359


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Posted by gridatttack
Testing so far, now bugs as of yet

Cool. Although I don't plan to add more features, I want to aim for a polished, bug-free editor. I hate buggy abandoned software.

Posted by gridatttack
Also damn, I was reading the first pages of the thread for nostalgia purposes, and I noted that we managed to add 9 more pages to the topic in less that a month O.o

Maybe because it's one of the few active threads of this board left?
Well, good thing you revived this thread, or there'd be no new EE version.

Stifu
Posted on 07-08-14 09:50 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157361


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Posted by gridatttack
Yeah, and nice thing that is open source, so another user can come in and add stuff

Yes. Sometimes a programmer spending 5 minutes to add or fix something can make life easier for many people. Kinda like how in Tile Molester, I was annoyed by the fact it wouldn't remember the last-used file path. Someone eventually picked up the program sources and added this feature.

Posted by gridatttack
I noted more people are trying to hack SMK since the last time I checked. Perhaps we could even set a board to SMK hacking at one point :3

It would be interesting to have numbers, although that's not possible. This board has dedicated forums for Super Mario RPG and Secret of Mana, but I don't know if these games are actually hacked more than SMK. Anyway, if an SMK forum was to be created, it would make sense to do it on a more active board. Maybe smwcentral or something.

Stifu
Posted on 07-08-14 11:24 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157369


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Posted by gridatttack
So if im right, we can replace the namiation by replacing the frames on the BG?

Yes. Did you try it, and did it not work?

Stifu
Posted on 07-09-14 12:30 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157372


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Posted by gridatttack
No, I'm about to. I just wanted to be sure before I screw something lol

Well, if you back up your ROMs regularly, you can't screw anything up.

Stifu
Posted on 07-09-14 12:56 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157377


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Posted by gridatttack
Also was testing battle tracks. Seems like the mode is hardcoded to make the grass tile behavior to be out of bounds. Its used for battle track 1.

Isn't grass always out of bounds, on Mario Circuit tracks?

Stifu
Posted on 07-09-14 08:11 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157383


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Posted by gridatttack
Yes, but battle circuit 1 takes place on donut plains

I see. I couldn't double check the track theme as I was at work. Well, you are right then, it must be some kind of hack.

Stifu
Posted on 07-10-14 08:19 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157393


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Posted by BLaBrake
1. Anyone know where the little mushroom icon's tile is for the title screen menus? I'm most likely overlooking it somehow.

It's part of the font graphics, at $70000.

Stifu
Posted on 07-10-14 09:15 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157397


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Posted by dirtbag
The Bowser level graphics that are before it has some invalid stop on the compressed data, so it decompresses more than it needs too. So I'm trying to workout where it stops.

I figured that out at some point, when working on EE. I didn't note it down, but can check it out.

Stifu
Posted on 07-11-14 08:48 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157404


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Posted by dirtbag
That would be good, once we know the real size of the data, we'll know the range of data inbetween, if there is something there could be some smaller music bits as well looking at what's around it.

Add FF at $49803, where there is E1, and the BC tileset ends cleanly. That is to say the tileset ends at $49802 with byte 5B.

Stifu
Posted on 07-12-14 11:25 AM, in Super Baldy Kart Link | Quote | ID: 157423


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Posted by dirtbag
So this track is unique, as a concept. It's based on check points and not laps.

We have one like that in Epic Racers. Yours look much better, though.

Stifu
Posted on 07-13-14 10:57 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157430


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EE 2.7.2 is out.
Nothing new since I fixed that color update bug.


- Added the ability to modify colors as 8-bit (0-255) RGB values
- If you update the Ghost Valley background tileset graphics, the
animated ghosts will now use the updated background graphics
- Fixed 2.7 regression that disabled track reordering
- Fixed second starting position row slider to properly handle keyboard
input (left / right arrows) when the precision is 4px or 8px
- When opening the Game settings, select the item probabilities
used by the current track
- Minor tweaks and fixes

Stifu
Posted on 07-15-14 08:11 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157436


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Posted by gridatttack
Hmmm, I just noted that ingame, the BG is cut like 3 pixels or something, so I cant entirely base myself on the preview >.>

Yes. I think you can actually remove the 3-pixel top thing. I think it's just graphics that overlap the background. I guess what I could do is try to figure out if this border exists in the ROM, then display it in EE.

And EE actually ignores a full background tile row at the top, which exists but is not displayed in the game, while SMK Mashup displays it.

Stifu
Posted on 07-15-14 07:06 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157442


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Posted by gridatttack
I wonder how this border is handled.

I don't know exactly, but its tile comes from the item icon graphics. If you want to remove or alter it, the most simple way is probably to update this tile.

Stifu
Posted on 07-16-14 09:51 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157456


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Posted by Shenhulahula
Stumbled across 2.7.2 by chance on the release day. Man....... words fail to describe how so impressed I am! The track editor is so effective and user-friendly and was way beyond what I expected! Thanks for all the hard work you've put in during the years! Had to register only to thank you!

But I also have a question, since you people seem to know a lot about SMK hacking! Is it possible to change the number of laps in a race? Is there a hex code for it somewhere? Trying to have courses with only 1 lap.

Keep up the good work!

Hey, thanks for the nice words.
Like gridatttack, I don't know how to change the number of laps in a race.

Posted by Shenhulahula
Another (noob) question popped up. I know Special Cup is locked by default - so is it possible to lock the Flower and Star Cup as well (requiring the player to first beat Mushroom Cup before Flower is unlocked, and so forth)?

I don't know how to do that either. I just know it's possible to make Special Cup unlocked by default. It's been done before, but I didn't document it. I can try to dig it up if you're interested.
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Main - Posts by Stifu

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