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gridatttack
Posted on 07-28-14 09:50 AM, in Super Mario Kart custom music (How I do it) Link | Quote | ID: 157541


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Posted by BLaBrake
There's a couple of ways. You can use the data looping technique discussed in MVS's porting tutorial or remove an instrument's part that's not really essential. To play it safe, I've been using just a verse and chorus then let that loop. It's not like that races are that long to play through and it's kept my files sizes at about half of the original song's.


Thanks. I wonder, what are the original file size of each music?

Also I wonder, what if the new file is smaller than the original? Will it cause any trouble?

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gridatttack
Posted on 07-28-14 07:28 PM, in Super Mario Kart custom music (How I do it) Link | Quote | ID: 157547


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Thanks all
Posted by Stifu
Posted by BLaBrake
The original music file sizes are as follows (...)

And it's all in the offset notes. Lazy gridatttack.


Welp, I swear, I checked them, but I dont remember them >.>

But yes, unfortunately I dont have much free time (or access to my laptop) so, :effort:



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gridatttack
Posted on 07-28-14 09:54 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157557


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Posted by gridatttack
Also I wonder, does a speedometer exists? I recall seeing some videos with the speedometer on the left top corner.

Yeah, there was such a patch. I still have the ROM on my computer. I could upload that patch if you can't find it online.


I searched and couldnt find it :<

It would be awesome if you could upload it

But I wonder, say, if I want to add it to my hack, I would need to import/export everything right?

Since im sure I cant use my modded rom because the tracks and everything will be switched back to the original right?

Is there a way to export a RAW file of the road tiles along with its properties?
As in, modding every tile to use the new palette and changing the behaviour its a bit tedious (and time consuming)

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gridatttack
Posted on 07-30-14 07:41 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157575


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Posted by Stifu
Here you go.


Thanks I wonder if I can locate where the display is located, since IMO it would be better if it was on the bottom left.

Posted by Stifu
No. You would check the differences between the original SMK ROM before and after patch, then apply the same changes on your modified ROM. This should work easily as long as this patch doesn't alter values that EE modified in your ROM.
Oh, I see. I was under the impression this is an ASM/complex hack.


Posted by Stifu
No. I actually wanted to add import / export for tile properties, but didn't do it as I could find an elegant way to sneak that into the UI. I'm open to ideas. Maybe a modal pop-up window that opens as you click the import / export button below the tileset, that asks what you want to import / export (graphics, properties or palette associations, or something like that).
Yeah, an option window after clicking the arrow sounds like a good idea. Perhaps have the default selected option to be only graphics, so it doesn't get in the way.

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gridatttack
Posted on 08-01-14 03:09 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 08-01-14 03:11 AM) Link | Quote | ID: 157610


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So I discovered something peculiar. The fish behavior in an object seems to reset its position if one crosses the finish line. It doesnt need to be a full lap, just cross it and the fish will reset, so I recommend in not having fish right in front of the finish line, otherwise they will appear to teleport.

Also I wonder, it is possible to flip the track file somehow(Just the tiles, overlays and objects can be reassigned)? Using external means. I think I might flip my beach 1 track horizontally, but you know, tiling beach courses is soooooo painful....

Posted by BLaBrake
Indeed it was. It just took me a bit to realize that doing it would be the solution. I'm just tweaking and cleaning up now for the rest of my hack, so no more questions from me.
Any updates or screenshots? Would love to see your work as SMK hacks who changes other things just than tracks are always interesting

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gridatttack
Posted on 08-06-14 10:13 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157695


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Alright thanks. Ill look into it. I think I will end up flipping it by hand.

Anyway, I discovered that the wave animation isnt implemented on battle mode, so one cant make a nice beach battle course...

It seems battle mode its really different. So far the missing wave animation and grass acting like out of bounds...

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gridatttack
Posted on 08-06-14 07:53 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157706


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Posted by Stifu
Can you code at all? I could help you.


Im in the process

Learning Java, and I think the editor is in c++ or something else. So maybe I wont be able to until much later :<


Posted by Stifu
Also, different starting position logic, and no objects (pipes, etc). There are probably more differences (haven't checked the Bowser lava animation, for example).
And also the regenerative overlay ? item box.

Also I can confirm the lava animation works. Since its animation is the same type as the used shallow water of battle course 2.

I wonder what other things we will come across.


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gridatttack
Posted on 08-14-14 11:00 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157790


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Hmmm you know. I have to ask. I have seen this problem many times and I wonder if its an emulator fault.

When the players gets too close to the top, their graphics for the head get stuck, so like when you spin around, the head will not spin. I wonder this because this happens on the original bowser caslte 2 track.

Im hoping its not something else :<

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gridatttack
Posted on 08-25-14 12:01 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157887


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Hmmm I think I figured how split path works. Ill try to write a tutorial.

It seems they dont necessary need the same number of AI box to work. I wonder if the game is coded to decided what path to follow. As I have an instance where the cpu either go left or right while in the same speed, while in theory it should always go to a specific side.

Posted by Luigi442wii

That's just clear Proof Windows sucks.

Thats a clear proof you dont bother checking the rules and being a noob by replying offtopic to a 6 year old post

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gridatttack
Posted on 08-25-14 08:39 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157893


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Posted by Stifu
Posted by gridatttack
It seems they dont necessary need the same number of AI box to work.

As you drive through AI zones, there's a counter that gets incremented. This counter is used to determine your rank / position in the race. If you don't have the same number of AI zones for each path, this should mess up driver positions. Drivers who took paths with more zones will wrongly appear to be ahead of the others.
True, but this doesnt meant they dont work though. The original nintendo tracks break this principle. But yeah, a good way to asure correct driver position is to have all the elements be the same on both sides and the same size. But this is often a bit difficult.

