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Please chime in on a proposed restructuring of the ROM hacking sections.
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Stifu
Posted on 07-17-14 12:45 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157459


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Posted by Shenhulahula
Sure, if it's not too much of a hassle!

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
Posted on 07-17-14 08:57 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157463


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Posted by gridatttack
Though, just a question. Do I have to change all the address that it mentions there?

I think so. To make sure, you could inspect Super Parigo Kart.

Stifu
Posted on 07-20-14 10:29 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157469


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Posted by gridatttack
I wonder if adding more battle tracks is possible.

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
Posted on 07-20-14 10:46 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157471


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Posted by gridatttack
Oh, so its not that complex. Is there any info on how to?

Well, not that complex for him. No idea how to do it.

Posted by gridatttack
Also I wonder, does a speedometer exists? I recall seeing some videos with the speedometer on the left top corner.

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
Posted on 07-22-14 12:12 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157487


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Posted by Shenhulahula
Anyone know how to put in new music like that?

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
Posted on 07-25-14 10:24 PM, in In need of a utility, with notes Link | Quote | ID: 157513


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Wrong forum.

Stifu
Posted on 07-26-14 10:31 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157520


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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
Posted on 07-27-14 04:03 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157530


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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
Posted on 07-27-14 06:39 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 12-03-15 06:52 PM) Link | Quote | ID: 157532


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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
Posted on 07-27-14 10:32 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157537


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Posted by dirtbag
This option is what I've done in to get around any problems like this in the past, just pick unique colours, and get the colours to match right in your import. Once they are imported, change the colours in EE and you should find you can export, edit and import with the correct colours from that point onwards.

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
Posted on 07-28-14 06:55 PM, in Super Mario Kart custom music (How I do it) Link | Quote | ID: 157546


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Posted by BLaBrake
The original music file sizes are as follows (...)

And it's all in the offset notes. Lazy gridatttack.

Stifu
Posted on 07-28-14 08:31 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-28-14 11:46 PM) Link | Quote | ID: 157553


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Posted by dirtbag
Hmm I see the problem. How about if the import can't find an exact colour value match, it asks/ prompts the user to select the colour to use?

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
A small request from me next time you look at the code in this area, could you set so when you tab in to a colour RGB values number input box the values are selected so you can type in a new value without having to press backspace/ delete? It's the only minor frustration I have.

I'll have a look.

Stifu
Posted on 07-28-14 11:43 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-29-14 12:07 AM) Link | Quote | ID: 157561


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Posted by gridatttack
I searched and couldnt find it :<

It would be awesome if you could upload it

Here you go.

Posted by gridatttack
But I wonder, say, if I want to add it to my hack, I would need to import/export everything right?

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
Is there a way to export a RAW file of the road tiles along with its properties?

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
Posted on 07-29-14 08:30 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157569


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Posted by BLaBrake
Anyone have a clue on how to change what head is used on DKJR's body during his jump on the credits "Thank You" screen? I need to use the head that's used for victory if he wins a race.

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
Posted on 07-29-14 11:41 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157571


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Posted by BLaBrake
His slot seems to be reversed from the others in the order that he animated.

Oh I see. Yes, I remember this. If it's not in my notes, then I don't know.

Stifu
Posted on 07-30-14 07:11 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157577


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Posted by BLaBrake
I resolved my DKJR head issue by swapping the standing frame values at 5a4ba with the victory frame values at 5a4cc. Now he has the same pattern as the other characters and has the correct head while jumping. Just wanted to post how in case anyone else ran into the same thing.

For what it's worth, it seems it was all in my notes.

Stifu
Posted on 08-01-14 06:44 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157621


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Posted by gridatttack
Also I wonder, it is possible to flip the track file somehow(Just the tiles, overlays and objects can be reassigned)? Using external means. I think I might flip my beach 1 track horizontally, but you know, tiling beach courses is soooooo painful....

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
Posted on 08-06-14 10:30 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157696


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Posted by gridatttack
Alright thanks. Ill look into it. I think I will end up flipping it by hand.

Can you code at all? I could help you.

Posted by gridatttack
Anyway, I discovered that the wave animation isnt implemented on battle mode, so one cant make a nice beach battle course...

It seems battle mode its really different. So far the missing wave animation and grass acting like out of bounds...

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
Posted on 08-06-14 10:27 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157707


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Posted by gridatttack
Im in the process

Learning Java, and I think the editor is in c++ or something else. So maybe I wont be able to until much later :<

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
Posted on 08-11-14 06:51 PM, in Super Mario Kart custom music (How I do it) Link | Quote | ID: 157760


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Posted by MikeTechno
Ask stifu if his editor can normalize the tempo speed for the last lap.

Nope.
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Main - Posts by Stifu

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