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MandL27
Posted on 06-30-14 10:50 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157073


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Has the decompression bug been shot down yet? I think that got a bit buried in other stuff.

MandL27
Posted on 07-02-14 04:20 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 157105


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Posted by Stifu
Posted by MandL27
Has the decompression bug been shot down yet? I think that got a bit buried in other stuff.

I haven't seen or read anything that could lead me to believe there is a decompression bug in EE. Most of the "bugs" that get reported to me are actually users doing something wrong.

Still, feel free to tell me in details how to reproduce the problem, step by step, and I'll look into it.

I tried to decompress the item window GFX using EE and the offset in the ROM map, and the top row of pixels was eight pixels too far to the left.

MandL27
Posted on 03-14-15 03:38 AM, in Epic Edit - Super Mario Kart track editor (rev. 3 of 03-14-15 06:10 PM) Link | Quote | ID: 159683


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Not sure if this is a glitch in EE, lack of support, or both, but when changing cup names, only the Match Race/Time Trial names are changed. GP stays the same.

Edit:
Posted by Stifu
- Driver stats edition

Any word on when we'll get driver stat editing? It's one of only three things that I'm waiting for (the other two are editing/removal of AI items and editing the rival system) for my hack.

Edit 2: I also noticed that the general path for the original tracks is semi-hardcoded into the game; even when I am going exactly the wrong way on a custom track (or I'm on a track with only a single AI zone), Lakitu won't shout at me if I'm following the path of the original track.

MandL27
Posted on 03-16-15 02:48 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 159694


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Posted by Stifu
Posted by MandL27
Not sure if this is a glitch in EE, lack of support, or both, but when changing cup names, only the Match Race/Time Trial names are changed. GP stays the same.

Not a glitch, just lack of support. I considered supporting it, but it'd be kind of hard, considering letters are made up of several tiles on the GP selection screen. I'd have to guess how to position everything, which could end up being wrong in some cases. In the end, it's better to manage that screen manually to have full control (even though an editor could be added for that).

Posted by MandL27
Any word on when we'll get driver stat editing? It's one of only three things that I'm waiting for (the other two are editing/removal of AI items and editing the rival system) for my hack.

I haven't touched EE in a while, and don't plan to any time soon. I've moved on to other things, but anyone can pick up the sources. For stats, the easiest way might be to do it with SMK Mashup, then check what it changed in the ROM. Or just do it manually (not sure about AI items, but the rest has been documented; let me know if you can't find it).

Posted by MandL27
Edit 2: I also noticed that the general path for the original tracks is semi-hardcoded into the game; even when I am going exactly the wrong way on a custom track (or I'm on a track with only a single AI zone), Lakitu won't shout at me if I'm following the path of the original track.

Hmm, weird. Maybe Lakitu didn't bitch because you were close enough to the path. If not, I don't know.

Handling the cup select like a tilemap does sound like a good idea. Maybe I'll try grabbing a hex editor and poking it (and the other stuff) that way.
As for Lakitu not complaining, the AI point was on the far right (facing up) and I was on the top-left corner (facing down).

MandL27
Posted on 07-04-15 09:13 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-05-15 02:13 AM) Link | Quote | ID: 160371


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Posted by Stifu
A bit of news:
- I've managed to fix that obscure undo/redo crash, and also fixed 2 more edge-case undo/redo bugs (like, if you tried to undo or redo while laying tiles, or if EE lost focus while you were laying tiles)
- I have altered EE to load track name suffixes that are longer than one character (the original game doesn't have any, but say, you could turn "Mario Circuit 1" into "Mario Circuit 1X" as long as you remove a character from another track name suffix)
- I see cup names can also have a suffix, so I'll handle that too (for example, you could rename cups to something like "Cup 1", "Cup 2", etc, so as to have more unique names available for your tracks)

On the topic of cup names, any word on the cup renaming changing the GP cup select tilemap?
I would edit it myself, although I've been relatively unsuccessful in finding where it is.

