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Please chime in on a proposed restructuring of the ROM hacking sections.
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Stifu
Posted on 01-02-17 08:06 PM, in Taking requests for editing tools Link | Quote | ID: 164712


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For what it's worth, I also made an editor in C#: Epic Edit. You might be interested in either forking it, or just looking at its source code.

Stifu
Posted on 03-16-17 07:46 PM, in RHDN is gone! (rev. 2 of 03-16-17 07:48 PM) Link | Quote | ID: 165201


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I hope it'll be back up soon. It was my go-to place for ROM translations.

Can you guys recommend other sites for game translations, from any teams and for any systems?

Stifu
Posted on 05-28-17 01:01 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 165640


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Hi guys. For the 10th anniversary of Epic Edit, a little release (2.8.2) is coming in a couple of weeks. Nothing big, I mainly added support for editing podium cup texts (something I forgot to do 2 years ago).

In case anyone reads this, feel free to test it and report back any issues before the official release: http://stifu.fr/files/stifu/EpicEdit.zip

Stifu
Posted on 06-02-17 10:50 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 165656


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Cool. I guess you could export and import as much stuff as possible through EE, and take care of the remaining bits in hex. Is that what you were planning to do? It sounds easy to miss some changes, though.

Anyway, I plan to release EE 2.8.2 in July, so feel free to report any issues or quality of life improvements before then.

Stifu
Posted on 06-16-17 12:17 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 165703


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I only just noticed people have been reporting bugs on GitHub, and someone even made a pull request last year (adding the ability to mass import / export tracks). The 2 bugs reported are not actually bugs in EE, so there's nothing to fix. But I'll see if I can include that new feature in the next EE.

Stifu
Posted on 06-18-17 11:59 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 165710


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I have applied the patch that adds support for bulk track import / export. http://stifu.fr/files/stifu/EpicEdit.zip

Stifu
Posted on 07-08-17 03:20 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 165764


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I have released EE 2.8.2.


- Added support for GP podium texts editing
- Added the ability to import and export all tracks (by mcintyre321)
- Added an alternative way to set the starting position second row offset
- Added a hack to work around Mono crashes, especially on Mac
- Fixed a ROM text loading edge case bug
- Improved the speed and compression rate of the Codec compressor
- Fixed error message handling when using the Codec
and trying to decompress from an invalid address

Stifu
Posted on 08-18-17 12:13 AM, in RHDN Makes a Patreon Page... Link | Quote | ID: 165846


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Posted by Googie
Here's P's new message...

This is getting ridiculous.

Stifu
Posted on 10-14-17 01:34 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 165947


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Only just now do I realize exporting graphics data with a ".bin" extension causes issues with YY-CHR and Tile Molester. They load files differently depending on the extension.

EE 2.8.3 fixes that.

Stifu
Posted on 11-16-17 08:15 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 165973


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Thanks for this. There's actually a bunch of data I haven't merged with my documentation (off the top of my head: rival data, how to make Luigi a full-fledged character, in-depth music data...). I just saved these things on my computer when I came across them, and that's it.

Ideally, I'd like people to send me pull requests so I can effortlessly merge them.

Stifu
Posted on 11-18-17 12:44 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 165975


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No, it won't change the Epic Edit software. It's just that I decided to put the SMK ROM documentation in the same repository as Epic Edit (which might have been a bad idea, I dunno... I could still move the doc to its own repo). So it's all in the same place right now.

Here's how it'd work. This may seem daunting, but I can guide you through it if you're motivated. See this for details.
* Create a GitHub account.
* Fork the EE repo (which includes the doc). It's basically your own online copy of the repo (hosted on GitHub).
* Create a local clone of your fork. This copies all of its content on your computer.
* Make changes to the doc. Then commit and push.
* Create a pull request. It contains all of the changes you made to the doc.
* I accept the pull request. Your changes are now on my repo.
* I just have to manually upload the updated doc so that the new stuff becomes available on my site.

That GitHub page describes the needed git command lines, but there are programs out that can do it for you, letting you use a UI instead. I use TortoiseGit at home. There's also SourceTree which is popular.

Stifu
Posted on 02-10-18 04:38 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 166191


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New Epic Edit version, 2.8.4.

