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segwayspeedracer
Posted on 06-30-12 06:01 AM, in Epic Edit - Super Mario Kart track editor (rev. 4 of 06-30-12 06:22 AM) Link | Quote | ID: 151489


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Hey Stifu, your editor is beyond godly. You really owned mario kart hacking. A big thanks!



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segwayspeedracer
Posted on 06-30-12 06:15 AM, in New Super Mario Kart: For Super Players! (rev. 8 of 07-14-12 09:13 PM) Link | Quote | ID: 151490


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Hey guys, I'm really hoping to offer a rich overhaul of the Mario kart sprites as shown in the link below using my buddy's work (his name is Star). IF YOU WANNA SEE HIS WORK IN PROGRESS, CHECK OUT SPRITER'S RESOURCE.

I edited a lot of this first post so it's short and clear.

To extract a compressed SMK sprite, you must have the proper address of the sprite. Check out STIFU's notes (found on page 4 of his homepage as of 7/14/12). Using Lunar Decompress and the cmd.exe file (found on your computer), type in the following command:

decomp.exe smk.smc thwomp.smc 1070 4 0

decomp.exe is the program you're using to decompress the sprite.
smk.smc is the name of the rom your extracting.
thwomp.smc is the file that you will have created. It is in a nintendo rom format, meaning that sprite editors such as Tile Molester will be able to view it properly. If you want to extract a palette, find the palette addresses and name the file xxx.pal
1070 is the address of the compressed thwomp sprite. Luckily, just typing the beginning of where the sprites are located gives you exactly what you need. You don't have to type an ending address or anything.
4 0 are decompressing format types. I've never seen these change when decompressing Super Mario Kart stuff.
Make sure you have everything in the same directory (folder).


EDIT II:
Also, I've noticed an outcry for GlitchCog's palette data on http://matt.yanos.com. The site is very difficult to access for alot of people, but this link has worked for me:

http://web.archive.org/web/20080510121437/http://matt.yanos.com/smkpal/

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segwayspeedracer
Posted on 07-02-12 05:29 AM, in New Super Mario Kart: For Super Players! (rev. 8 of 07-15-12 05:12 PM) Link | Quote | ID: 151498


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wow thanks guys. didn't expect such a great response. I'm commissioning a good friend of mine to these sprites; he's an absolute wizard and is to credit.

A team of 3 kinda just came together overnight, and now we're shredding this rom. sorry for the late response, I've been busy extracting all palettes and sprites (including road tiles, thanks to Epic Edit and Lunar Decompress) for a full revision of the game, but with a classic feel.



I will focus on producing the greatest Mario kart courses you guys will ever know, the kind where you can hit every second full throttle and feels like you're racing on something Miyamoto created. My art buddy, Star, the graphics and palettes; My engineering buddy, Patrick, the algorithms behind it all. He plans on reverse engineering it all and posting his findings. Everybody should be excited!!


Googie, Wario's going on Koopa Troopa's Sprite. We hope to have his palette and racer stats altered (separate from toad). Here's his sprite development:



An older pic of Peach and DK; the palette has been updated to include Wario. I intend to have Peach's face more angular if possible:





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segwayspeedracer
Posted on 07-02-12 10:06 PM, in New Super Mario Kart: For Super Players! (rev. 6 of 07-06-12 06:42 PM) Link | Quote | ID: 151500


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We're learning everything we can about the processor and the codes behind the rom. We'd love to have a lot of things happen with this rom.. but no sense in being over ambitious at this point.

He's reading documents the SNES processor at this time. I'm very excited to see him begin his work

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Email: Sean_Hicks_the_Artist@hotmail.com

segwayspeedracer
Posted on 07-03-12 05:06 AM, in New Super Mario Kart: For Super Players! (rev. 5 of 07-03-12 05:55 AM) Link | Quote | ID: 151502


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Posted by Kiokuffiib11
Are you going to keep the graphics and Levels seperate? I'd totally go for the improved graphics.


Yes. I will have patches that will separate our work. It will be great to see smk hacks jumpstarted with these amazing graphics.

