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gridatttack
Posted on 08-01-13 09:51 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154519


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Posted by Stifu
If you stealthily edit your post after 2 months to ask a question, you can be sure I won't notice it any time soon. :p

Anyway, I've had no access to the Internet for a little while, so I decided to be productive and spend some time on EE. No new features so far, just bug fixes. Not just small stuff though, as this includes a new graphics renderer I've wanted to implement for ages (it fixes occasional repaint issues, and it's also faster). Most people won't care, though, I just wanted to do it. Hopefully I now have a fast, bug-free, pixel-perfect renderer.

About new features, the only big thing I'm considering adding at the moment is ghost pillars editing. Don't hold your breath, though.


Cool. I wonder why the ghost valley pillars are different from other objects.
Also perhaps a name course editor, to change track names? :3

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gridatttack
Posted on 08-06-13 02:27 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154539


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Posted by Stifu
Yeah, I'm actually working on that now, but don't really know how far I'll go... Ideally, I wanted to include all of the SMK Mashup features into EE (driver ranking points, driver names, driver stats, cup and theme names). Ranking points are already in (easiest one to implement).


Well, the more features, the better :3
But work at your pace and don't overexert yourself.

Also I wonder how the editor will handle editing the names of the tracks? IIRC, the first part of the name is shared, like if you edit the test MARIO CIRCUIT, the changes will apply to the other tracks with the same name.

Or will we be able to edit the names per track to be something different?

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gridatttack
Posted on 08-07-13 08:35 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 08-07-13 08:36 PM) Link | Quote | ID: 154547


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Posted by Stifu
That's still open for debate, let me know your opinion.
Option 1- Keep things working the same way the original game works, ie: theme name (or "Battle Course") + extra character (except for Rainbow Road, which doesn't have an extra character... unless I can find room somewhere close to relocate the data). Changing the track theme wouldn't automatically change any part of the track name, that'd be a separate manual action. On a separate screen, you'd be able to rename the themes + battle course (same as in SMK Mashup).
Option 2- Modify the way the game works, and have free text for all tracks. I'd need smkdan's help to do this nicely.


I say option 2, because its not restricted and you could do what option 1 would do :3
However if for whatever reason option 2 is not possible, then option 1 will be the best choice....

BTW, whats the character limit of a track name?

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gridatttack
Posted on 09-28-13 06:20 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 09-28-13 06:28 PM) Link | Quote | ID: 154856


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Awesome. Track name naming

Maybe I should finish my hack once for all.
(and try to change graphics...but I honestly dunno how )

Edit: Oh, I see it wasnt the freeform name one...but it doesnt matter.

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gridatttack
Posted on 10-06-13 04:43 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 10-06-13 04:47 AM) Link | Quote | ID: 154899


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I forgot to mention this, but remember the track messing up issue I had in the past?

Well, it happened again, except this time is on the Battle course map 4
It appears fine on the course preview thing. Its only ingame where it screws up.


Also, I want to mention that for some reason, the multiplayer sound effects are mute.
It wasn't like this before. Only the music is heard
(haven't used any other program on the rom)

Note: This happened way before the latest version of the editor. I forgot to report it since I pretty much ragequitted after this...(and now came back lol)

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gridatttack
Posted on 10-25-13 09:04 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 154944


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I wonder, could support be added to edit the drivers sprites?
Or well, atleast to edit the palettes, since the drivers gfx can be edited on YY CHR without decompressing.

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gridatttack
Posted on 04-11-14 05:04 AM, in General SMB3 Hacking Thread Link | Quote | ID: 156328


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So I started hacking again, and went for the worldmap edit. Now, it seems I cant change the X position of the starting point. IIRC, you can somehow, but ive forgotten how to.
So yeah, how does one changes the Y starting position of the start space in the world map?

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gridatttack
Posted on 04-11-14 05:57 AM, in General SMB3 Hacking Thread Link | Quote | ID: 156330


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Posted by Chaobomr
I think there's a patch that the world map editor has available for that. I cannot remember. It's been a while since I last cracked open the world map editor's folder.