What's new:
- Added support for loading and saving ROMs saved with MAKE
NB: track object behaviors are not loaded and need to be set manually,
because Epic Edit does not handle objects the way MAKE does
- Added support for ROMs with invalid track name data
- Changed AI element intersection handling logic to let users
set them up manually, instead of trying to automatically detect them
- Fixed tile clipboard display issue after having changed palette colors
- Fixed 2.8 regression which made it so changes made to the first color
of the first palette of any theme would not be instantly visible on tiles
that use a palette from #2 to #16
- Fixed 2.8.2 regression that updated the starting position row offset data
if the current precision did not allow the value of the loaded track
- Tweaked the AI selection behavior. If multiple AI targets are at the same
hovered location, then give the hover priority to the selected AI element
- Minor tweaks and fixes

Stifu
Posted on 06-12-18 09:59 PM, in Streets of Rage 2 looney tunes edition (release) Link | Quote | ID: 166382


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For some reason, these floods of SoR 2 hacks always have characters that have wrong offsets in their animation frames, making them wobble left and right as they stand... That reminds me of that sorry Earthworm Jim port on the GBA, which has the exact same issue.

Stifu
Posted on 11-07-18 11:18 PM, in Romhacking.net and Games with Female Protagonists Link | Quote | ID: 166631


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Yes, we do.

Stifu
Posted on 11-12-18 12:02 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 166640


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Posted by Googie
I should give this SMK editor a try, I played this game to death in the 1990's.

Posted by Googie
I should give it a try and hack this game, the editor looks really easy to use.


Déjà vu... If you go ahead and do it, let me know how it goes.

Stifu
Posted on 03-03-19 09:03 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 166931


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Posted by gridatttack
I wonder, is it possible to change the assigned palette for the battle balloon object?

Most likely, but I don't know where this data is located.

What I'd do to find such things is alter a save state file until I pinpoint where the wanted data is, then hope it's stored in a similar way in the ROM. It's very inefficient and there is most likely a better way to do this, maybe by using a debugger or something.

Stifu
Posted on 05-05-19 08:56 AM, in A note that will not be heard Link | Quote | ID: 166988


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Although I haven't seen any of your work, you shouldn't care so much about such things and just look forward. In a little while, you might look back to this very post and think something like "haha, I was still a dumb kid back then". People grow and that's expected, don't look back and piss all over your past, it's what has helped you grow into who you are today.

Stifu
Posted on 04-20-20 12:56 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 167305


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They're not easily editable in the original game, but Epic Edit actually resaves them in a simpler format with a static size (from 0x80331 to 0x85D30).

Here's what smkdan told me back when we were working on this together, but I don't know how useful it will be to you:

I thought this may as well be the time to figure out Ghost Valley pillars and I see how it works now. For the other courses I suppose you don't have to relocate the object positions since every course, even Ghost Valley, has 64 bytes of reserved space whether or not they use the objects. The object *zones* for all courses however I will relocate.

Ghost Valley pillars are more flexible and it works in a completely different way from the others. Instead of having ranges of checkpoints where one of four object zones are applied, it has a table with an entry for every checkpoint on the course. Each checkpoint is assigned a starting index where pillars will be loaded. It will then load the 4 pillars starting from that point. The starting index is into a variable length array of 2byte positions similar to what normal courses use.

for sake of documentation or if you want to mess around with it:
4DB83: 16bit pointers for each GV in order they appear (bank byte is $84)

Each pointer points to:
2 bytes: 2 byte pointer to checkpoint assigned table I just mentioned. The checkpoint # is used as the index.
2 bytes * n: the pillar positions, assume it's the same 7bit positioning other objects use. The checkpoint assignment *2 is used as an index into this data. Load 4 pillars starting from the given index.

Easiest way to make this more flexible is to assign some fixed number of bytes for all 20 tracks that could potentially be used for ghost valley pillars in the expanded ROM. 2 bytes are required to position a pillar, so say 256 bytes per course is enough for 128 pillars in a single course. There is no fixed number of pillars in GV, for every checkpoint you can potentially loaded up to 4 unique pillars. 128 checkpoints max means 512 possible pillars but that's really excessive. There is also the checkpoint assignment table that has to be stored.

Stifu
Posted on 04-23-20 08:36 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 167311


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You could move pillars manually if you know what you're doing. Then you could add support for them in Epic Edit. Or send me notes about how they work.
First time I hear about this invisible block thing. Maybe you could send me your ROM so I have a quick look? I'm also not sure what you're really trying to achieve.

There is an SMK Discord, although I did not join it. Dirtbag is part of it and sent me an invite last year. I don't know more.

Stifu
Posted on 04-24-20 11:58 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 167314


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At first I was using Hex Workshop, but then I moved to 010 Editor. It's nice but not free. I thought it was worth the money. Any hex editor can do, I guess.

If you only want to import/export the AI, then export the whole track and manually tweak the smk files, copying the wanted section(s) from one track file to another. They're plain text files, and should be easy to figure out.

I just tried the Discord invite link I received back in July, and it has expired, unsurprisingly. Anyway, I could PM you the e-mail address of the person who invited me, if you want.
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Main - Posts by Stifu

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