Lol, and trust me, my levels will be worth playing. I'll post videos soon.
Some of these tracks need touching up (koopa beach), but you see how they're being designed!





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segwayspeedracer
Posted on 07-03-12 09:25 PM, in New Super Mario Kart: For Super Players! (rev. 6 of 07-06-12 02:40 AM) Link | Quote | ID: 151518


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Thanks And yeah, they sure will. Although I am in love with the top left donut plains!

Youtube video link of a few of my favorite tracks. And a new update from my artist buddy. New visual seen below!!

http://www.youtube.com/watch?v=tCBx5fHDeDY



(i'm functioning on a public computer that can't do it for y'all's immediate viewing pleasure.)

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segwayspeedracer
Posted on 07-10-12 09:57 PM, in New Super Mario Kart: For Super Players! (rev. 5 of 07-15-12 05:12 PM) Link | Quote | ID: 151568


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Great News!

9 courses have been created, but still are being tweaked.

All front, side, and back sprites have been created, rotations are under production.

All original SMK cast will be present (except for Donkey Kong, who will replace the Jr. counterpart). Wario will be a patch to replace Koopa Troopa if the gamer chooses.

Because Mario Kart had a weird palette system, where the copied the character palettes to each major field (Trophy Selection, Mario Circuit, Rainbow Road, etc.), we discovered that we could have Yoshi have a different color for every different course type!

Green for Mario Circuit
Blue for Rainbow Road
Light Blue for Bowser's Castle
Pink for Choco Island
Red for Donut Plains
White for Ghost Valley
Yellow for Vanilla Lake
Orange for Koopa Beach

We would like for Luigi, Bowser and Koopa to share palettes. Mario, DK, and Toad will share. Yoshi will have his own. And Peach and Wario will share.
This may be very tricky to program, however. Any advice on this is welcome

Patrick has discovered, using Dirtbag's notes, that there are a total of 8 different top speeds, 4 different acceleration curves, 4 different handling types, and 4 different off road speeds, and that each character can have his own unique set (meaning, Mario and Luigi will not have to have the same stats). We can match the characters individually to their stats however we choose, although we may not fiddle too much with this. Still, Wario will have a believable feel to him. We still are not aware of how weight factors into the stats. I imagine it's connected to one of the stats aforementioned. I need to experiment more with this.

If we can figure out where to program this, Wario's item will not be a koopa shell. We will repoint that sprite to be a chain chomp for now. We think it's a suitable fit. Any ideas on this would also be welcome



My genius buddy has located all GP starting positions for the AI rivals. Meaning, Mario players will be able to replace Donkey Kong with a rival of their choice: They can completely change the order of all the AIs! This is a particular joy to me.

All character names have been updated. Princess to Peach, DK. Jr. to Donkey Kong, and Koopa Troopa to Wario if the patch is applied.

I believe that's everything! This post will be updated with visual aides when I get the chance.

Happy Hacking!






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Love the 'New Super Mario Kart: For Super Players' Sprites?

My buddy is a marvelous artist! He gladly takes any and all requests!

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Email: Sean_Hicks_the_Artist@hotmail.com

segwayspeedracer
Posted on 07-15-12 03:01 AM, in New Super Mario Kart: For Super Players! (rev. 2 of 07-15-12 05:13 AM) Link | Quote | ID: 151597


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fap fap fap



____________________
Love the 'New Super Mario Kart: For Super Players' Sprites?

My buddy is a marvelous artist! He gladly takes any and all requests!

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Email: Sean_Hicks_the_Artist@hotmail.com

segwayspeedracer
Posted on 07-15-12 05:05 PM, in New Super Mario Kart: For Super Players! (rev. 3 of 07-15-12 07:25 PM) Link | Quote | ID: 151613


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heads up, mario has not been given the updated palette there xD

Posted by ShoFIZZLE
This looks....horr----FANTASTIC!

Awesome work! I can't wait to see a video of the progress so far! Any idea as to using remixed music or is that going to stay vanilla?


