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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by Heian

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Heian
Posted on 03-01-08 02:29 PM, in SNES F-Zero editor project (rev. 2 of 03-02-08 06:06 AM) Link | Quote | ID: 79517


Red Koopa
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SMKDan, is the panel duplicator functioning yet? If so I'm going to start using that version, as it is indeed tiring to duplicate them manually. If I duplicate panel 1 into panel 201, and then edit the rows in 201, will 1 be affected or are the rows duplicated too?

(Edit: The other panels will be affected. You have to duplicate the rows at the end of the row list and then make changes to your new rows.)

I actually put that Mute City track aside and am working on something a little more exotic -- I should be able to post a map, and then a patch, in a little while.

Any chance we could have a little more guidance with the palette editor? For example, being able to see the horizon background after editing those colors would be a big help. The track palette updates right away, but with the sky and such on the horizon, you have to load up the course and actually drive around before you can see it.

Important edit: is it possible to increase the number of available 2x2 tiles? There's plenty of extra panel and row space to work with, but not these 2x2 'cells' -- Big Blue has less than a dozen. I want to make new cells rather than edit existing ones, which are all jumbled up, making it tough to tell which ones are already being used and which aren't. Alternatively, is there a way to see which cells are not in use and are thus safe to edit?

Heian
Posted on 03-02-08 12:45 PM, in SNES F-Zero editor project Link | Quote | ID: 79581


Red Koopa
Level: 27

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Next: 4185

Since: 03-08-07

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SMKDan, that tile set viewer is just fine for now -- I'm making a late-evening version of Big Blue and am having to reload the course all the time so that I can tweak the horizon colors. Seeing those adjustments in real time will be a huge help.

Regarding cells: If we know which cells are being used and which aren't, it shouldn't be a problem if we have to squeeze our own custom cells in by overwriting unused ones.

Other discoveries: Boosters/zippers/whatever you want to call them -- they are effective even if the car is in mid-air! Fly over one and watch the car get flung forward (or sideways in my case as I'm making a course that conflicts heavily with the default path). I'm guessing that some use could be made of this.

Those yellow arrows that are used on Death Wind to point at the pit area don't seem to get much use in the game. I was going to make some more use of them, but they seem to function as off-track walls (not barriers or pit areas). I think I can still do something with them, though.

Given how hard it is to construct gentle turns, the test course I'm working on right now is very blocky and is somewhat like that heinous Manor Top course in Wipeout Pure (for those of you who've played this excellent game). I'm gong to try smoothing it out a bit.


Heian
Posted on 03-03-08 04:20 AM, in SNES F-Zero editor project Link | Quote | ID: 79639


Red Koopa
Level: 27

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Since: 03-08-07

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Reini, the backgrounds are actually composed of two (?) layers, and are not trivial to edit. They did a good job of squeezing all that stuff into 256 tiles; I really wish there were more.

For example, the mountains on the horizon of Red Canyon are just palette swaps of the green-and-blue islands in Big Blue. I don't think I noticed this when I first played the game as a kid many years ago.

I want to make more city-like courses, and for that we could probably get a few more by taking that weird structure in Port Town (in the 3x3 square at 0x10 in the chart) and making it into a three-story thing that only requires three tiles repeated instead of nine. Some of the sky parts might be redundant, too.




Heian
Posted on 03-05-08 12:20 PM, in SNES F-Zero editor project (rev. 2 of 03-05-08 12:21 PM) Link | Quote | ID: 79774


Red Koopa
Level: 27

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Since: 03-08-07

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Ready to test-drive a track? (A construction-site of a track, but still a track.)



This also-very-much-unfinished course contains custom palettes, custom panels, custom rows, and custom tiles, and, while nowhere near done, can at least be driven on if you can manage to stay on the path!

Big Blue has a nice convenient 100 panels, so I started using 100-119 for custom horizontal panels and 120 and over for custom vertical ones. All the custom rows were placed at the end of the row data, with displacement zero, and the custom tiles were squeezed in at the end in the roughly eight free spaces.

I'm experimenting with using jump pads instead of walls, so watch where you land!

There's a massive short cut at the beginning if you just want to get through the course and get a finishing time; otherwise you can make all the jumps across the back stretch.

