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Main - Posts by dirtbag |
dirtbag |
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Red Koopa Level: 27 Posts: 81/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by gridatttack You could use a save state on the results screen of the race before. Or export the track and import it back as race number 1 for testing. I'd suggest making it track number 1 as you will want to test the CPU AI on all speed classes. |
dirtbag |
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Red Koopa Level: 27 Posts: 82/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Back up often and regularly :-) very important when ROM hacking.
As for Super Baldy Kart, I took a 4 year break, motivation as Stifu has mentioned is a challenge. That said I have been working on it for the last 7 months. I rebuilt my hack so it works with EE, have a new podium screen, player select and about half the tracks I need. I will make a update thread soon.... |
dirtbag |
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Red Koopa Level: 27 Posts: 83/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by StifuPosted by gridatttack When editing GV's background I discovered that graphic tiles used for the animation routing for the Ghosts were loaded separately from the reset of the background. They where loaded from the original background location as apposed to the new tile location in ROM allocated by the EE. So I checked to see if the palette swap routine for the waves on KB worked in the same way. Changing the original palette location to all white shows the this isn't the case: As you can see, along with the flashes from the racers tyres, the colours used in the palette swapping routing must e hard coded. |
dirtbag |
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Red Koopa Level: 27 Posts: 84/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
After a 4 year break I picked up my Super Mario Kart hack again at the end of last year. Since then I've been hard at work. Here's what's now done in Super Baldy Kart:
- 8 all new racers, graphics, driving stats etc. - In game objects, (pipes, etc.) - Item sprites - HUD Graphics - Overlay graphics, ('?' blocks etc.) - Title screen - New Player select screen with custom music (video link) - New cup selection screen - 8 new themes - 9/20 tracks - 2/4 Battle courses Here's what it looks like: Title, Player selection (custom music), and Cup selection sreens: Battle Mode test New Podium screen (with a palette swapping dance floor): Here's a video of it in action - this is a little out of date. To do list: - 11 More tracks - 2 Battle tracks - Tweak drives stats - Replace the demos - Edit end game credits text Let me know what you think. |
dirtbag |
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Red Koopa Level: 27 Posts: 85/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by gridatttack The sand colour used in the wave/ tide effect is unchanged as well, I just didn't capture it in the screen shot. I've not had too much of a problem with the CPU and boost, but that said I've only used them with cross over jumps in the tracks. From what I recall in the original game the CPU failed to make the jump every so often. I think it was the last one also like you have found. I've made my SBK update thread for you |
dirtbag |
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Red Koopa Level: 27 Posts: 86/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by StifuPosted by gridatttack I'd also have noticed in the past the colour matching can be a little tricky, but it was easy enough to work around. I just used a different primary colour, imported it to EE, change the colour in EE then exported it again to continue editing. I like your idea of EE showing the 255RGB values (maybe as a tool tip?), it's a nice quick win. |
dirtbag |
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Red Koopa Level: 27 Posts: 87/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by StifuPosted by dirtbag I forgot too, as I've used them before to double check the values. This was is much better though, it means you can align the colours either way between EE and graphics editor of choice. Good work. |
dirtbag |
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Red Koopa Level: 27 Posts: 88/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by StifuPosted by gridatttack I could add it... but I have at least 10 tunes to write first . I might add in SMKMashup features soon, I need to get a development enviroment up and running and then we can see what I can add. The challange I have around music we need a tracker. Writing music in notepad sucks ass. **Edit** just a though, we still need to find the address for the drivers tunes, they are small and I can handle doing them in notepad. I have a small updates for your notes I'll send you soon around the battle mode menu. |
dirtbag |
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Red Koopa Level: 27 Posts: 89/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by gridatttackPosted by Stifu $200 - it's a hex value. There are tools that can remove headers. Headrrs are extra data added to the start of the ROM by old SNES copy units. If you use SNESpal go to the address, if it's the colours are there in right the order. If not add $200 in hex mode in calc.exe Take a backup first. |
dirtbag |
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Red Koopa Level: 27 Posts: 90/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by Stifu Mattrizzle's info got me looking again.. and at last I've worked out the details on the track select screens at last! I'll mail you the details or make the updates once you've made yours if you like. I have the colour locations, and how to disable the dynamic palette overwrite. I also found out how to adjust speed/ disable of flashing arrow, Start/ Finish indicator. |
dirtbag |
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Red Koopa Level: 27 Posts: 91/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Mailed you the updated html file.
