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Main - Posts by Stifu |
Stifu |
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Cobrat Level: 56 Posts: 522/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Shenhulahula Well, it was easy to find: http://superparigokart.haisoft.net/SPKhacking2.php I'll add that to the documentation. It also contains stuff about 50cc and 150cc speed, I wonder if that's what gridatttack was looking for. |
Stifu |
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Cobrat Level: 56 Posts: 523/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack I think so. To make sure, you could inspect Super Parigo Kart. |
Stifu |
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Cobrat Level: 56 Posts: 524/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack I asked smkdan about this a while back. He said that'd be easy enough (unlike adding GP tracks). This was supposed to be done in Epic Racers. |
Stifu |
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Cobrat Level: 56 Posts: 525/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Well, not that complex for him. No idea how to do it. Posted by gridatttack Yeah, there was such a patch. I still have the ROM on my computer. I could upload that patch if you can't find it online. |
Stifu |
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Cobrat Level: 56 Posts: 526/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Shenhulahula Dirtbag, obviously. You could either wait for him to drop by here again, or directly contact him. He's more active on the smwcentral.net forums. |
Stifu |
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Cobrat Level: 56 Posts: 527/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Wrong forum. |
Stifu |
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Cobrat Level: 56 Posts: 528/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
You're right. A lot of the stuff posted in this thread actually belong in the ROM Hacking forum. That makes it cleaner, and easier to search for specific stuff. I didn't mind it too much, as this board is dying, and few threads are still active.
Good work on the music stuff. |
Stifu |
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Cobrat Level: 56 Posts: 529/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Please be more descriptive. Screwed up = what? All white? Not moving?
Also, can you upload or send me the tileset graphics you're importing, so I can try reproduce this? |
Stifu |
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Cobrat Level: 56 Posts: 530/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I see. Basically, the color cycling mechanism used on the wave tiles relies on the colors used on the tiles (or to be more precise, color ids). The problem is that when exporting then reimporting the tileset, some tiles end up using different colors, although you can't see any difference. This is due to the fact palette #2 from Koopa Beach has 4 colors with the same values (R: 18, G: 21, B:31). These colors are the #8, #9, #10 and #13. When reimporting the image file, it tries to match the colors used in the file with the ones found in the palette, and takes the first match. So all the tiles using this particular blue color are reset to using color #8, and no tile uses #9, #10 or #13 anymore.
I don't think this is something I can fix in EE. It's basically by design. However, you have 2 ways to work around this problem: 1- Do not export the tileset graphics as an image, but as a binary file (does not contain colors), then use something like Tile Molester to edit it 2- Change the palette colors so that all colors are unique, before exporting then reimporting, after which you can restore the original colors |
Stifu |
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Cobrat Level: 56 Posts: 531/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by dirtbag What I could do is make EE check, on tileset import, if the color for each tile pixel has changed, and if not, use the original color index. But that sounds hackish and possibly unpredictable. In the end, it all comes down to image import / export being imperfect (although convenient), as you lose color index data. |
Stifu |
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Cobrat Level: 56 Posts: 532/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by BLaBrake And it's all in the offset notes. Lazy gridatttack. |
Stifu |
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Cobrat Level: 56 Posts: 533/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by dirtbag I'd have to do that for every pixel in the tileset ("what's the color id for tile=1, x=1, y=1? what about tile=1, x=2, y=3?" and so on). That can't work. And remember, in this specific case, it *can* find an exact match. It's just that there's more than one exact match. Posted by dirtbag I'll have a look. |
Stifu |
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Cobrat Level: 56 Posts: 534/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Here you go. Posted by gridatttack No. You would check the differences between the original SMK ROM before and after patch, then apply the same changes on your modified ROM. This should work easily as long as this patch doesn't alter values that EE modified in your ROM. Posted by gridatttack No. I actually wanted to add import / export for tile properties, but didn't do it as I could find an elegant way to sneak that into the UI. I'm open to ideas. Maybe a modal pop-up window that opens as you click the import / export button below the tileset, that asks what you want to import / export (graphics, properties or palette associations, or something like that). |
Stifu |
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Cobrat Level: 56 Posts: 535/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by BLaBrake I'm confused. It's already using the head from his driver sprite (both frames). Or do you mean you only want to use the victory frame and not the normal one? |
Stifu |
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Cobrat Level: 56 Posts: 536/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by BLaBrake Oh I see. Yes, I remember this. If it's not in my notes, then I don't know. |
Stifu |
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Cobrat Level: 56 Posts: 537/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by BLaBrake For what it's worth, it seems it was all in my notes. |
Stifu |
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Cobrat Level: 56 Posts: 538/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack It's possible to code something like that, and it's been requested before, but it hasn't been done. Also, if not all tiles have a horizontal equivalent, then that'd require tileset graphics changes too (or you could just not bother thinking about it and just flip all tile graphics). If you know programming, it's pretty straight forward to change the map. Create 2 bidimensional arrays, source and target, and fill the target array from the source one. You can do that from a map-only track export done with EE (keeping in mind the last byte is the theme used). |
Stifu |
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Cobrat Level: 56 Posts: 539/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Can you code at all? I could help you. Posted by gridatttack Also, different starting position logic, and no objects (pipes, etc). There are probably more differences (haven't checked the Bowser lava animation, for example). |
Stifu |
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Cobrat Level: 56 Posts: 540/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack When you say "the editor", do you mean EE? It's in C#, which is pretty close to Java. But that's not the point: since you can export track map as files, it doesn't matter which language you use in the end, as long as you can read and write files. You don't need to understand the EE source code or anything. |
Stifu |
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Cobrat Level: 56 Posts: 541/666 EXP: 1361982 Next: 36194 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by MikeTechno Nope. |
Main - Posts by Stifu |
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