MandL27
Posted on 07-29-15 08:11 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-29-15 08:14 PM) Link | Quote | ID: 160516


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Man, with all these updates (GP cup name editing, track order editing, etc), do you think EE 2.7.3 will be out sooN? If not, what other features do you plan to add between now and then?
I doubt most of this would be implemented (mostly because SMK Mashup exists ), but here's the wishlist I have:
- track music picker (something tells me AddMusicR or what have you won't be rolled into this, but being able to pick from the existing songs would still be a nice touch)
- driver stats editing
- mode name editing
- driver/gui GFX editing
Other than that, I can't think of too much that would keep this from becoming the perfect SMK editor.

MandL27
Posted on 07-29-15 09:36 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160518


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Posted by Stifu
I don't plan to add more features for the next version (2.8), I'm just waiting a bit more in case bugs show up.

About your list:

- Track music picker would be easy (but it may make sense not to restrict it to tracks).
- Driver stats would be nice, even though SMK Mashup exists, just for the sake of having everything in a single tool. I already added many other SMK Mashup features for this reason. I may add it for the next major version after 2.8. No date or promise, but I guess I'll add it when I'll need it for my hack.
- Mode name editing is very low priority to me. It's easy to do manually with a hex editor, and it's actually not part of track editing (while there are still track editing features that are missing, such as Ghost pillar editing). Besides, if I add mode name editing, I could basically add editing for all of the game texts while I'm here (pause menu, etc).
- Driver graphics would be interesting, but like other graphics currently supported, it'd be editable through file import and export. It'd also be useful for color picking, but many other graphics would, too (Lakitu, dust effect, water effect, etc).

- Yeah. Kinda reminds me how in a non-enhanced F-Zero X rom you can make custom tracks use not-track themes, such as the menu theme.
- I tried to mention that SMK Mashup's existence would probably push a couple of these lower on the priority list, but then again having everything in one tool (main article: Lunar Magic) is definitely welcome.
- I figured if the strings are already loaded in the item probability editor (which they seem to be, given how the weird capitalization rule applies there as well), it'd probably make sense to edit them. And while we're at it, maybe add case-sensitivity on the editor's end for other string edits?
- Driver GFX is actually uncompressed, so anyone with a palette dump and YY-CHR could whack at it. But I then go back to your point of throwing everything in one tool.

MandL27
Posted on 07-29-15 11:16 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160521


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Posted by MercuryPenny
Swapping level name orders around might be a useful thing to add. I'm throwing together a hex edit patch so I don't need to fumble about in a hex editor, but it would be cool if it was just in the editor itself.

It already got added in the latest preview.

MandL27
Posted on 07-29-15 11:58 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-30-15 12:01 AM) Link | Quote | ID: 160523


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Posted by Stifu
Posted by MandL27
- I figured if the strings are already loaded in the item probability editor (which they seem to be, given how the weird capitalization rule applies there as well), it'd probably make sense to edit them.

This data is loaded from the ROM, indeed, so a good part of the work is already done. But there are also other things that are loaded but aren't editable (item icons graphics, object graphics...). But there are fewer of them with each EE release.

Posted by MandL27
And while we're at it, maybe add case-sensitivity on the editor's end for other string edits?

What do you mean? The text is all uppercase in the game, so it can't be case sensitive (unless I modify the game font or something, but I won't do that).

Posted by MandL27
- Driver GFX is actually uncompressed, so anyone with a palette dump and YY-CHR could whack at it. But I then go back to your point of throwing everything in one tool.

Still useful for managing colors (the main point, IMO). Some people were actually surprised changing colors ended up affecting characters. Anyway, driver graphics are not something I plan to support at the moment.
Besides, other tools such as a hex editor or an image editor will always be required. EE can't be the one and only tool (but at least it could do everything other SMK editors do).

