Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
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Stifu
Posted on 07-30-15 12:06 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-30-15 12:08 AM) Link | Quote | ID: 160524


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Posted by MandL27
- That reminds me: I should rerun the decompressor on the item box graphics to see if that odd bug was fixed.

I told you, I doubt there was a bug. But you didn't give precise steps to reproduce your problem, so I couldn't check it.

Posted by MandL27
- I meant on the editor's end, so we could get properly capitalized strings ("MarioKart GP" instead of "Mariokart Gp," for example).

How would you do that? I mean, dynamically, with no specific hacks. "Gp" into "GP" could be doable if I consider any 2-character word an acronym, but that may be wrong in other cases (like, if you want an "El Rancho" track or whatever, you don't want it capitalized as "EL Rancho").

I don't want to hard code anything (like "if MARIOKART GP then MarioKart GP"). I could do it like SMK Mashup and keep everything in upper case everywhere, but I think that's hard on the eyes.

Stifu
Posted on 07-30-15 08:21 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-30-15 08:31 AM) Link | Quote | ID: 160530


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Posted by MandL27
That's why I said make it only case-sensitive to the editor. Basically, insert it in allcaps, but let the user decide the case for how the editor displays it.

Where would you store this data? The ROM? A configuration file? That seems pointless to me, not to mention confusing for users.

Posted by MandL27
...maybe we should move this discussion to PM.
Edit: Does this place even have a PM system?

Yes, but no need.

Posted by MandL27
Edit 2: Apparently trying to change the AI block shape in the latest preview throws an error. It can be safely ignored, though.

Oh, I'll fix that ASAP. Thanks.
Edit: Fixed.

Stifu
Posted on 07-30-15 05:39 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-30-15 05:39 PM) Link | Quote | ID: 160532


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Posted by MandL27
You sure? I thought it'd help keep this thread from becoming just a lot of back-and-forth between two users.

Well, it lets other chime in if they want to. Besides, we're done here, I guess.

Posted by MandL27
Also, this tutorial is quite outdated.

I know, it's on my TODO list, but it takes time (if I do it too often, it's a waste of time). Besides, it's something any experienced EE user could contribute to. That'd let me spend time on improving EE instead (or just take a break).

I actually saw some guy complain about the EE overview page somewhere (not directly to me, that'd make too much sense, but to someone else)... Like, I've spent over 10 years documenting the SMK ROM, making an editor for it, and a web site for the editor, all of this for free, and some guy moans about how the overview page doesn't have enough info. Seriously. Entitled spoon-fed kids. How about helping instead? ¬_¬

Stifu
Posted on 07-30-15 06:10 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-30-15 06:11 PM) Link | Quote | ID: 160534


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Posted by MandL27
Well, how would I be able to contribute to it?

If you mean the overview page, you could simply download it, update it (including images if you want), then send all of that to me.

Edit: Or as plain text, that'd be OK too.

Stifu
Posted on 07-31-15 12:02 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160537


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Thanks for that. But in the end, there was so little new content that it took me longer to check what was new than to write it myself.
I was more thinking along the lines to complete new sections, otherwise it's not worth it. Anyway, I'll add it to the site soon enough (probably reworded a bit) with more stuff.


Any reason this calls a Save As window when the save-on-exit prompt doesn't?

It just makes sense to me. I don't think the Save As behavior on exit is common behavior, and that just seems weird to me. Save As on the save button is just convenient, and I don't think it's worth wasting space to have 2 save buttons.

Stifu
Posted on 07-31-15 09:10 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160539


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Posted by MandL27
You could do what most apps do and not have a Save As button but instead list it either in the File dropdown or just have it as a separate keystroke (ctrl+A could work).

Well... I just decided not to have a File dropdown, or any dropdown menu.
Checking Paint.NET and Photoshop, they both have Ctrl+Shift+S for the "Save As" command (but I doubt this shortcut is quite as common or popular as just Ctrl+S).