Oh right, I now remember. Beneficii's editor includes a patch for this. I dunno how I forgot about it >.>

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gridatttack
Posted on 04-23-14 11:03 PM, in General SMB3 Hacking Thread (rev. 2 of 04-24-14 12:26 AM) Link | Quote | ID: 156427


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Sorry for the double post, but I wonder something. As you know, the world 5 exclsuive tower and star objects, dont work in other worlds because they have animations. Is there a way to make them work correctly? IIRC I saw in some hacks that they managed to fix this.

Also, is it possible to move the numbers locations in the warpzone?

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gridatttack
Posted on 06-13-14 07:52 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156751


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Posted by Stifu
Here's EE 2.7.1. No new features, just 2 bugs fixed.


- Fixed 2.7 regression that could cause road tilesets to be wrongly marked as
modified by the user, and would sometimes prevent graphics from being
displayed with certain ROMs
- Fixed the first color used for road tiles, so it's always the first color
of the first palette. The first color of other palettes is not used.



Wow. I really dont know how I missed this. So maybe this will be the latest version for some time.

I might aswell start all again and make a hack with a clean rom, since the past one had shady origins, and passed through all versions of the editor.

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gridatttack
Posted on 06-13-14 08:44 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 06-13-14 08:46 AM) Link | Quote | ID: 156755


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Posted by Stifu
Well, the latest EE is supposed to properly handle ROMs edited with all previous versions. That said, you could just open your ROM, export everything you can, and reimport it all on a new ROM.
There is no work underway on EE. I'm basically done with it, and am pleased with the result. I'll still fix bugs people report, if any, but don't plan to add new features.

By the way, I recently took the time to document and commit all the ASM hack sources written by smkdan, so people can fiddle with them if they want to.


Yeah. Many thanks for this awesome editor Its one of the easiest rom editors to do stuff. As a thank you, I actually wanna finish a complete hack (with fun/nice courses and perhaps more) with it.

The problem with my past tracks, that they were all tested with koopa troopa. I later found out that some of the tracks are close to impossible or tedious with heavy weight characters, so I might just aswell start again and tweak some of my previous tracks.

Also I wonder, right now, I wanna make mario circuit dirt to a grass color. But ingame, when going offroad, it still show as dirt. Is there a way to change this palette?

Also laast question (for now). Is the BG palette listed in the palette corresponding to a track? (like, it would be palette 5 of choco island, etc.)


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gridatttack
Posted on 06-13-14 07:43 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156759


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Posted by Stifu
Or you could just change the heavy character stats. That'd be less work.


Oh, I thought it wasn't possible. How can I change them?


Posted by Stifu
Yes, you can do it within EE, but the problem is that you have to do it "blindly", as there is no preview. You have to know which palette you need to change. I think it's one of the last palettes.


Ok. I think I know which one is, since the brown sand palette are used in the first 2. IM sure the one that is close to the last one is.

Posted by Stifu
There is more than one "BG palette", but yes, you can find them in the list of concerned theme palettes. The easiest way to work with background colors is to use the color picker (open the palette editor, then click on the background tile you want to work on).


Yeah, found this about a while ago. Pretty neat!

Also I have a question regarding importing graphics. Say for example, I want to add a sand dune (to look like an island) to koopa beach. I export the graphics, then import back. It seems now that the sand dune (which I gave it a orange color before importing) seems to be the palette it was imported in. What would I have to do to have the orange color again?

I noted each background have like 8 palettes. Are they shared? Or are they 8 palettes per background? Because if its the later, then I assume I can use another palette to give it the orange color.

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gridatttack
Posted on 06-13-14 09:40 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156762


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Posted by Stifu
It's not possible with EE, but still possible. Either do it manually with a hex editor (it's all documented), or use Dirtbag's SMK Mashup.


Thanks. Ill try it out.

Posted by Stifu
When reimporting the tileset graphics (from an image file, not from raw binary), the editor will try to find the closest color for each pixel, using the original tile palette. What I'd suggest is to first change the tile color palette to what you want before importing the tileset image.


Ok. I assume this is the same for the backgrounds?

Posted by Stifu
When you say "shared", you mean shared across themes (like, from Mario Circuit to Donut Plains)? If so, they're not shared. No color palette is shared between themes.

Remember they're 2-bpp graphics, so each BG palette only has 4 colors. 32 colors in total, 4 colors per tile.