- That reminds me: I should rerun the decompressor on the item box graphics to see if that odd bug was fixed.
- I meant on the editor's end, so we could get properly capitalized strings ("MarioKart GP" instead of "Mariokart Gp," for example).
- I think making slight edits to tracks and firing up snes9x has gotten me used to just trial-and-error testing, but driver editing in tracks would probably be useful for people who wanted to make edits and be able to see results in real time.

MandL27
Posted on 07-30-15 12:48 AM, in Epic Edit - Super Mario Kart track editor (rev. 4 of 07-30-15 02:01 AM) Link | Quote | ID: 160525


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Posted by Stifu
Posted by MandL27
- That reminds me: I should rerun the decompressor on the item box graphics to see if that odd bug was fixed.

I told you, I doubt there was a bug. But you didn't give precise steps to reproduce your problem, so I couldn't check it.

Posted by MandL27
- I meant on the editor's end, so we could get properly capitalized strings ("MarioKart GP" instead of "Mariokart Gp," for example).

How would you do that? I mean, dynamically, with no specific hacks. "Gp" into "GP" could be doable if I consider any 2-character word an acronym, but that may be wrong in other cases (like, if you want an "El Rancho" track or whatever, you don't want it capitalized as "EL Rancho").

I don't want to hard code anything (like "if MARIOKART GP then MarioKart GP"). I could do it like SMK Mashup and keep everything in upper case everywhere, but I think that's hard on the eyes.

That's why I said make it only case-sensitive to the editor. Basically, insert it in allcaps, but let the user decide the case for how the editor displays it.
...maybe we should move this discussion to PM.
Edit: Does this place even have a PM system?
Edit 2: Apparently trying to change the AI block shape in the latest preview throws an error. It can be safely ignored, though.

MandL27
Posted on 07-30-15 03:58 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-30-15 04:05 PM) Link | Quote | ID: 160531


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Posted by Stifu
Posted by MandL27
That's why I said make it only case-sensitive to the editor. Basically, insert it in allcaps, but let the user decide the case for how the editor displays it.

Where would you store this data? The ROM? A configuration file? That seems pointless to me, not to mention confusing for users.

Posted by MandL27
...maybe we should move this discussion to PM.
Edit: Does this place even have a PM system?

Yes, but no need.

Posted by MandL27
Edit 2: Apparently trying to change the AI block shape in the latest preview throws an error. It can be safely ignored, though.

Oh, I'll fix that ASAP. Thanks.
Edit: Fixed.

Yeah, that'd be rather confusing.
You sure? I thought it'd help keep this thread from becoming just a lot of back-and-forth between two users.
Also, this tutorial is quite outdated.

MandL27
Posted on 07-30-15 06:06 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160533


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Posted by Stifu
Posted by MandL27
You sure? I thought it'd help keep this thread from becoming just a lot of back-and-forth between two users.

Well, it lets other chime in if they want to. Besides, we're done here, I guess.

Posted by MandL27
Also, this tutorial is quite outdated.

I know, it's on my TODO list, but it takes time (if I do it too often, it's a waste of time). Besides, it's something any experienced EE user could contribute to. That'd let me spend time on improving EE instead (or just take a break).

I actually saw some guy complain about the EE overview page somewhere (not directly to me, that'd make too much sense, but to someone else)... Like, I've spent over 10 years documenting the SMK ROM, making an editor for it, and a web site for the editor, all of this for free, and some guy moans about how the overview page doesn't have enough info. Seriously. Entitled spoon-fed kids. How about helping instead? ¬_¬

Well, how would I be able to contribute to it?

MandL27
Posted on 07-30-15 07:07 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 07-30-15 07:16 PM) Link | Quote | ID: 160535


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Posted by Stifu
Posted by MandL27
Well, how would I be able to contribute to it?

If you mean the overview page, you could simply download it, update it (including images if you want), then send all of that to me.

Edit: Or as plain text, that'd be OK too.

I didn't update the images, but I did add sections describing the new settings and codec tools, as well as going over the expanded AI tab.