My friend, who we will call Patrick until he decides to make his own forum account, is interested in doing updated music. So, currently vanilla, but if that changes that's up to him.

I've put course making to the side b/c I'm helping both guys in making sure everything's coming along smoothly. There's really a feverishness to figure out how we can manipulate SMK. I may just release a large bundle: a 'Mirror Mode' of the original courses, Star's graphics, and documents of Patrick's discoveries.

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Love the 'New Super Mario Kart: For Super Players' Sprites?

My buddy is a marvelous artist! He gladly takes any and all requests!

Facebook: https://www.facebook.com/SeanHickstheArtist
Email: Sean_Hicks_the_Artist@hotmail.com

segwayspeedracer
Posted on 07-15-12 05:49 PM, in New Super Mario Kart: For Super Players! (rev. 3 of 07-15-12 08:38 PM) Link | Quote | ID: 151616


Micro-Goomba
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Big thanks to everybody for y'all support!!!


Stifu, of course!

Patrick's the guy you wanna talk to. I'm going to patch Patrick (he might decide to go by Dooku?) over to you. I'm very excited that the AI rival order has been figured out!

We were discussing your notes and with his great education in programming, he understood that alot of the 'unknown sensitive data' is actually code that he's wanting to figure out.

Y'all will make beautiful things happen I'm sure.



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Love the 'New Super Mario Kart: For Super Players' Sprites?

My buddy is a marvelous artist! He gladly takes any and all requests!

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Email: Sean_Hicks_the_Artist@hotmail.com

segwayspeedracer
Posted on 07-15-12 11:16 PM, in Epic Edit - Super Mario Kart track editor (rev. 5 of 07-16-12 05:52 AM) Link | Quote | ID: 151621


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Posted by gridatttack
You know, one of the biggest issues I have at SMK hacking is to know how the AI treats the boost panels, in order to jump farther, like in mario circuit 2. I think is has something to do with the AI box place or position, however I have nothing to confirm that is this.


Gridattack, I ran into this problem. I had too many oil slicks on my course, and it made the characters activate the boost pads (even though they clearly drove over it) only half of the time after the first lap.

Once I removed the oil slicks, they always activated the boost tiles. Perhaps having too many 'interactive' road tiles (boost, slicks, jumpers) on the map inhibits proper activation.

---------------------------------------------------------------------------------


Stifu, Epic Edit makes creating a Mirror Mode for courses VERY easy (on a separate rom, of course)

It took me about 2 hours to replicate Mario Circuit I in mirror format. It is a 99% symmetrical image (because the pipes reside on the upper left part of a tile, i can't make the pipes be in the EXACT same position.. not without some more hacking of course).

Here's a video:

http://www.youtube.com/watch?v=8QZAE42Kcy4&feature=g-upl



As you can see, what I did was horizontally flip all course specific road tiles (by exporting the .png and using MS paint), paste a tile to let me know exactly where the obstacles and AI driver positions points (or whatever you call them) are supposed to go, and then I just copy and pasted a vertical sliver from right to left onto the game map.

You might be interested in expanding upon this logic onto Epic Edit.

To shuffle the 'AI indexes' (those big rectangles) around really was much simpler than you would think, and moving coins and question blocks was about keeping track of relative positions.

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Love the 'New Super Mario Kart: For Super Players' Sprites?

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segwayspeedracer
Posted on 07-16-12 01:13 AM, in New Super Mario Kart: For Super Players! (rev. 2 of 07-16-12 01:15 AM) Link | Quote | ID: 151623


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Stifu, that's a great idea. I'm concerned that maybe having a colored koopa would take away from this special quirk of yoshi's, but itll still be something to review

Behold his mighty hand!



Wow! Yeah, Mattrizzle, definitely a big thanks from the team!

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Love the 'New Super Mario Kart: For Super Players' Sprites?

My buddy is a marvelous artist! He gladly takes any and all requests!

