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gridatttack
Posted on 08-02-10 11:08 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 133755


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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?


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gridatttack
Posted on 08-04-10 09:20 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 133838


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Posted by Stifu
Hi,

1. This will be in the next version.

2. No idea, first time I hear about this. If you send me your ROM, I can have a look. Or better yet: steps to reproduce the problem from a clean ROM.
As far as I know, you should be able to 128 AI elements per track. But you can still try deleting some just to make sure...
You're using Epic Edit 1.6, right? Is your ROM Jap, US or Euro? There were track corruption issues in 1.5, for non-US ROMs, that's the last track corruption bug I've come across.

3. Not yet, maybe later. But you can still easily do it using a hex editor.


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.

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gridatttack
Posted on 08-04-10 10:10 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 133840


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Posted by Stifu
It's probably the track map itself that the editor can't properly compress. You could confirm this by making a copy of your game, exporting the problematic track map, and importing it on another track. If that other track also appears as corrupt, then bingo. In which case you could send me the track map file so I can have a look.


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.

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gridatttack
Posted on 08-08-10 11:29 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 134069


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Posted by Stifu
The first battle course is slightly different from the others, as it originally as different AI data, and different starting positions (which can't be edited yet through Epic Edit, for the record), but this shouldn't be a problem, and shouldn't cause what you see... Unless there are other differences I'm unaware of.

I take it you didn't modify your ROM manually, and simply used Epic Edit, is that right?
I just tried importing Battle Course 2 then 3 over Battle Course 1, and the track wasn't corrupt, all was fine.

Maybe you didn't start your hack from a clean / valid ROM? Just making sure, as that was the case with Raccoon Sam at the beggining of this thread...


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.

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gridatttack
Posted on 08-09-10 09:32 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 134086


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Posted by Stifu
Posted by Gamma1227
the only question I'm having is: how to you place item squares on the track? I'm assuming it's the same way you put money?

At the moment, the only way is through the tileset, select and use the 4 tiles that make up an item block (at the bottom of the tileset). Once you've done it once, you hold the right mouse button to select the item block you created, to copy / paste it elsewhere.

In the next version, you'll be able to add item blocks (and other stuff) the same way the original are done: on another layer. The difference it makes, when playing, is whether they show up in Time Trial. If you add them as regular tiles, they will.


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.


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gridatttack
Posted on 08-22-10 12:05 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 134742


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I think this is a bug in epic edit 1.9...when I am editing the AI boxes, I cant change the type. The check box opens but immediately closes, so I cant change to triangle type...

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gridatttack
Posted on 08-31-10 06:05 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 135138


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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?


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gridatttack
Posted on 09-01-10 12:49 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 135161


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Posted by Stifu
I take it you already set the AI element speed to the max where needed, right? If so, I'm not sure what else you can do.
By the way, I think the terrain type never affects the CPU speed. I just double checked by adding speed arrows on Mario Circuit 1, and they don't affect the CPU.


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.

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gridatttack
Posted on 10-11-10 02:38 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 136646


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Custom Super Mario Kart tracks:

Mushroom cup:


Flower cup:


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gridatttack
Posted on 11-10-10 10:33 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 137815


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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

- Track background edition
- Color palette edition


It would be awesome if you could implement them!!!

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gridatttack
Posted on 10-03-11 08:39 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 147754


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Awesome!

Will be sure to try it out

I was kinda drove off to hacking SMK because my rom kept corrupting my tracks when I finished doing all the courses D:

The palette editor sounds interesting.

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gridatttack
Posted on 10-04-11 01:03 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 147769


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Just tried the new revision. Love the palette editor

I wonder, if there is a way to change the palette from the skybox?

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gridatttack
Posted on 11-06-11 04:33 PM, in General SMB3 Hacking Thread Link | Quote | ID: 148389


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How can I change Mario sprite palette? Ive been trying to know how but I cant seem to find anything

This applies for also the palette for the suits, powerups, etc.

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gridatttack
Posted on 01-09-12 08:09 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 01-09-12 08:13 AM) Link | Quote | ID: 149391


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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

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gridatttack
Posted on 01-09-12 08:42 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 149393


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I tried it and it is fixed now

Thought all the track and characters palettes are messed up (not on the title screen):

I'm in the lower area in of the past pics, and the track has been restored and no other track is corrupt


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gridatttack
Posted on 01-09-12 09:08 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 149395


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Posted by Stifu
Hmm, weird. Is it only a single theme that has messed up colors? Maybe its palettes span across two banks, too...

Could you send me your ROM?


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

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gridatttack
Posted on 01-22-12 11:32 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 149655


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Super mario kart Custom star cup:



Made using Stifu's Epic Edit editor.

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gridatttack
Posted on 02-26-12 08:42 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 150286


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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.

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gridatttack
Posted on 06-24-12 10:57 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 06-24-12 11:06 AM) Link | Quote | ID: 151451


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Awesome news! Will test this out!

Also, is there is a possibility future versions might include an option to change names for the tracks?

Also, I have a question. The palette for the BG can be modified via the "color palette editor" option?

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gridatttack
Posted on 06-24-12 11:17 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 151453


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Posted by Stifu
Posted by gridatttack
Also, is there is a possibility future versions might include an option to change names for the tracks?

Yeah, it's been on the TODO list for a while... but I wanted to work on this with smkdan to extend the game, so we could have completely free text for each track, rather than theme name + one character. Or maybe I could just leave both options, with or without the extension hack.

Posted by gridatttack
Also, I have a question. The palette for the BG can be modified via the "color palette editor" option?

Yep.
I make sure the color picker works pretty much everywhere. It just doesn't work on the background preview itself (you'll see what I mean when you try it), because that would have added unnecessary complexity in the program code, IMO.


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.

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