MandL27
Posted on 07-31-15 12:26 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160538


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Posted by Stifu
Thanks for that. But in the end, there was so little new content that it took me longer to check what was new than to write it myself.
I was more thinking along the lines to complete new sections, otherwise it's not worth it. Anyway, I'll add it to the site soon enough (probably reworded a bit) with more stuff.


Any reason this calls a Save As window when the save-on-exit prompt doesn't?

It just makes sense to me. I don't think the Save As behavior on exit is common behavior, and that just seems weird to me. Save As on the save button is just convenient, and I don't think it's worth wasting space to have 2 save buttons.

You could do what most apps do and not have a Save As button but instead list it either in the File dropdown or just have it as a separate keystroke (ctrl+A could work).

MandL27
Posted on 08-01-15 02:44 AM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160543


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Posted by Stifu
Posted by MandL27
You could do what most apps do and not have a Save As button but instead list it either in the File dropdown or just have it as a separate keystroke (ctrl+A could work).

Well... I just decided not to have a File dropdown, or any dropdown menu.
Checking Paint.NET and Photoshop, they both have Ctrl+Shift+S for the "Save As" command (but I doubt this shortcut is quite as common or popular as just Ctrl+S).

What I guess I could do: keep the save button as is, but have both Ctrl+S and Ctrl+Shift+S shortcuts, respectively working as Save and Save As. That said, EE is missing visual cues when a save is occuring, so I'd have to add that too.

Are visual cues on saves really that necessary? I don't think any Microsoft Office program has that unless it lags due to saving a lot of data.

MandL27
Posted on 08-01-15 04:38 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 160546


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Posted by Stifu
Posted by MandL27
Are visual cues on saves really that necessary? I don't think any Microsoft Office program has that unless it lags due to saving a lot of data.

Well, I think it's always good to have. Actually, EE will have some kind of visual cue: the star next to the edited tracks will disappear. But then again, you might have edited data that isn't related to a track.

So, in the end, you think having both Save and Save As keyboard shortcuts would be nice to have (even though the menu bar would remain the same)?

Yeah. I figure that in the world of file management, it's more common to overwrite one file than splice the diffs onto a separate file.

MandL27
Posted on 12-21-15 01:11 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 12-21-15 04:13 AM) Link | Quote | ID: 162208


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Is there any way to raise the character limits? I noticed that the existing character limits are quite low if your roster ends up averaging 7-8 characters/name.
Also, while I'm at it, is there a way to make Luigi not share his lower tiles with Mario?

MandL27
Posted on 12-21-15 04:00 PM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 12-21-15 04:05 PM) Link | Quote | ID: 162210


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Posted by Stifu
Mattrizzle documented that. I added it in our doc here.

So, where would the additional tiles for Luigi go? As far as I can tell, there's no empty space nearby that I could put those tiles in.
And I can't seem to find where the standings/award ceremony/credits palettes (at least for the drivers) are located. Am I just missing something?

MandL27
Posted on 12-22-15 03:14 AM, in Epic Edit - Super Mario Kart track editor (rev. 2 of 12-22-15 05:43 AM) Link | Quote | ID: 162216


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Posted by Stifu

Podium and credits. I think the colors for drivers are shared, but I forgot the details.

The starting addresses here and here don't match up, and just by combing through I can't seem to figure out which one it actually is. Which is the correct offset?
Edit: Figured it out; the subpage is right. I was just being completely inept at finding palette values.

MandL27
Posted on 12-22-15 04:30 PM, in Epic Edit - Super Mario Kart track editor Link | Quote | ID: 162224


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Posted by Stifu
Posted by MandL27
The starting addresses here and here don't match up, and just by combing through I can't seem to figure out which one it actually is. Which is the correct offset?

Looking at both pages, I can't see what doesn't match. Can you point it out, so I can fix it?

Never mind, I was looking at the wrong line on the pack 8 page. I really should stop asking questions since I usually end up figuring out where I went wrong within a few minutes of asking.
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