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Stifu
Posted on 06-21-15 09:49 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160334


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Posted by gridatttack
How hard would it be to implement the bucket tool?

There's just one last bug I want to take care of first, then I'll have a look at that.

Stifu
Posted on 06-21-15 06:14 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160337


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Posted by gridatttack
Hoping that the bug isn't a serious one

It's not, it's just an old bug that has always been there, and the last one I know about that I still haven't fixed. It makes it so that sometimes, when manually setting the RGB values in the color picker, then the editor can't figure out where that color is in the shade of colors. Like, set Blue to 0, set Green to 2, then cycle Red from 0 to 31. You'll notice the editor can't figure out where the color is for Red value 24 and 25, and so doesn't display the circle over the shade of colors.

Stifu
Posted on 06-21-15 06:42 PM, in Super Baldy Kart Link | Quote | ID: 160339


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Congrats.
And very nice artwork.

Stifu
Posted on 06-26-15 08:23 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160358


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Posted by gridatttack
Any known issue about this?

BlaBrake had the same issue last year.
Long story short, 2 solutions: if you wanna export your tileset as PNG, make all colors unique first, otherwise that info gets lost (then you can switch colors back when you're done reimporting). Or export as binary.

Stifu
Posted on 07-05-15 09:49 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160375


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Posted by MandL27
On the topic of cup names, any word on the cup renaming changing the GP cup select tilemap?

Yep, I added that 2 months ago. They're independent from the other texts, though.

Posted by Stifu
Posted by gridatttack
How hard would it be to implement the bucket tool?

There's just one last bug I want to take care of first, then I'll have a look at that.

Here it is.

Stifu
Posted on 07-08-15 08:28 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160387


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Posted by BLaBrake
The paint bucket was a fantastic idea and seems to be working like a charm! You've outdone yourself again Stifu!

Thanks.

It's actually been on my TODO list for years, like many other things. It was easier than I thought. The hardest and longest part was actually drawing the bucket button image and finding the cursor.

Stifu
Posted on 07-08-15 07:48 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160389


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You're welcome.

Unless anything shows up, I think I'll keep it at that for the next release. I'll wait a few weeks then release it as 2.8. Truthfully, with all the changes under the hood (almost 400 changesets since April), it's actually closer to 3.0, but since there aren't many news features, I'll just call it 2.8.

By the way, a while ago, someone requested that I add UI controls to change the location of each element (overlay, start, object, AI...). That is to say, something to let users type the X and Y coordinates of everything. That's a sensible request, and something I had thought about, but since I don't know how to fit that into the UI in an elegant way, I'll keep it at the back of my mind for now.

Stifu
Posted on 07-11-15 11:50 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160401


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Fixed a little regression. In the background editor, changing the current color palette wouldn't update the tileset colors.

Stifu
Posted on 07-17-15 12:34 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160416


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Another new preview.

- Fixed a little regression that could make an error message pop while using the tile editor
- Made background rendering more efficient (all 3 background displays are around 35% faster)
- Display the top screen border over the background preview display, so that EE matches in-game rendering (so you're not surprised when you notice the top of your background has been cropped when playing your ROM). In the original game, it's a 3px black rectangle. EE doesn't just paint that rectangle, but actually loads the top border graphics from the ROM, in case they've been changed.

I know there are many more background-related improvements that could make everyone's life easier (multiple tile selection, undo / redo, zooming, etc), but they're unfortunately not that easy to implement.

Stifu
Posted on 07-17-15 08:32 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160420


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Technically, they're not supposed to move faster, but the rendering process itself is faster and less demanding on your computer. The move speed is the same as before. If you feel like the preview animation is faster or smoother, it's either a placebo effect, or your PC wasn't powerful enough to play the preview smoothly before, so you can see a difference now that the rendering has been optimized.

Anyway, I guess I could let users alter the move speed (as well as jump to any part of the preview, as if it's a video).

Stifu
Posted on 07-18-15 12:21 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160422


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How's this?

Stifu
Posted on 07-19-15 08:33 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160440


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You're welcome. It's going to be useful for me too, since I'm currently working on the backgrounds for my hack.

Posted by gridatttack
I see you also added the black line on top for more accuracy.

Yep, I guess you missed it in my other post.

Stifu
Posted on 07-22-15 07:27 PM, in Secret of mana gameplay improvement hack (rev. 2 of 07-22-15 09:22 PM) Link | Quote | ID: 160456


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I like this hack so far.
Looking forward to the "hard" version. This ought to be much more interesting and rewarding than that other hack that just tweaks numbers to make everything frustratingly hard and glitch-abuse dependent.
By the way, when characters get stuck, rather than teleporting them, maybe you could make them run toward you, the same way they do when you get to a whip checkpoint? This would probably look more natural.

I wonder if that English retranslation project is still in the works. It would be nice to be able to combine both patches and rediscover the game.

Stifu
Posted on 07-23-15 07:56 PM, in Secret of mana gameplay improvement hack Link | Quote | ID: 160466


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Posted by zhaDe
I agree that making the characters run toward you would look better. I tried but it turned out to be harder than I thought. I couldnt get the characters to walk throught walls, I guess I could look at how it is done in the whip event but it might be alot of work to make it work right. So.. it might not look great but at least it works Id rather work on adding other stuff right now than on this, it doesnt happen so often anyway. I might come back to it later tho.

Sure, I understand it's not a high priority, and may not be worth the time. On a side note, it's possible the whip checkpoint mechanism is similar to the one when you press a switch, or when go through certain doors, as your team mates seem to behave the same way in these situations... Maybe you could, like, pretend the main character stepped on an invisible switch to attract your pals next to you.