There are some diamond-shaped blocks on the right fork near the beginning of the course; don't drive into those! I thought they would function like barriers, but actually they function like walls. Panels 59 and 103 on the right side don't connect, so please don't drive on that part of the track or you'll get stuck.

Also, because the path hasn't been edited, you really want to avoid hitting any walls when on the custom panels.

Give it a go with this patch (and tell me if it doesn't work):

http://www.geocities.com/heiankyo794/f-zero/Poseidon-Night.zip


Heian
Posted on 03-13-08 05:21 PM, in SNES F-Zero editor project Link | Quote | ID: 80286


Red Koopa
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Since: 03-08-07

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Forgive my absence; I was off learning the dialect of an obscure island in the middle of nowhere and haven't had a chance to work on F-Zero courses at all!

SMKDan, have you added anything to the editor? If you're going to leave it as it is for a while, I'll go ahead and attempt to make a proper track instead of the half-constructed one above. Don't worry about losing interest for now; you worked on it like a maniac for several weeks, and I (and presumably many others) really appreciate your accomplishments. I certainly couldn't have done all that myself!

If I may make one request -- could you make the editor compatible with already-hacked ROMs? As it is, any graphical changes or hex changes will be wiped out by the editor, meaning that any of that will have to be done after changing the tracks.

Actually, I have another request: can we take pre-formed panels from one track and bring them into another track? Provided that the rows don't use those high-numbered tiles that aren't the same in every course, it should be possible... is it?

I am going to attempt two things: first, a 'clean' course that looks and feels legitimate (I might stick closely to the existing path so that we don't need AI editing), and second, a 'portfolio' of panels that can be used, Climax-style, to create one's own courses easily. Sixteen-tile-wide tracks, barriers that line up well; basically easy-to-deal-with course parts. Should be fun!

Heian
Posted on 03-15-08 01:46 PM, in SNES F-Zero editor project Link | Quote | ID: 80392


Red Koopa
Level: 27

Posts: 124/126
EXP: 111974
Next: 4185

Since: 03-08-07

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SMKDan, OK then, I'll just keep plugging away at this track -- I'm going to stick with one of the 'monotone' background courses like Big Blue, Silence, Sand Ocean and Death Wind so as to save the hassle of creating complicated city streets underneath -- and probably keep the main path intact with some branching parts for intrepid drivers to negotiate.

Hopefully we'll eventually have some other course designers make other tracks, and we can have a full new game!

Heian
Posted on 04-11-08 05:52 AM, in SNES F-Zero editor project Link | Quote | ID: 81747


Red Koopa
Level: 27

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Next: 4185

Since: 03-08-07

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Long-awaited update!

While SMKDan works on his fantastic editor, I've been in touch with another Japanese hacker who's creating his own very different (and, unfortunately, not mutually-compatible with SMKDan's) editor, and this guy, named Prezabee, has created an entire game using his editor!

His editor lays down course pieces in 2x2-tile ("macro-tile") increments, so things look very blocky, particularly when the course isn't in a straight line, but the driving part is decent enough and it's quite a challenge to keep your car in one piece. The first course in each cup lulls you into complacency and then he brings out the big guns! (Or mines, actually. Lots and lots of mines.)

His editor focuses on AI, so the computer cars are right on the course where they belong, and macro-tile placement, so the courses are full of original parts even if they're not as fine-grained as they could be. His "Silence", full of jumps, is an interesting counterpoint to the sample Big Blue I created earlier, and his Red Canyon will sorely test your ability to manage zippers, and his Mute City II wouldn't be out of place on a Fire Field track!

There are no graphical or palette changes, no new tiles have been designed, and none of the course names have been changed.

Give this a go, and use a Japanese F-Zero ROM:

http://sldnoonmoon.hp.infoseek.co.jp/neo/fuzee/FUZEEsample003.lzh

...this is just a preview of what will be possible!

Heian
Posted on 04-23-08 08:43 AM, in The NEW General Project Screenshot / Video Thread EX Omega Supreme++ Link | Quote | ID: 82260


Red Koopa
Level: 27

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Since: 03-08-07

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Dr. Hell, what is that!? FF7 grafted on to... FFIIIj? I can't place the game it's based on.

Are you translating it into English?
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Main - Posts by Heian

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