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Please chime in on a proposed restructuring of the ROM hacking sections.
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Stifu
Posted on 05-22-07 04:45 PM, in MK Items (by smkdan) Link | Quote | ID: 37419


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Posted by dirtbag
It will also be handy for future tracks to turn off the feather where it might be used to skip a huge section of an over lapping course.

Yeah, that's precisely what Impala wanted to us to use this editor for.

Stifu
Posted on 05-24-07 03:27 PM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 38010


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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
Posted on 05-25-07 03:58 PM, in Looking for Super Mario Kart data (rev. 2 of 05-29-07 02:22 PM) Link | Quote | ID: 38330


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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
Posted on 05-26-07 08:34 AM, in Looking for Super Mario Kart data Link | Quote | ID: 38577


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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
Posted on 05-26-07 12:18 PM, in Generic centralized prerelease bug report thread Link | Quote | ID: 38633


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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
Posted on 05-26-07 12:41 PM, in Looking for Super Mario Kart data Link | Quote | ID: 38636


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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
Posted on 05-26-07 03:27 PM, in Looking for Super Mario Kart data (rev. 2 of 05-26-07 03:28 PM) Link | Quote | ID: 38647


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Posted by smkdan
Speaking of palette pointers, I have the 24-bit pointers that point to the actual palettes themselves.

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
Posted on 05-26-07 11:28 PM, in Suggestion: do something Link | Quote | ID: 38717


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Posted by Metal_Man88
How did the original boards get so developed and feature-rich in the first place?

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
Posted on 05-27-07 10:24 AM, in Looking for Super Mario Kart data (rev. 2 of 05-27-07 10:25 AM) Link | Quote | ID: 38885


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Posted by duffjr
it seems glitchcog knows those locations.

http://www.youtube.com/watch?v=j69kcmPBCJE

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
Posted on 05-27-07 02:03 PM, in Looking for Super Mario Kart data Link | Quote | ID: 38916


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I can't follow your logic... What would I find by comparing tracks that have the same theme ?

Stifu
Posted on 05-27-07 03:26 PM, in Looking for Super Mario Kart data Link | Quote | ID: 38930


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Thanks for the help, smkdan... Hope you can find more stuff.
I'm currently working hard on getting the track gfx to display...

Stifu
Posted on 05-28-07 10:03 AM, in Looking for Super Mario Kart data Link | Quote | ID: 39135


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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
Posted on 05-28-07 10:50 PM, in Looking for Super Mario Kart data Link | Quote | ID: 39235


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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
Posted on 05-29-07 02:23 PM, in Looking for Super Mario Kart data Link | Quote | ID: 39379


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Posted by GlitchCog
All this assembly stuff is way, way, way over my head.

Same here, but that doesn't prevent me from making my editor.

Stifu
Posted on 05-29-07 02:53 PM, in Looking for Super Mario Kart data Link | Quote | ID: 39384


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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
Posted on 05-29-07 04:05 PM, in Looking for Super Mario Kart data Link | Quote | ID: 39388


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Posted by smkdan
I know only C, but what problems do you have with display? Windows isn't handling your bitmaps the way you'd reckon?

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
Posted on 05-31-07 04:49 PM, in SMK Grand Prix Player Results Text Link | Quote | ID: 39846


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So, what was the deal with our notes ?

Stifu
Posted on 05-31-07 05:38 PM, in Looking for Super Mario Kart data (rev. 2 of 05-31-07 05:41 PM) Link | Quote | ID: 39854


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Posted by dirtbag
Ahh I didn't know that the ?'s coins etc. where a different overlay.

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
Posted on 06-01-07 09:24 PM, in Looking for Super Mario Kart data (rev. 2 of 06-01-07 09:25 PM) Link | Quote | ID: 40935


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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
Posted on 06-02-07 08:46 AM, in Looking for Super Mario Kart data Link | Quote | ID: 41291


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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)...
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