Anyway, keep up the good work.

Stifu
Posted on 07-24-15 11:59 AM, in SoM Retranslation and Expansion (translator needed) Link | Quote | ID: 160476


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Wouldn't it be better or more flexible to split the project in 2, retranslation and restored / bonus stuff? Then you could let people combine both patches, as well as possibly combine just the retranslation with other patches. I don't think it'd be much more work, but I could be wrong.

Stifu
Posted on 07-24-15 01:12 PM, in Secret of mana gameplay improvement hack Link | Quote | ID: 160479


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Posted by zhaDe
The whip checkpoints and switches most likely use the "bring allies to player" event that is also used in some story scenes, I wouldnt be able to just trigger it tho as it would also bring the other ally and stop you from moving until they are done moving. I could check to see how it does it tho, that would help to make it work, but still its not a priority


I thought about that, but freezing you and bringing both players to you sounds acceptable to me (considering it shouldn't happen too often), although not ideal. Kind of like a price to pay to leave your mates behind. Well, just something to keep at the back of your mind.

Stifu
Posted on 07-25-15 03:19 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160489


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A bit of news. This will probably not be interesting to most people, but whatever.
I've been working on compression / decompression a bit more. Background: Jap and Euro SMK ROMs decompress data in a different way from US ROMs. This needs to be accounted for, otherwise, EE will compress data in a way non-US ROMs can't decompress correctly (like, the bottom half of a track map turns to garbage). In the past, I tried to blindly work around this problem by disabling some compression commands for non-US ROMs (which results in a lower compression rate), as I couldn't figure out how it all worked exactly. This seemed to work in most cases. I just tried to have another go at it, to understand the problem better and find a more suitable solution. Here's the result so far:

- From my few tests, it seems the Jap / Euro difference only shows for double compressed data. I'm not sure if that's correct or not, but for now, I'm going to assume it is. So for data only compressed once, I now use the same compression logic for all ROM regions. The benefit is smaller compressed data for non-US ROMs, which can really make a different when compressing data manually with the codec tool. I only fall back to my compressor "quirks mode" for non-US double-compressed data.
- I noticed a problem affecting all ROM regions related to updating podium graphics data (located at 737DA). Trying to decompress and recompress (twice) this data with EE corrupts it. It turns out it's due to the fact I set the decompression buffer to 16 KiB, which is too low, as this data is 18.5 KiB uncompressed. I bumped the decompression buffer size to 128 KiB to fix this issue (this may be overkill, but I'm not sure what limit SMK actually has).
- Trying to recompress podium graphics now works with US ROMs, but still won't work correctly with non-US ROMs. I'm not sure why. Also, I noticed Lunar Compress doesn't have this problem, so I guess it does something that I don't.

Stifu
Posted on 07-27-15 08:17 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160502


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I finally figured it all out.

The compression problem that affects Euro and Jap ROMs only occurs for double compressed data, for some reason. If the second compression uses a super command with a size which is a multiple of 256, then the game won't be able to decompress that data properly. In this case, EE now subtracts one from the compression command byte count to avoid this (1024 -> 1023, 768 -> 767, 512 -> 511, 256 -> 255). Finally, I can get rid of my old buggy workaround code for this issue.

This change has 2 benefits for Euro and Jap ROM hackers: the compression rate will be better (especially useful when compressing data manually), and the data will always be decompressed properly by the game.

As for Lunar Compress, after a few more tests, it turns out it could only recompress the podium data in a way that works with J/E ROMs by chance. In other cases, it can trigger the Euro / Jap decompression bug. So LC doesn't actually try to work around this quirk.

Stifu
Posted on 07-29-15 08:33 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160517


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I don't plan to add more features for the next version (2.8), I'm just waiting a bit more in case bugs show up.

About your list:

- Track music picker would be easy (but it may make sense not to restrict it to tracks).
- Driver stats would be nice, even though SMK Mashup exists, just for the sake of having everything in a single tool. I already added many other SMK Mashup features for this reason. I may add it for the next major version after 2.8. No date or promise, but I guess I'll add it when I'll need it for my hack.
- Mode name editing is very low priority to me. It's easy to do manually with a hex editor, and it's actually not part of track editing (while there are still track editing features that are missing, such as Ghost pillar editing). Besides, if I add mode name editing, I could basically add editing for all of the game texts while I'm here (pause menu, etc).
- Driver graphics would be interesting, but like other graphics currently supported, it'd be editable through file import and export. It'd also be useful for color picking, but many other graphics would, too (Lakitu, dust effect, water effect, etc).

Stifu
Posted on 07-29-15 11:45 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160522


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Posted by MandL27
- I figured if the strings are already loaded in the item probability editor (which they seem to be, given how the weird capitalization rule applies there as well), it'd probably make sense to edit them.

This data is loaded from the ROM, indeed, so a good part of the work is already done. But there are also other things that are loaded but aren't editable (item icons graphics, object graphics...). But there are fewer of them with each EE release.

Posted by MandL27
And while we're at it, maybe add case-sensitivity on the editor's end for other string edits?

What do you mean? The text is all uppercase in the game, so it can't be case sensitive (unless I modify the game font or something, but I won't do that).

Posted by MandL27
- Driver GFX is actually uncompressed, so anyone with a palette dump and YY-CHR could whack at it. But I then go back to your point of throwing everything in one tool.

Still useful for managing colors (the main point, IMO). Some people were actually surprised changing colors ended up affecting characters. Anyway, driver graphics are not something I plan to support at the moment.
Besides, other tools such as a hex editor or an image editor will always be required. EE can't be the one and only tool (but at least it could do everything other SMK editors do).
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