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gridatttack
Posted on 06-16-14 07:25 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156808


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Posted by Stifu

It's a regression I didn't know about. I'll fix it soon and release a new version. Thanks for the report.


Ok thanks

Posted by Stifu

Check the pack3-music.htm page of the notes. I think that's all you need.


Oh derp. Yeah. I downloaded the pack already >.>
Time to check if I still have that hex editor installed.

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gridatttack
Posted on 06-16-14 09:13 PM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 06-16-14 09:59 PM) Link | Quote | ID: 156810


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Aww man. Too bad. I guess they cant be changed without ASM then?

But at least its only the waves. Im still trying to find the sand color from the animation. or is it hardcoded too?

BTW Dirtbag, I have to ask. have you figured how the CPU reacts to boost panels? So far, my tests have been successful. Only one time in 100cc that the last CPU refused to get the boost. They all worked on 150cc.

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gridatttack
Posted on 06-16-14 10:47 PM, in Super Baldy Kart (rev. 2 of 06-17-14 01:39 AM) Link | Quote | ID: 156813


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Pretty awesome. I remember the first time I saw this hack back in the days. I love the new themes (moon one is the fave one with the asteriod belt)

Also the track design its smooth and nice. Definitely a cut above of what I have seen on most hacks.

Cant wait too see some more videos

Also I wonder, are the characters you added someone specifically famous, or its like parigo kart, which are your friends/people you know?

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gridatttack
Posted on 06-16-14 10:52 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 156814


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Here's the first track (replacing mario circuit 1)

Its a bit old. The last pic shows how this track will look like.

http://youtu.be/fbD2-kv5Y40

(BTW, how to embed videos?)

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gridatttack
Posted on 06-17-14 01:24 AM, in Epic Edit - Super Mario Kart track editor (rev. 4 of 06-17-14 07:52 AM) Link | Quote | ID: 156816


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Posted by Stifu
Posted by gridatttack
Posted by Stifu

It's a regression I didn't know about. I'll fix it soon and release a new version. Thanks for the report.


Ok thanks

Fixed. This is a temporary build. I'll release an official version over the weekend (2.7.2).
Until then, you can check if it works fine, and maybe you'll find other things that could be tweaked or fixed.


Ok. I will use to see if theres something else wrong.

Also I wonder, does someone know what palettes belong to what area? Im going to go and make a custom tileset and I dont want to mess things up :<

I know the first 2 are for roads, and the last one for effects when riding the terrain.

Also, I noted some tiles uses palettes across 2 pages (bowser castle finish line), so that means we can use the whole palettes belonging to a track in a single tile even if they belong to a different page?

Also, I found a bug. When you swap tracks around, and change the names, the new display name will still be in the old spot. Like, you swap choco island 1 with bowser castle 1 and you rename choco island. The new namechange will then appear on bowser castle (where choco island was)

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gridatttack
Posted on 06-17-14 08:40 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156820


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Awesome, thanks for the info. I just wasnt sure where sprite stuff started.

Posted by Stifu

No. This is just related to this fix in EE 2.7.1:
Posted by Stifu
- 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.


So this is only how the first color behaves.


Interesting. I guess one free palette slot in palettes 2-16 will be convenient

Posted by Stifu

I'll check this out, thanks. I knew implementing real-time text editing wouldn't be easy..


Ok. Though I hope it doesn't ends being too complex to fix

Thanks for all

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gridatttack
Posted on 06-17-14 08:44 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 156821


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Posted by Chaobomr
Posted by gridatttack
(BTW, how to embed videos?)
You know under "Share"? Well, click that and then click "Embed." You will see a crapton of highlighted text. Copy it and paste it in your reply.


Oh right. Thanks I forgot how to.

Anyway, heres the video of the track:



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gridatttack
Posted on 06-17-14 11:18 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156824


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Posted by "Stifu" id="156822
It's not one extra color, really, if that's what you meant. You still get 16 colors per tile in the end. It's just that the first color of other palettes never shows up.
Oh. I see.
I wonder, how does the game handles the transparency for the BGs? Are the palette slots hardcoded for them to be transparent?

Posted by "Stifu" id="156822
Nope, it'll be fine. Actually, the most complex thing back when I implemented this feature was handling Japanese text... You have to connect certain characters together, and all the texts within the ROM don't work the same way. Sometimes, it feels like they make it complicated on purpose. And in the end, I don't even know if I have a single user working on a Japanese ROM.
Well, you might never know, since searching for japanese stuff is pretty difficult if you cant understand it xD
But Im sure theres atleast one user.

