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Main - Posts by Stifu |
Stifu |
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Cobrat Level: 56 Posts: 101/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by dirtbag Yeah, that's precisely what Impala wanted to us to use this editor for. |
Stifu |
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Cobrat Level: 56 Posts: 102/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Nice stuff... You still have a long way to go, though.
I should have screenshots of my SMK track editor to show you guys within the next few weeks. |
Stifu |
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Cobrat Level: 56 Posts: 103/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
To sum things up, I need the following data for my SMK track editor, which I must finish before the 6th of June (not the final version, but a nice enough version for my university presentation)...
Data needed: - The pointers that define what's the type of each tile (road, grass, water/mud, obstacle...) - The pointers that define which color palette is applied to each tile - The track object layers (which includes option blocks, coins, pipes and the likes) Has anyone found any of that ? That'd help. |
Stifu |
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Cobrat Level: 56 Posts: 104/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Thanks for the replies.
That'd be cool, MathOnNapkins... Maybe using my notes as smkdan did could help you find stuff more easily (although I need to udpate them with the AI data and all). By the way, smkdan, I'm a hacking noob, so I have no idea what "OR'd" stands for... But in other words, the palettes applied to each tile would be defined in the same blocks as the road graphics for each track, right ? Hmmm, did you change those palette pointers after having decompressed the block, or just like that ? If it's the latter, that'd explain why some of the stuff you tried messed up the whole track. |
Stifu |
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Cobrat Level: 56 Posts: 105/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Bug: spaces aren't accepted in url tags.
Example: http://www.dirty.plus.com/speedo_v0.13 (U).ips Also, it would be nice to finally be able to edit thread titles. |
Stifu |
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Cobrat Level: 56 Posts: 106/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Thanks, smkdan. I'll manage from that. It's probably the same compression format used in the vast majority of the ROM.
And thanks for the explanation, NetSplit, that's a bit clearer... |
Stifu |
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Cobrat Level: 56 Posts: 107/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by smkdan Yeah, I already found that a little while ago, and it's in my updated notes (I update them from time to time, you probably have an earlier version)... However, according to my notes, they start at 0x1EDBB, and the Rainbow Road is the last one (0x1EDD0), not the first one. 0x1EDB8 is for the tile graphics address for the Rainbow Road. |
Stifu |
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Cobrat Level: 56 Posts: 108/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by Metal_Man88 On the other hand, I'd prefer the dev staff to add few features but do it properly, rather than add useless crap in a dirty way. |
Stifu |
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Cobrat Level: 56 Posts: 109/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by duffjr That video doesn't prove he knows these locations. You can do everything he did there without having to know the data requested above. |
Stifu |
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Cobrat Level: 56 Posts: 110/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I can't follow your logic... What would I find by comparing tracks that have the same theme ? |
Stifu |
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Cobrat Level: 56 Posts: 111/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Thanks for the help, smkdan... Hope you can find more stuff.
I'm currently working hard on getting the track gfx to display... |
Stifu |
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Cobrat Level: 56 Posts: 112/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Nice find.
Considering it shouldn't be much data, I don't think it's compressed in the ROM... Tried looking in the ROM for the exact same values you changed in the RAM ? |
Stifu |
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Cobrat Level: 56 Posts: 113/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
I'd usually do it the blind stupid way... Replace data in the ROM by 00, and see when it ends up affecting track objects.
This is all the more doable since there aren't that many data ranges that are still unknown... |
Stifu |
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Cobrat Level: 56 Posts: 114/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by GlitchCog Same here, but that doesn't prevent me from making my editor. |
Stifu |
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Cobrat Level: 56 Posts: 115/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Alright, keep us updated...
Only 7 days left for me, and I haven't got gfx to display yet. :\ (Although I figured out how they work and everything) |
Stifu |
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Cobrat Level: 56 Posts: 116/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by smkdan No, no... Just troubles getting started with the whole code and syntax, but I'll get over that soon (a friend is gonna help me out, too). Thanks for your searches. Chances are I won't include that for my presentation, but I definitely will later. Anyway, I was thinking of letting you (smkdan), GlitchCog and dirtbag beta test my editor once it's more advanced... |
Stifu |
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Cobrat Level: 56 Posts: 117/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
So, what was the deal with our notes ? |
Stifu |
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Cobrat Level: 56 Posts: 118/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Posted by dirtbag Yeah, smkdan is right, of course... From what I gathered, the only difference of that layer is that everything on it doesn't appear in Time Trial mode (that's why options and coins you add under Track Designer DO show in Time Trial). Haven't noticed or can't remember any other difference. Thanks a lot for your work, smkdan. There's other data I'm looking for too, but one thing at a time... |
Stifu |
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Cobrat Level: 56 Posts: 119/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Well done Dan... Thanks again.
Random question... There are some data blocks in the ROM that don't seem properly separated. Example: the Bowser Castle road gfx (4916A -> 49E18) that are mixed up with the Title music (49A00 -> 49E18)... That is due to the fact the Bowser Castle gfx don't have an "FF" at the end of the block, so when decompressing them, you get the Bowser Castle gfx data AND the Title music data... Why is that, and is there some kind of way around that ? The problem I'm currently having is that the Bowser tileset has garbage graphics at the bottom because of that... |
Stifu |
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Cobrat Level: 56 Posts: 120/666 EXP: 1362017 Next: 36159 Since: 02-22-07 Last post: 692 days Last view: 314 days |
Hmm, I see... then there isn't much I can do.
And yeah, I'm just using Lunar Compress to decompress that. The problem is also that you can't edit the Browser tile gfx without fucking up the Title music data (as it'll recompress it in a different place). In other words, if you change the Browser gfx, you have to reinsert the Title music properly to fix it... which isn't a convenient thing to automate. Same problem with the Koopa Beach background gfx (20AA2 -> 20D33) overlapping the Mario Circuit background layout (20B46 -> 20D33)... |
Main - Posts by Stifu |
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