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Email: Sean_Hicks_the_Artist@hotmail.com

segwayspeedracer
Posted on 07-16-12 04:00 AM, in New Super Mario Kart: For Super Players! (rev. 4 of 07-16-12 05:53 AM) Link | Quote | ID: 151626


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We're doing an awful lot at the moment, but I have a feeling that we'll make a public beta test near the end of our project. There's nothing to be tested that won't be done by the team.



Ahem:

MIRROR MODE, anyone?

http://www.youtube.com/watch?v=8QZAE42Kcy4&feature=g-upl



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Love the 'New Super Mario Kart: For Super Players' Sprites?

My buddy is a marvelous artist! He gladly takes any and all requests!

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segwayspeedracer
Posted on 07-16-12 05:03 AM, in New Super Mario Kart: For Super Players! (rev. 5 of 07-16-12 05:16 AM) Link | Quote | ID: 151628


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It is beautiful, indeed. ILY, Dooku.

This would be a relatively simple sub-program to write into Epic Edit. Along with being able to manually swap AI positions in Epic Edit, I envision adding the ability to shuffle the positions at random, to where - if the program knows to obey the rules of not affecting the last byte of the line (which is the player's character) or creating duplicates - it would simulate the later Mario Kart's feature of having random rivals.

Good thing SMK was programmed to where having the 2P doesn't corrupt the data.

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Love the 'New Super Mario Kart: For Super Players' Sprites?

My buddy is a marvelous artist! He gladly takes any and all requests!

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segwayspeedracer
Posted on 07-16-12 05:50 AM, in How's your summer? (rev. 2 of 07-16-12 05:51 AM) Link | Quote | ID: 151630


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well, I'm a children's librarian during summers, and that's always fun.
moving into an apartment on the 16th, so I might go on a sizable hacking hiatus.

and I'm loving the progress on our SMK hack. Googie, i've always seen you as a legend and it's cool that I get to see you in action on this board!

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Love the 'New Super Mario Kart: For Super Players' Sprites?

My buddy is a marvelous artist! He gladly takes any and all requests!

Facebook: https://www.facebook.com/SeanHickstheArtist
Email: Sean_Hicks_the_Artist@hotmail.com

segwayspeedracer
Posted on 07-16-12 05:52 PM, in Epic Edit - Super Mario Kart track editor (rev. 5 of 07-16-12 10:38 PM) Link | Quote | ID: 151638


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Stifu,
Thanks for that link! And good deal, man!


Gridattack,
hmm i wouldn't know for certain. I would tinker around with the course and see if removing some tiles gives you better results.

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Love the 'New Super Mario Kart: For Super Players' Sprites?

My buddy is a marvelous artist! He gladly takes any and all requests!

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Email: Sean_Hicks_the_Artist@hotmail.com

segwayspeedracer
Posted on 07-18-12 05:18 AM, in New Super Mario Kart: For Super Players! Link | Quote | ID: 151663


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Just want to throw out there that importing sprites and palettes and switching them all around has been a complete and total comglomerated messy learning experience.

In all respects, I am a noob when it comes to hacking. I truly have stood upon the shoulders of giants such as Stifu, Dirtbag, SmkDan, Mattrizzle, my own two teammates, etc. So, as a noob, I can produce a 'How to Hack Super Mario Kart for Noobs' Guide. I will totally explain everything as clear as day to everybody who wants to know how to do stuff that's being done here.

The hack we're making is nice, but to enable to average joe to do what we're doing is the real gift.

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Love the 'New Super Mario Kart: For Super Players' Sprites?

My buddy is a marvelous artist! He gladly takes any and all requests!

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Email: Sean_Hicks_the_Artist@hotmail.com

segwayspeedracer
Posted on 08-01-12 09:52 PM, in New Super Mario Kart: For Super Players! Link | Quote | ID: 151794


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thank you for that elaboration it does make it a bit clearer to people skimming.

I should have posted this sooner, but Star (the spriter) has been actively posting his sprites on this website. Check it out if you want to see his development.

http://spriters-resource.com/community/showthread.php?tid=20760

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Main - Posts by segwayspeedracer

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