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Main - Posts by gridatttack |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 43/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Posted by Stifu Cool. I wonder why the ghost valley pillars are different from other objects. Also perhaps a name course editor, to change track names? :3 ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 44/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Posted by Stifu 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? ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 45/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Posted by Stifu 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? ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 46/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 47/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
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) ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 48/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 49/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 50/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Posted by Chaobomr Oh right, I now remember. Beneficii's editor includes a patch for this. I dunno how I forgot about it >.> ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 51/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
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? ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 52/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Posted by Stifu 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. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 53/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Posted by Stifu 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.) ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 54/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Posted by Stifu Oh, I thought it wasn't possible. How can I change them? Posted by Stifu 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 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. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 55/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Posted by Stifu Thanks. Ill try it out. Posted by Stifu Ok. I assume this is the same for the backgrounds? Posted by Stifu 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. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 56/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Posted by StifuPosted by gridatttack 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 ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 57/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Posted by Stifu 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? ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 58/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 59/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
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.... ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 60/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Posted by dirtbagPosted by gridatttack 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) ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 61/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Posted by dirtbag 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. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 62/202 EXP: 204523 Next: 1919 Since: 07-11-10 Last post: 1465 days Last view: 28 days |
Main - Posts by gridatttack |
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