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Please chime in on a proposed restructuring of the ROM hacking sections.
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Stifu
Posted on 08-11-14 08:30 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157767


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Posted by dirtbag
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?

Done.

Stifu
Posted on 08-14-14 11:34 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157791


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Posted by gridatttack
When the players gets too close to the top, their graphics for the head get stuck, so like when you spin around, the head will not spin. I wonder this because this happens on the original bowser caslte 2 track.

Im hoping its not something else :<

ZSNES bug. I reported it years ago. Shouldn't happen with other emulators.

Stifu
Posted on 08-25-14 08:16 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157892


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Posted by gridatttack
It seems they dont necessary need the same number of AI box to work.

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.

Stifu
Posted on 09-03-14 08:13 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 09-03-14 08:13 AM) Link | Quote | ID: 158099


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Posted by gridatttack
Hmmm I wonder if the thing that shows the track slot in the credits for each character can be changed.

Seems like its an ID, since swapping tracks essentially changes the track it will show, but always in the same slot.

Hope its not hardcoded, and I skimmed over the notes and I couldnt find anything (Unless I derply missed it >.>)

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".

Stifu
(post deleted) ID: 158843

Stifu
Posted on 03-16-15 08:49 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 159692


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Posted by MandL27
Not sure if this is a glitch in EE, lack of support, or both, but when changing cup names, only the Match Race/Time Trial names are changed. GP stays the same.

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
Any word on when we'll get driver stat editing? It's one of only three things that I'm waiting for (the other two are editing/removal of AI items and editing the rival system) for my hack.

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
Edit 2: I also noticed that the general path for the original tracks is semi-hardcoded into the game; even when I am going exactly the wrong way on a custom track (or I'm on a track with only a single AI zone), Lakitu won't shout at me if I'm following the path of the original track.

Hmm, weird. Maybe Lakitu didn't bitch because you were close enough to the path. If not, I don't know.

Stifu
Posted on 04-29-15 07:10 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 04-29-15 09:35 PM) Link | Quote | ID: 160025


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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 auto-update the GP cup names based on the Time Trial names (optional, through a check box) Screw that, it should be independent text, as the original game doesn't have the same text for both screens
- 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.

Stifu
Posted on 04-30-15 08:18 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160027


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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.

Stifu
Posted on 05-02-15 01:21 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160037


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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).

Stifu
Posted on 05-02-15 02:19 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160039


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Posted by dirtbag
Then I could offer my services

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.

Stifu
Posted on 05-03-15 07:01 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160043


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Posted by gridatttack
I wonder, will the name change of the tracks would be individually, or they will still be stricted to the theme name plus the different number?

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
Also, of my years using EE, I haven't encountered that obscure error.

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.

Stifu
Posted on 05-05-15 08:23 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 05-05-15 10:11 AM) Link | Quote | ID: 160048


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Posted by BLaBrake
Stifu - I'm glad to see that you still pick at Epic Edit updates. I think it's great as-is and consider any future additions as a bonus. Thank you!

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.

Stifu
Posted on 05-06-15 11:42 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160054


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Posted by dirtbag
Sure thing, I always contribute anything I find to Stifu's notes. I need to send him my latest updates soon, just finalising one or two offsets.

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.

Stifu
Posted on 05-07-15 08:22 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160059


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Posted by dirtbag
Does it allow for check in comments? So it's easy for people to see what's been amended.

Yes. If you're not used to Git, I'll help you get started.

I received your notes, I'll check them out soon.

Stifu
Posted on 05-08-15 11:18 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160070


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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.

Stifu
Posted on 05-14-15 04:04 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160096


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Posted by Dr. Floppy
Apologies if this has already been addressed, but it'd be cool if Luigi didn't have to share his bottom-half sprites with Mario.

Mattrizzle posted this data. You can find it here.

Stifu
Posted on 05-18-15 07:45 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160119


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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)

Stifu
Posted on 05-18-15 10:10 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160121


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Posted by dirtbag
I did notice, and didn't know if you were aware, that changing the item probability set - not the values, seems to mess up the object behaviours. Were you aware of this?

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...

Stifu
Posted on 05-24-15 01:49 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160181


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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.

Stifu
Posted on 06-18-15 08:42 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160329


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Posted by gridatttack
Also Stifu, I noted something off in the latest editor.
When switching back from AI box placing/editing, when you switch back to the road tiles, the mouse will still retain its cross arrow pointer, like you're dragging something, and not the standard mouse arrow.

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).
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Main - Posts by Stifu

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