Oh cool. I was afraid they were shared since I saw many white colors in koopa beach and vanilla lake. And the last palette is always some sort of red/green.



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gridatttack
Posted on 06-14-14 02:14 AM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 06-14-14 02:59 AM) Link | Quote | ID: 156770


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Posted by Stifu
Posted by gridatttack
Ok. I assume this is the same for the backgrounds?

Yes.

Posted by gridatttack
Oh cool. I was afraid they were shared since I saw many white colors in koopa beach and vanilla lake. And the last palette is always some sort of red/green.

All these colors that are the same between themes in the original game are duplicated, but not technically shared. You can change them all independently.


Awesome. Thanks for the info! Im going to first do the graphics overhaul and then the tracks.

Also I wonder, when exporting palettes, does it exports all 16 palettes, or just the one currently highlighted?

And another thing. Are the colors of animated tiles are listed in the palettes too? Ive been hunting the palette koopa beach uses for the waves animation, but so far no luck

Even that hack SMK R who changes all themes failed to change the wave colors from blue.
I hope they aren't hardcoded or something

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gridatttack
Posted on 06-14-14 07:55 PM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 06-14-14 08:03 PM) Link | Quote | ID: 156776


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Posted by Stifu
I'm not sure. You can easily check it by setting all colors to the same color, like red, and see if the waves are still here in game. I thought it was just some tile cycling mecanism. Some colors are actually hardcoded, though, like for the color cycling that happens on the driver wheels, as they move.


Well, here are the problematic ones. I replaced every suspicious blue, and I cant find them, same with the receding sand color in the second pic. I did even loo up for the sky blue that may have the same value as the shallow water tile, but no dice (I havent tried to redify all, but I dont think it will work either). I guess if its inst hardcoded, it can be changed with that snes palette editor?



Also, is there a documentation for the offsets to use EE to decompress graphics like the title screen, etc?

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gridatttack
Posted on 06-14-14 08:36 PM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 06-16-14 05:03 AM) Link | Quote | ID: 156778


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Awesome. Thanks for all

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gridatttack
Posted on 06-16-14 05:05 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156798


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Sorry for double post, but I noted something odd in the editor.

Im pretty sure you could change track orders in the editor by dragging down the name whenever you want. On the latest version, this doesnt seem to work. Was it removed?

Im testing AI related stuff from mario circuit 3, and that is the last track of flower cup, so I must do all 4 previos track which is time consuming....

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gridatttack
Posted on 06-16-14 08:25 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156800


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Posted by dirtbag
Posted by gridatttack
Sorry for double post, but I noted something odd in the editor.

Im pretty sure you could change track orders in the editor by dragging down the name whenever you want. On the latest version, this doesnt seem to work. Was it removed?

Im testing AI related stuff from mario circuit 3, and that is the last track of flower cup, so I must do all 4 previos track which is time consuming....


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.


Oh right. Derp I can import it to the first slot. Thanks!
When the editor allowed to move tracks, I usually moved the slot in first for easy testing.

Though, im scared to use savestates. I once lost 5 levels in SMW because of that :<

(sorry for offtopic. But im curious, whatever happened to super baldy kart? :O)

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gridatttack
Posted on 06-16-14 09:45 AM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 06-16-14 10:13 AM) Link | Quote | ID: 156803


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Posted by dirtbag
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....


Yeah. I have like 5 backups already lol.

Cool, cant wait!


Also, I recently ran across that annoying (AGAIN ) problem of the AI not recognizing the boost panel. So far, it worked on both 50cc and 100cc.

On 50cc, all the CPUs get the boost. On 150cc, only the last CPU fails to do the jump. Havent tested in 150cc. And I need to test again in those modes to make sure they all make the jump.

Oh, and also, is there a list of the value of which music is which? Im planning to switch some music.



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gridatttack
Posted on 06-16-14 10:28 AM, in The General Project Screenshot/Videos Thread... (rev. 2 of 06-16-14 10:29 AM) Link | Quote | ID: 156804


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WIP track:

I need to add the walls.

After like, 2 years or more, I decided to continue SMK hacking. Now with custom graphics and more.

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Main - Posts by gridatttack

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