But I noted that sometimes, the miscalibration of the driver position if one breaks this principle isn't that much noted.

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gridatttack
Posted on 09-01-14 07:48 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 158067


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Hmmm I wonder if the thing that shows the track slot in the credits for each character can be changed.

Seems like its an ID, since swapping tracks essentially changes the track it will show, but always in the same slot.

Hope its not hardcoded, and I skimmed over the notes and I couldnt find anything (Unless I derply missed it >.>)

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gridatttack
Posted on 10-17-14 08:28 AM, in Pokemon Red Green & Blue - 100% English (Standard Editions) (rev. 2 of 10-17-14 11:33 PM) Link | Quote | ID: 158810


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I just wanna know 2 things:

Why is this sticky? IMO they are other threads more worthy for a sticky than this hack

What is the difference of this than playing the standard red/blue version.

EDIT:

So you deleted my post? Cant face the fact?

1.Just to make it clear, this hack doesnt have anything worth to be stickied over other hacks. Seems like you just using mod power to your advantage.

2.Telling the people 'go find yourself the differences' isnt going to help people download your stuff. Its common sense to provide accessible information about what this mod does. Its not like I expect you to know, considering you dont even know how to be a proper Gmod.



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gridatttack
(post deleted) ID: 158813

gridatttack
Posted on 10-17-14 11:28 PM, in Even better. (rev. 4 of 10-17-14 11:42 PM) Link | Quote | ID: 158815


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Yes. Shanem deleted my post containing valid claims.

Apparently, he cant take criticism.

He could have taken the discussion via PMs, but nope. Deleted my post because he couldn't handle it.

So much for a Gmod.

:/

(do note, im just wondering why the bias, thats all)

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gridatttack
Posted on 11-07-14 09:56 AM, in KompreSS 1.0.1 (rev. 2 of 11-07-14 09:57 AM) Link | Quote | ID: 158942


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Posted by KirbyRibbonfan39
Excuse me,sir...I need your help...I downloaded the hacking utilities of yours that I came across and I noticed that it's a DLL file and can't quite figure out how to use the source,thus open the program itself...Can you give me a tutorial on how to get KompreSS opened and working so that I can start hacking Kirby Super Star and show off my brilliant talents upon you and everyone else...Please,sir...I'll do anything if you help me on this.


According to the first post, theres a readme.txt included on how to use it.

Perhaps that will help you in solving your problem?

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gridatttack
Posted on 05-03-15 06:49 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160042


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Posted by Stifu
For some reason, I'm motivated to work some more on EE.

Here's what you can expect in the next version, which I guess will be 2.7.5:

- Ability to auto-update the GP cup names based on the Time Trial names (optional, through a check box) Screw that, it should be independent text, as the original game doesn't have the same text for both screens
- Ability to change the theme name + number (actually any character) for each track
- Ability to extract road tile properties (types, palette associations)

And maybe some other small improvements. As always, feel free to suggest stuff. By the way, since Google Code is closing, the project has moved to GitHub.

PS: for years now, I've noticed a very rare bug with the undo/redo system in EE, which can result in an error as you first load a ROM. I couldn't find a way to reproduce the problem. If anyone can provide any info on this bug (ideally reproduction steps), that'd be great.


Nice to hear that!

I wonder, will the name change of the tracks would be individually, or they will still be stricted to the theme name plus the different number?

Also, of my years using EE, I haven't encountered that obscure error.




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gridatttack
Posted on 06-08-15 07:02 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 06-08-15 07:06 AM) Link | Quote | ID: 160279


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Nice! I never knew the theme names could have an empty space at the end.

Still hoping for a credit editor someday.

Anyway, I have found some more notes on how the game works.

This case, is on ghost valley.

Seems like the road tile cant have the property of rough clay. If you set it, it will behave instead as a road, and wont slow you down.

Another thing is, is that the road dirt you make when racing/drifting is only one.

In things like Mario circuit, you have 2 dirt cloud colors, one for the sharp sand/offroad which is brown, and one for the main road, which is grey.
In Ghost valley, it uses the same one for the sharp sand and the road. Even if you inspect the palette, the third row that would belong to it is not used, so it could be allocated to use for something else.

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gridatttack
Posted on 06-14-15 11:00 AM, in Googie Toons - The SMB2 Hack... Link | Quote | ID: 160311


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Looks nice!

I always like these personalized original characters that get added.

It really adds the feeling of uniqueness of the hack, and you learn who they are, even if you don't know them prior playing the hack.

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gridatttack
Posted on 06-18-15 06:23 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160328


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Well, turns out I got a bit mixed. Rough clay is not the Offroad tile property, sorry about that >.>

However, the ghost valley thing is true. Seems to be the same for the other themes.

Also Stifu, I noted something off in the latest editor.
When switching back from AI box placing/editing, when you switch back to the road tiles, the mouse will still retain its cross arrow pointer, like you're dragging something, and not the standard mouse arrow.

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gridatttack
Posted on 06-21-15 08:39 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160333


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I have to wonder.

How hard would it be to implement the bucket tool?

I have just stumbled upon many situations this would make a great use to finish something quickly.

It takes time to replace tile by tile, and I feel that doing things quickly as possible would be great.

For example, I have to replace the outer wall colored blocks, in which I only use one. I did some changes in a palette and now I must replace all of them in 3 courses. It would be done in less than a min with the bucket tool, but since there isn't, doing manually took me 20 mins.

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