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gridatttack
Posted on 06-17-14 08:57 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156836


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I wonder, is it possible to change the precision of the starting position?
Im having a hard time trying to get them right, and I noted the movement its fixed to 8px. Is there a way to change this? Using the buttons above doesn't seem to affect it.

I need t use -32px like in bowser castle 2, but the editor keeps skipping it, only allowing -36 and -28

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gridatttack
Posted on 06-17-14 09:14 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156838


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Yeah, I always unbind the driver from the lap. The thing is, I place the right lane on the exact center of the driver things. This is why I need to use the slider to center the second row.

Look here


The left lane cant be centered, and if I center that one, I cant move the right one, so yeah...

Though a display of the coordinates would be nice, and like we could increment it by one px for more accuracy

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gridatttack
Posted on 06-17-14 09:28 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156841


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Posted by Stifu
Oh, I see. I misunderstood. To position that properly, set precision to 1px, then click on the slider to focus it, then use your left and right keyboard arrows.


Oooo wow I never knew that.

Thanks



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gridatttack
Posted on 06-19-14 01:20 AM, in Epic Edit - Super Mario Kart track editor (rev. 5 of 06-19-14 05:19 AM) Link | Quote | ID: 156854


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I wonder, are there any of these functions that are not specifically visibly?
I found that you can add more AI elements by double clicking...

Also, Im trying to import a front BG. How do I make sure it gains transparency? Do I leave the PNG transparent, or it must use the blue hardcoded color used for transparency?

And I wonder, how accurate the editor is, when importing custom graphics? I have this tileset and this palette and I made sure they are the exact same one as the one in the image. IIRC its possible to use more than 4 colors per block right?

If so, when I import them, they import into the wrong color, even though the exact one is on the palette (perhaps the colors looks too much alike?) I wonder if its the same for importing BGs too.

A direct GFX editor would be nice since when I used the correct palettes, I could just draw the block with the correct colors (or fix them), though im sure thats asking too much :X

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gridatttack
Posted on 06-19-14 08:06 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 06-19-14 08:09 AM) Link | Quote | ID: 156856


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Posted by Stifu
Just go for a simple test: export the tileset, then reimport it right away. Does it work properly (ie: is the tileset unaltered)? As I said before, there is some kind of tolerance system, EE will look for the closest available color for each pixel.
Hmmm. What I mean is, that in the palette, I have the exact same colors preset before they got imported. When I imported them, it seems EE didnt recognize that the colors in the image are exactly of the ones already edited. I also tested when i changed the color mode to 8 bit when saving the PNG. In the things I posted, you see that the first water tile has 3 colors, and when I import them, they simplify into using 2 colors.
Posted by Stifu

This was considered at some point, but is just too much work. There are loads of graphics editors available, it'd be a shame not to simply use them and to go and reinvent the wheel.
Note that you have another option now: export graphics as raw binary files (these do not contain color data), so that you can edit them within a tile editor such as Tile Molester.


Oh. I see. Does YY-CHR falls in the same category?
Anyway, it mainly was a test. That tileset I tried to import was the GBA donut plains tileset, so I guess perhaps it was too complex.

Perhaps im better sticking to using simple GFX. Its just that using GBA graphics seems so tempting lol

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gridatttack
Posted on 06-19-14 11:26 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 156857


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After finding out that the waves animation palette is hardcoded, I had to change the purple sunset palette.

Here is the new one, which transitions for the sky blue to the purple:


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gridatttack
Posted on 06-19-14 07:56 PM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 06-19-14 07:59 PM) Link | Quote | ID: 156863


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Posted by Stifu
Posted by gridatttack
Hmmm. What I mean is, that in the palette, I have the exact same colors preset before they got imported. When I imported them, it seems EE didnt recognize that the colors in the image are exactly of the ones already edited. I also tested when i changed the color mode to 8 bit when saving the PNG. In the things I posted, you see that the first water tile has 3 colors, and when I import them, they simplify into using 2 colors.

To easily see what you're doing, I'd also need your ROM. Did you make sure each tile in the tileset is already linked to the right palette before the import?
Like, the first tile (top left) palette seems to be 1, and the graphics seem to get imported fine. I'm not sure what the palette of the 2nd tile (top row, 2nd column) is supposed to be, though.

By the way, from some quick tests I just did, it seems my closest color algorithm is not so good. But if you're using the exact same colors, that shouldn't matter.


Posted by gridatttack
Anyway, it mainly was a test. That tileset I tried to import was the GBA donut plains tileset, so I guess perhaps it was too complex.

