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Main - Posts by gridatttack |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 1/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
Nice editor stifu! Thought, I was wondering this 3 things:
1. It is possible to edit the objects that appears in GP and not in time trial like jumpers ? boxes, etc? Since some of my tracks seem affected by the position of them... 2. Also, why does my battle track 1 is corrupted? I mean in the editor shows fine but when playing it half of the track is garbled with random tiles.(maybe because I added in some tracks more AI boxes than they are supposed to be?) 3. And it is possible to rename the tracks? ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 2/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
Posted by Stifu Unfortunately, the corruption ocurred randomly. I dont know what caused it I was makind my tracks normally, as a maximun track containing 76 AI boxes. When I wanted to edit the battle tracks, I tested them out and found half stage wrong. Yes, im using epic edit 1.6. The rom is US. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 3/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
Posted by Stifu I imported the problematic track onto another slot and it works fine....Is the battle stage 1 slot that corrupts in gameplay no matter what kind of tiles are set up? I import a different track to battle stage 1 and it also appears messed up with random tiles. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 4/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
Posted by Stifu No. I didnt used any hex editor. I guess that may be...I am going to try a new rom that I am sure is clean. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 5/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
Posted by StifuPosted by Gamma1227 I wonder...is there is a limit of how many tiles can be put on the layer? or can be put all 127x127 to replace? Imagine...A different course for the GP and a different course in time trial. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 6/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 7/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
Off topic(maybe?)
How can I make the CPU to react to the boost panels? I mean, I have some big jump that I want the CPU to clear it, but sometimes some CPU wont be affected by the boost and some other will. This also changes in different cc. In 50cc all the CPU will make the jump(sometimes) but in 100cc almost no one will make it and in 150cc sometimes will, sometimes not. So the terrain detection by the CPU has something to do the AI elements are placed? ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 8/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
Posted by Stifu I will double-check and try to mess around with the AI box position to see if it resolves. But I have a big jump on donut plains 2 and mario circuit 4 and the CPU will always make it, no matter what cc is. The course that is giving me problems is Mario circuit 3. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 9/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 10/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
Awesome! The new function that importst all the edits (AI, overlay, etc) is nice. I managed to fix up errors( AI path, jumps)
Will be waiting patiently for newer versions Posted by Stifu It would be awesome if you could implement them!!! ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 11/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 12/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 13/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 14/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
Awesome! A new version
Also, by saying "road tile set editing" can we change the graphics of the tile sets? :O Oh, and remember that corrupt thing I told you a while back? The problem aroused again. Here are the pics of what Ive mean: Weird thing is, that before this track got messed up, chocolate island 2 was like this. But in the editor, they appear fine. After I modified it again, and blanked out the course(with the standard dirt tile) so I could make a new design, the track went back to normal and now koopa beach 1 is messed up. As for the second pic, it seems that part of the track is overwritten with garbled data, as when I touch the tile in the second pic, the game freezes(thought music can still be heard) That tile appears as the one that appears at the chocolate island tileset or donut plains one. However, since not all tracks are finished, when I do finish them, I will import them to a clean rom, one on one, hoping that the corruption don't show up again. The things that I have modified from the rom are the track orders, the tracks itself and in almost every course, it has more AI boxes than the original course had. Don't know if one of those factors are causing this, or I simply have a bad rom dump ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 15/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 16/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
Posted by Stifu All themes have been messed up, and they appear messed up too on the editor. As mentioned, everything before playing a track is fine. Also, send you a PM ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 17/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 18/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
You know, one of the biggest issues I have at SMK hacking is to know how the AI treats the boost panels, in order to jump farther, like in mario circuit 2. I think is has something to do with the AI box place or position, however I have nothing to confirm that is this.
I have a track which has 3 of this kind of jumps, but the problem is that the AI don't recognize the boost panels of two of 3 jumps. All the CPU makes the first jump fine, at the second and third jump, only a couple makes them. The CPU who makes them are the one classified as the slower racers (8, 7 and 6 place). So I wonder if you guys have figured out how to make the cpu react to boost panels? Also, about the editor, is there is a way to implement TSA? Being able to assign the graphic that the select square would use? It would be useful, since we could create new blocks, such as an out of bounds mud and water tiles. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 20/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 21/202 EXP: 204059 Next: 2383 Since: 07-11-10 Last post: 1442 days Last view: 5 days |
Posted by StifuPosted by gridatttack Great!~ I must tell you that I love the BG tileset importer/exporter! (the playback options is also a great feature) And yeah, naming tracks with no limit would be awesome, even thought the nomenclature of the tracks would either be "name of the place + number", but different names would be good to. ____________________ |
Main - Posts by gridatttack |
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