What I guess I could do: keep the save button as is, but have both Ctrl+S and Ctrl+Shift+S shortcuts, respectively working as Save and Save As. That said, EE is missing visual cues when a save is occuring, so I'd have to add that too.

Stifu
Posted on 07-31-15 11:11 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160541


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I'm not sure what you mean. Ctrl+O already works.

Stifu
Posted on 08-01-15 10:09 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160545


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Posted by MandL27
Are visual cues on saves really that necessary? I don't think any Microsoft Office program has that unless it lags due to saving a lot of data.

Well, I think it's always good to have. Actually, EE will have some kind of visual cue: the star next to the edited tracks will disappear. But then again, you might have edited data that isn't related to a track.

So, in the end, you think having both Save and Save As keyboard shortcuts would be nice to have (even though the menu bar would remain the same)?

Stifu
Posted on 08-02-15 12:53 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160548


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Posted by MandL27
Yeah. I figure that in the world of file management, it's more common to overwrite one file than splice the diffs onto a separate file.

It was kind of a way to ensure people make backups and don't ruin their ROMs. I guess it's a bit less necessary now that EE is more mature, but still. I'll come up with an updated preview soon.

Stifu
Posted on 08-05-15 12:36 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160555


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Here we go.

Ctrl+S now acts as Save ROM.
Ctrl+Shift+S now acts as Save ROM As.

The menu Save button still acts as Save ROM As. The reasoning behind this is that new users will tend to use the button and not the shortcut, and so will have a chance to think twice and not overwrite their original ROM, pushing them to create backups. More experienced users will use keyboard shortcuts instead to avoid a few extra clicks, and will take responsibility if things go wrong.

Because I didn't like the fact there was no visual confirmation that you actually saved your ROM, now a star is displayed next to your ROM name in the application title if it has any unsaved changes. So, when pressing Ctrl+S, you'll see the star disappear.

Stifu
Posted on 08-23-15 09:43 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160873


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EE doesn't let you create patches. You can do it with other tools once you're done modifying your game.

PS: EE 2.8 will probably be released next weekend.

Stifu
Posted on 08-23-15 10:07 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160876


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Posted by Termingamer2-JD
Are you thinking of adding it to EE? It would make hacking easier for newbies and encourage people to stop posting stupid ROMs to things.

"Stupid ROMs to things", what? Anyway, no, I don't plan to do this. First, there's more than just the IPS format. I think there are better formats out there now, and I don't want to open this can of worms. Besides, wouldn't it make sense to use a tool made specifically for this? Say you have 10 editors for 10 different games made by 10 different programmers, wouldn't it be better to handle patches in a unified way through the same tool, rather than let all editor authors do their own thing? Not to mention it's something you'll only need to do once, in general.

It's the same logic I have for graphics editing: want to edit graphics? Do it in a graphics editor. I don't want to reimplement a whole OS in EE, I just wanted to make a tool specifically to modify SMK, because there was no good one around. If a program already does something properly, no reason to reinvent the wheel.

Posted by Termingamer2-JD
(and I made that post also to see if you'd reply or not, lol, not just to ask the question)

I've always been replying for years, why would I stop?

Stifu
Posted on 08-23-15 10:45 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 08-23-15 10:46 PM) Link | Quote | ID: 160878


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Posted by Termingamer2-JD
Oh, I didn't know if you were going like Lunar Magic and doing most possible thing.

I've never used Lunar Magic, but anyway, I think most of my users would want me to spend time on things they cannot do or change in SMK, rather than on things they can already do with other tools.

Posted by Termingamer2-JD
"Stupid ROMs to stuff" - I mean, people posting ROMs here when really they shouldn't.

Well, EE doesn't have the pretension to fix or work around people's "stupidity". And it's only about modifying SMK, not about sharing your work. Besides, if people don't know they shouldn't publicly share ROMs, do you expect them to use patching features if they were available? I guess this feature might make more sense with SMW hacking, considering it's probably among the most-hacked games ever.