It should not be. It's supposed to work. Let's get it working.


Yeah, I made sure to set the correct palette. Im currently replacing Vainilla lake tileset (because it has the 2nd page free of palettes!) and almost all of the tiles are in the 1st page.
This is what I get when importing it:
http://nsmbhd.net/get.php?id=3423

The differences I see is that the water gets one shade removed, the bridge loses the rope brown color, the water tiles loses some water shading, the main road tiles with grass lose 2 browns and the grass decorations don't use the darker palette for outline.

Im using the .pal I linked earlier.

Do you need the ROM too? If yes then I will PM it to you

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gridatttack
Posted on 06-19-14 09:28 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156869


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Posted by Stifu
Alright. I was trying it on Mario Circuit at first, which gave weird results. Works fine on Vanilla Lake. So I don't need your ROM after all.

In the end, it's just a matter of colors not matching perfectly. See this. I just updated the colors of the first water tile to match your color palette. No colors lost on import.


Did you manage to get in it flawlessly? O.o

Heres the result after I imported the new one:
http://i.imgur.com/zWE5oIJ.png

The water definitely changed, but everything else is the same


How can I update every color so it can be imported smoothly?

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gridatttack
Posted on 06-20-14 12:59 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156871


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Posted by Stifu
I only did it for one tile.

Keep in mind that if your original colors use RGB values from 0 to 255, then you'll lose precision when colors get converted to the SNES format. That could explain why your colors didn't match perfectly.

There may be a better way, but what I did was pretty basic: open the color palette editor, take a screenshot, and paste it in any image editor. Then reuse the colors coming from this screenshot in your tileset image. Note that some image editors let you easily replace a color with another one (like, pick source color and target color, and that's it), which could be handy for you.


Yeah, I did this.
I ripped the tileset with vba. Then I modded the PNG so it can be in the same measurements of a snes tileset. When it was done, I used the color picker, and since it was 255, I divided by 8. All the results were an exact number between 0 and 31.
I then saved, tried, and this was the result.

I even tried with paint.net, which I saved the PNG file in 8bit color depth, but same results :<

Seems I will need to use TM then. I wonder, are there any other raw editors? I still have nightmares using TM when I was hacking NSMB

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gridatttack
Posted on 06-20-14 08:34 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156876


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Posted by Stifu
Posted by gridatttack
When it was done, I used the color picker, and since it was 255, I divided by 8. All the results were an exact number between 0 and 31.

EE doesn't divide by 8 anymore, but by 255 / 31 (= 8.22...).

Posted by gridatttack
Seems I will need to use TM then.

Well, you don't have to. I fixed that one tile without TM.

Posted by gridatttack
I wonder, are there any other raw editors? I still have nightmares using TM when I was hacking NSMB

I don't know. I just know there's a TM mod that makes it better.


Oh ok then. Seems like I have a lot to learn from importing stuff

Though I also noted some weird thing. Say, I have this tileset in which it imported fine. I do some changes to other tiles and save. They save fine. Then, when I added a bit of decor to everything, I import again, but this time, some pixel gets chosen to another color, despite being the same one as before, and it worked fine before doing that 'big' change.

Also, may I ask what color replacer you used? So far the most efficient one I have is gif movie gear...

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gridatttack
Posted on 06-20-14 08:48 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156878


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Posted by Stifu
Posted by gridatttack
Though I also noted some weird thing. Say, I have this tileset in which it imported fine. I do some changes to other tiles and save. They save fine. Then, when I added a bit of decor to everything, I import again, but this time, some pixel gets chosen to another color, despite being the same one as before, and it worked fine before doing that 'big' change.

This should not happen. I wonder if your programs alter colors or something. You could send me the images before and after, so I can inspect them.

Posted by gridatttack
Also, may I ask what color replacer you used? So far the most efficient one I have is gif movie gear...

Try GraphicsGale, it's nice and free. The color replacement is done through a paint brush, but you can make it large.


Oh right, we can also count in the program im using. I use Paint.NET. Any program you could recommend to edit gfx? Ill report right away when I encounter this problem again

Oh nice. I actually have GG installed, but never opened lol. Thanks for telling me!

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gridatttack
Posted on 06-20-14 08:55 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 156880


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Posted by Stifu
Posted by gridatttack
Any program you could recommend to edit gfx?

GG and Paint.NET are the ones I've been using lately. GG for pixel art and animation, Paint.NET for the rest.


Hmmm, then maybe I should use GG for editing gfx then. Will report any problems back. About to import a bg for the first time

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Main - Posts by gridatttack

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