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Main - Posts by Stifu |
Stifu |
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Cobrat Level: 56 Posts: 542/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by dirtbag Done. |
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Cobrat Level: 56 Posts: 543/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack ZSNES bug. I reported it years ago. Shouldn't happen with other emulators. |
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Cobrat Level: 56 Posts: 544/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack As you drive through AI zones, there's a counter that gets incremented. This counter is used to determine your rank / position in the race. If you don't have the same number of AI zones for each path, this should mess up driver positions. Drivers who took paths with more zones will wrongly appear to be ahead of the others. |
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Cobrat Level: 56 Posts: 545/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack I don't think this is documented. It must be defined somewhere (probably a bunch of ids), but I don't think it makes sense to refer to it as "hardcoded". |
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Cobrat Level: 56 Posts: 547/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by MandL27 Not a glitch, just lack of support. I considered supporting it, but it'd be kind of hard, considering letters are made up of several tiles on the GP selection screen. I'd have to guess how to position everything, which could end up being wrong in some cases. In the end, it's better to manage that screen manually to have full control (even though an editor could be added for that). Posted by MandL27 I haven't touched EE in a while, and don't plan to any time soon. I've moved on to other things, but anyone can pick up the sources. For stats, the easiest way might be to do it with SMK Mashup, then check what it changed in the ROM. Or just do it manually (not sure about AI items, but the rest has been documented; let me know if you can't find it). Posted by MandL27 Hmm, weird. Maybe Lakitu didn't bitch because you were close enough to the path. If not, I don't know. |
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Cobrat Level: 56 Posts: 548/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
For some reason, I'm motivated to work some more on EE.
Here's what you can expect in the next version, which I guess will be 2.7.5: - - Ability to change the theme name + number (actually any character) for each track - Ability to extract road tile properties (types, palette associations) And maybe some other small improvements. As always, feel free to suggest stuff. By the way, since Google Code is closing, the project has moved to GitHub. PS: for years now, I've noticed a very rare bug with the undo/redo system in EE, which can result in an error as you first load a ROM. I couldn't find a way to reproduce the problem. If anyone can provide any info on this bug (ideally reproduction steps), that'd be great. |
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Cobrat Level: 56 Posts: 549/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Cool. I wish we were working on the same hack, we'd get more stuff done...
I'm not sure how much work that'll be to implement in EE, but I'll consider it. |
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Cobrat Level: 56 Posts: 550/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Preview of the next EE, with GP cup name editing.
This went smoothly, and I could simply reuse most of my text-handling code. Despite what I thought, it really worked as text (1 byte = 1 character), and not as tile laying. Only downside: this feature is not supported for the Japanese ROM (it's just not possible to handle this data as text, the only way is to edit the font graphics). This is basically the first time I have to drop feature parity across regions (or the second time, if you count the fact my compression method sucks for Euro and Jap ROMs). |
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Cobrat Level: 56 Posts: 551/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by dirtbag That'd be great. I'm weary of working on my hack. Back when we started, there were 3 of us. One guy hacking and creating tracks (Impala), and 2 guys working on graphics (Sasori and myself). Then Sasori left. Then I started helping with hacking, and ended up making Epic Edit. But Impala became less and less active, until he left me with unfinished tracks. So I just have to do everything in the end... which just isn't what I "signed up" for. It's been 12 years since we started the hack now. Chances are some people who have been looking forward to it have died since then. |
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Cobrat Level: 56 Posts: 552/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack It will be limited to theme name + character, unfortunately. At some point, we had plans for free text, but I can't do that without smkdan's help, and I'm too lazy to hunt him down, and don't want to bother him either. He's done a lot for EE and ER already. Posted by gridatttack Alright, thanks... No idea what's happening here. I'm not sure whether it only happened to me on a single computer, or more than one. The code basically enters an undo/redo method while it shouldn't, and crashes because the list of undo/redo items hasn't been intialized yet. Reading the code, I can't see why it can happen. It may be some kind of race condition. |
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Cobrat Level: 56 Posts: 553/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by BLaBrake Yep, that's the idea. Just thought it'd be sad if this year was the first year with no EE updates. It'll end up happening, but not this year. Besides, most of the features users ask for are things I thought about but was too lazy to implement. But they make sense and will make EE feel more complete. By the way, many users seem attached to text editing, while it was a very low priority for me (due to the fact it's easy to change the text with a hex editor as everything has already been documented, and because we didn't need it for our own hack, as we already did it manually). With the next update, I'll cover the last remaining bits most people expect. It's always possible to do more (title screen texts, pause texts, credits, etc), but that's not on my to-do list. |
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Cobrat Level: 56 Posts: 554/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by dirtbag Maybe I should just add my SMK notes to the EE repository. I could add you as contributor, and you'd update them yourself. That'd let us keep the history, too. |
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Cobrat Level: 56 Posts: 555/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by dirtbag Yes. If you're not used to Git, I'll help you get started. I received your notes, I'll check them out soon. |
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Cobrat Level: 56 Posts: 556/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
New EE preview with extended road tileset export features (tile types + tile palette associations).
I've also done some significant refactoring which concerns file loading and saving everywhere in the app. Hopefully there are no regressions. Dirtbag, I'll mail you about the notes when I'm done. |
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Cobrat Level: 56 Posts: 557/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Dr. Floppy Mattrizzle posted this data. You can find it here. |
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Cobrat Level: 56 Posts: 558/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
A bit of news:
- I've managed to fix that obscure undo/redo crash, and also fixed 2 more edge-case undo/redo bugs (like, if you tried to undo or redo while laying tiles, or if EE lost focus while you were laying tiles) - I have altered EE to load track name suffixes that are longer than one character (the original game doesn't have any, but say, you could turn "Mario Circuit 1" into "Mario Circuit 1X" as long as you remove a character from another track name suffix) - I see cup names can also have a suffix, so I'll handle that too (for example, you could rename cups to something like "Cup 1", "Cup 2", etc, so as to have more unique names available for your tracks) |
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Cobrat Level: 56 Posts: 559/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by dirtbag No, I didn't know. What do you mean exactly, what changes, and how do object behaviors change? I just remember some sprites can flicker due to smkdan's hacks pushing the game to its limits... |
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Cobrat Level: 56 Posts: 560/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Here's EE with cup and track name editing. Still not an official release.
This took a while because there are many changes under the hood, including some minor fixes. To clarify a few things: - You can change cup and track names under a new setting tab, next to other text editing tabs (I considered letting you do it from the track tree, but ended up deciding it fit better under settings) - I changed the existing cup and theme "names" wording to "texts", to make things a bit clearer. Now, the logic is that text = strings you change (actually typing stuff), name = text references you change (combo box). - I noticed the cup and theme texts were all displayed in the wrong order... My controls simply were in the wrong order. Now EE matches SMK Mashup on that point. Let me know your thoughts. |
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Cobrat Level: 56 Posts: 561/666 EXP: 1361979 Next: 36197 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by gridatttack Thanks for the report, fixed. I'm still doing a lot of refactoring, so things are expected to break. Most of the refactoring won't affect users and is just meant to improve the code. But some of it actually improves things (like, changing the first color of the first palette is a lot faster now). |
Main - Posts by Stifu |
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