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Main - Posts by dirtbag

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dirtbag
Posted on 05-18-15 10:00 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 05-18-15 10:01 PM) Link | Quote | ID: 160120


Red Koopa
Level: 27

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Since: 02-24-07

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Good work, I'm almost done with my hack now. I did notice, and didn't know if you were aware, that changing the item probability set - not the values, seems to mess up the object behaviours. Were you aware of this? It was the last thing I though it would be when my objects started to mess up. Not a bug in EE more a limitation of the SMK game engine.

dirtbag
Posted on 05-18-15 11:03 PM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 05-18-15 11:10 PM) Link | Quote | ID: 160122


Red Koopa
Level: 27

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Since: 02-24-07

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So if you take say donut plains 2 with the jumping moles, and change the probability set from 3 to 1 the moles do no longer appear. Unless you activate your rear view mirror, then they start to jump.. until you turn off the rear view mirror and they freeze.

Change a bowser level from set 7 to something else makes the thowmps stay on the ground, and are no longer solid.

I spent ages thinking I'd broken my ROM - just as I though I was almost done! In the end I fixed the object behaviour by re-importing an original level. Then slowly copying in the different section from a track export to workout what it was. At first I assumed it was the viewing zones, but it was the item probability set - last thing I expected it to be.

dirtbag
Posted on 05-24-15 06:07 PM, in Super Baldy Kart Link | Quote | ID: 160183


Red Koopa
Level: 27

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Since: 02-24-07

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Posted by mrrichard999
Nice work! Looking forward to the release


Thanks, not long now I've worked out how to change the title music, and the main tester Griddattack is doing a great job at testing for me. Once he's done and I make any changes based on his feedback and release it for all to test! It's just getting the skill balance right now so the game is fun, challenging but not frustrating. Looking forward to seeing what people make of it.

dirtbag
Posted on 06-04-15 05:02 PM, in Double Dragon - Chuck Norris Edition for NES Released!!! Link | Quote | ID: 160255


Red Koopa
Level: 27

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Very good idea and well executed.

dirtbag
Posted on 06-10-15 11:42 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160291


Red Koopa
Level: 27

Posts: 125/128
EXP: 114744
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Since: 02-24-07

Last post: 3194 days
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How interesting, after all this time messing with the game still learning there is more to it

Is it the same in Rainbow Road I wonder? Like GV it has no off road.

dirtbag
Posted on 06-14-15 07:30 PM, in Googie Toons - The SMB2 Hack... Link | Quote | ID: 160312


Red Koopa
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Since: 02-24-07

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This looks great so far, I think the using SMB2 as a base should work well. I look forward to playing, how far have you done/ got to go?

dirtbag
Posted on 06-21-15 06:25 PM, in Super Baldy Kart Link | Quote | ID: 160338


Red Koopa
Level: 27

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Since: 02-24-07

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After far too many years, and starting off when many things were still unknown around hacking Super Mario Kart I'm very happy to be able to share with you all the finished version of my hack.

During this epic journey, I've created and released the tool SMK Mashup, found Purebe and his track editor MAKE, translated it into English and find the offsets to make it work with the the US ROM. With that the ability to edit the computer AI.

I'm indebted to Stifu and his notes and all that contributed to them especially SMKDan. I made sure I contributed anything I've discovered myself.

Grid Attack has been a super star when it comes to testing my hack and I hope I've made a fun balanced game for you to enjoy.

Super Baldy Kart is the most comprehensive hack of Super Mario Kart to date.

Features include:

- All new racers each with their own unique driving style, with unique but balanced attributes
- 20 brand new tracks that have been rigorously tested and refined
- New points system
- New items probability sets
- 8 unique themes with changed music, animations, tile types
- All new menu screens
- Updated demos
- New victory tunes
- Audio hint for Boost start
- Easter eggs
- Many other changes including: objects, graphics, music, demos, podiums, fonts, ending, and gameplay



Download link:

http://www.romhacking.net/hacks/2460/



dirtbag
Posted on 08-04-15 10:05 PM, in Super Mario Kart - How to change the static music (rev. 2 of 08-04-15 10:06 PM) Link | Quote | ID: 160552


Red Koopa
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Since: 02-24-07

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For Super Baldy Kart I changed all the music, not just the race tracks, I did say I'd share how I did it.

There is a warning with this - it's not for beginners, you need to understand your way around a hex editor and understand SNES pointers. For the music there is no simple way, I did a lot manual work to build my tracks.

All the location of all of the tracks for the racers and others I found and changed for SBK I've updated to Stifu's note's. To update them what you will need to do overwrite them with your own NSPC code and then update the pointers. There are two pointer types, one for the location of the tracks that are towards the start of the music data, the other pointers are for any loops in your music tracks. If you don't want to update the loops, don't put any in yout music, in MML loops are denoted with square brackets [] with a number after to indicate the number of loops e.g. [xxxxx]2 would loop twice.

What I did was to use the N-SPC tool messiaen created to compile the MML to N-SPC code, then manually copying the tracks and updating the pointers for the tracks (8 sound channels) as well as any loops in the compiled NSPC code - $EF is used for loop pointers.

Why do the pointers need to be updated? Well the music used for the races are loaded dynamically (with each track theme), this is why all the pointers start at an offset of 0. There is only ever one race music loaded in APU-RAM at one time. The others, victory tunes etc., are static in the APU-RAM so that they are always loaded in memory.

I started simple - one track, just played the notes ABCDEF with no loops, I used this to get the offsets right. Overwrite the data for the first track, from there I could count back and workout the offset. So for example for Luigi's music you notice that the pointers are have a offset of +$37 and Mario's you need to add $3B to the pointers.

To speed up testing you can make the changes and test how they work with the following cheat code:
7E0E14xx:

01: Race Start
02: Signal
03: Signal2
05: Final Lap
08: Star
09: Win
0A: Time Trial Goal
0B: Lose
0C: Mario
0D: Luigi
0E: Bowser
0F: Princess
10: D.K.JR
11: Koopa
12: Toad
13: Yoshi
14: Game Over

I can't recall where I found this data sheet for N-SPC op codes so I can't credit whoever wrote it, but it's very helpful.

VCMD Description Arguments

$00 End / Return
$01-7F Note Parameters xy
$80-C7 Notes
$C8 Tie
$C9 Rest
$CA-DF Percussion Note
$E0 Set Instrument xx
$E1 Pan xx
$E2 Pan Fade xx yy
$E3 Vibrato On xx yy zz
$E4 Vibrato Off
$E5 Master Volume xx
$E6 Master Volume Fade xx yy
$E7 Tempo xx
$E8 Tempo Fade xx yy
$E9 Global Transpose xx
$EA Per-Voice Transpose xx
$EB Tremolo On xx yy zz
$EC Tremolo Off
$ED Volume xx
$EE Volume Fade xx yy
$EF Call Subroutine xx yy zz
$F0 Vibrato Fade xx
$F1 Pitch Envelope To xx yy zz
$F2 Pitch Envelope From xx yy zz
$F3 Pitch Envelope Off
$F4 Tuning xx
$F5 Echo VBits / Volume xx yy zz
$F6 Echo Off
$F7 Echo Parameters xx yy zz
$F8 Echo Volume Fade xx yy zz
$F9 Pitch Slide xx yy zz
$FA Percussion Patch Base xx
$FB-FF Undefined (Out of Table)

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Main - Posts by dirtbag

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