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Red Koopa Level: 27 Posts: 92/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by gridatttack I just saw that with my ROM as it happens, the green. I wonder if the lastest EE did anything around that area? *update* just tested on a clean rom, seems fine. |
dirtbag |
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Red Koopa Level: 27 Posts: 93/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by Stifu No I was mistaken, I dug out the verson of the ROM I had green pillers, it was where I'd be messing with the objects colour palette. Green traffic cones. |
dirtbag |
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Red Koopa Level: 27 Posts: 94/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by BLaBrake I converted the notes to be correct (absolute) addresses and not headered. Your ROM has a $200 byte header, you should remove that (it's nothing to do with the smk ROM) or add $200 to any value in the notes. |
dirtbag |
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Red Koopa Level: 27 Posts: 95/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Here is a small video where I have put in some new music (10 seconds in) for when you end up in 4th place over all on the podium screen, this was based off of an old game Chuck egg.
Posted by gridatttack Thanks for your kind words. These are people I know. |
dirtbag |
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Red Koopa Level: 27 Posts: 96/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by gridatttack I've managed to change the demos. What I found out is that they are controller inputs. By saving a ghost on Time Trial mode and extracting that data out of the SRM file I was able to replace the demo with my movements from the Time Trial recording. However I've not done anything further, than prove it works because until I've finished all the tracks and drivers stats there is little point. As soon as I change any of those the demo will be messed up |
dirtbag |
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Red Koopa Level: 27 Posts: 97/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by StifuPosted by gridatttack Yes, by detault that title is set as out of bounds. |
dirtbag |
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Red Koopa Level: 27 Posts: 98/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by StifuPosted by gridatttack Good spot then gridattack. I was thinking it's worth us creating a list of what we know we don't know still for SMK in your notes. It think it would help get some focus on working out the rest of the unknown data in the notes. For example we don't know where the little music tunes are stored for example, for each racer winning etc. Once we have a what's still to find section, we can make a thread on a few rom hacking sites and see if we can recruit some interest? |
dirtbag |
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Red Koopa Level: 27 Posts: 99/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by BLaBrake You are quite right about the music title music working at 49801, I discovered this too by decompressing/ recompressing the music back to that address. I was going to update the notes but there is a little bit more to it. The Bowser level graphics that are before it has some invalid stop on the compressed data, so it decompresses more than it needs too. So I'm trying to workout where it stops. There is a little bit of data in between the BC graphics and the title screen music that when altered effects the CPU drivers. It seems to be the sharpness of their movement to the next zone's pointer. Now back to the title screen music.. there is something different with the title music's header I think. I can replace it with music from else where in the game and it will work but not any of my custom made music yet. Great to see someone else working on a SMK hack, I'll share any progress any title screen music. *edit* Channels 4,6 & 7 are used by effects. ;CUSTOM - "Super Mario Kart Music Template" - Dirtbag ;Instruments ;#0 = Skid ;#1 = Hammer(?) ;#2 = Car effects ;#3 = Engine? ;#4 = Drum Rim ;#5 = Drum ;#6 = Bass drum (?) ;#7 = Drum snare (Bowsers music /krypton factor style) ;#8 = Horn ;#9 = Keyboard ;#10 = Keybaord 2 ;#11 = Panio ;#12 = Slap bass(?) ;#13 = Music Box (Item selection) ;#14 = Organ ;#15 = Whistle/ Flute ;#16 = Hand Drum (Bongo) ;#17 = Music Box 2 (better description needed) ;#18 = Swamp sound (better description needed) ;#19 = Rev sounds (better description needed) ;#20 = Keyboard (higher pitched) ;#21 = Select Sound ;#22 = Steel drum ;#23 = Car ;#24 = Engine sounds ;#25 = Whistle ;8 Channels denoted by #0 - #7 (Channels 4,6 and 7 used by sound effects) ;Volume (w): ;w0 - w255 decimal value between 0 and 255. ; ;Tempo (t): ;t0 - t99 BPM multiplied by 0.4 (in decimal) rounded to the nearest whole number ; #0 q7F v240 y11 w255 t8 l16 @25 cdefgab @24 cdefgab @23 cdefgab @22 cdefgab @21 cdefgab @20 cdefgab @19 cdefgab @18 cdefgab @17 cdefgab @16 cdefgab @15 cdefgab @14 cdefgab @13 cdefgab @12 cdefgab @11 cdefgab @10 cdefgab @9 cdefgab @8 cdefgab @7 cdefgab @6 cdefgab @5 cdefgab @4 cdefgab @3 cdefgab @2 cdefgab @1 cdefgab @0 cdefgab |
dirtbag |
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Red Koopa Level: 27 Posts: 100/128 EXP: 114744 Next: 1415 Since: 02-24-07 Last post: 3194 days Last view: 3108 days |
Posted by StifuPosted by dirtbag That would be good, once we know the real size of the data, we'll know the range of data inbetween, if there is something there could be some smaller music bits as well looking at what's around it. |
Main - Posts by dirtbag |
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