Anyway, having as few goals as possible ensures I can deliver quality content and not get sidetracked (truth be told, I keep getting sidetracked anyway... EE is a "sidetrack project" in itself).

Stifu
Posted on 08-25-15 07:37 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160915


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Posted by Mike-Tech
@stifu if the export feature for raw bin files work, what is the correct way to do it ?

It works, there are no known issues. I've been editing raw binaries exported from EE with Tile Molester (the codec you have to choose in TM depends on the type of data). I don't know what format YY-CHR expects, but last time I checked, it didn't seem to work with unaltered SMK binary data. I can provide step-by-step instructions with TM if you tell me what you're trying to do exactly.

Stifu
Posted on 08-29-15 11:34 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160955


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EE 2.8 is finally out.
It's been over a year since the 2.7.2.

In this release:


- Added support for GP cup texts editing (English only)
- Added support for cup and track name editing
- Added ability to import and export road tile types and palette associations
- Added a paint bucket feature for road tile editing
- Added the ability to clone AI elements
- Added the display of the in-game top border over the background preview
- Added the ability to jump to any part of the background preview animation, and to set the animation speed
- Fixed possible data compression issues with Euro and Jap ROMs
- Improved the data compression rate for Euro and Jap ROMs
- Increased the decompression buffer size from 16 to 128 KiB. This makes it possible to manually decompress larger data such as podium graphics.
- Added a star next to the loaded ROM name when there are unsaved changes
- Changed Ctrl+S shortcut to act as "Save ROM" rather than "Save ROM As"
- Added Ctrl+Shift+S shortcut for "Save ROM As"
- Fixed 2.7.2 regression that disabled battle track reordering
- Many tweaks and fixes


There are several fixes since the last preview.
By the way, the SMK offset documentation has been moved here. It's an online version now.
If you want to download the documentation, you should get it from the EE repo.

I have started updating the site Overview page, but I'm not done yet.

Stifu
Posted on 08-29-15 11:54 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160958


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Posted by Termingamer2-JD
Just wondering: what ROM and version do I need?

Any. J/U/E, headered or not.

Posted by Termingamer2-JD
and the J version obviously won't be editable for text.

Well, it is, as long as the text stays in Japanese. You could also edit the font graphics, but EE won't help much you with that.

Stifu
Posted on 08-29-15 12:04 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160961


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Posted by Termingamer2-JD
That's true, as you say, it is meant for track editing only.

I mean, I did bother adding support for editing the Japanese text, but you just can't use most roman characters. That actually took efforts, as it's harder to support than English text. On the bright side, it seems I didn't necessarily waste my time, as I saw EE gets mentioned on some Japanese sites.

On a side note, it must be possible to extract the uncensored Peach podium animation and insert it into the Euro or US ROM.

Stifu
Posted on 10-19-15 09:02 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 161510


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I noticed a minor regression. Color updates are not immediately visible on track objects and item icons since version 2.8. This has been fixed and will be in 2.8.1.

If you see any more bugs or regressions, let me know.

Stifu
Posted on 10-21-15 11:18 PM, in Super Mario Kart - Hacking sprites on Podium and Final ola? Link | Quote | ID: 161541


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Decompress the data at 737DA twice, and you should be able to see stuff with Tile Molester.

Stifu
Posted on 10-22-15 12:18 AM, in Super Mario Kart - Hacking sprites on Podium and Final ola? Link | Quote | ID: 161543


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Posted by DXKittyKate
Would I decomp it into a file, and then decomp it again? Explain please.

That's what you would do with Lunar Compress, yes (first decompress the ROM at 737DA, then decompress the resulting file at 0). But with Epic Edit, it's a bit easier. Just go to the Codec tool, input the address, and check the "Twice" check box.
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