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Main - Posts by gridatttack |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 163/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
Posted by BLaBrake 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? ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 164/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
Thanks all
Posted by StifuPosted by BLaBrake 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: ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 165/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
Posted by gridatttack 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) ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 166/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
Posted by Stifu 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 StifuOh, I see. I was under the impression this is an ASM/complex hack. Posted by StifuYeah, 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. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 167/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
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 BLaBrakeAny updates or screenshots? Would love to see your work as SMK hacks who changes other things just than tracks are always interesting ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 168/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
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... ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 169/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
Posted by Stifu 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 StifuAnd 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. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 170/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
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 :< ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 171/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
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 Thats a clear proof you dont bother checking the rules and being a noob by replying offtopic to a 6 year old post ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 172/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
Posted by StifuTrue, 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.Posted by gridatttack But I noted that sometimes, the miscalibration of the driver position if one breaks this principle isn't that much noted. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 173/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
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 >.>) ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 174/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
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. ____________________ |
gridatttack |
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gridatttack |
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Red Cheep-cheep Level: 32 Posts: 176/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 177/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
Posted by KirbyRibbonfan39 According to the first post, theres a readme.txt included on how to use it. Perhaps that will help you in solving your problem? ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 178/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
Posted by Stifu 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. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 179/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
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. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 180/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 181/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
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. ____________________ |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 182/202 EXP: 204534 Next: 1908 Since: 07-11-10 Last post: 1465 days Last view: 29 days |
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. ____________________ |
Main - Posts by gridatttack |
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