News

Epic Edit site
Posted on 18-Mar-2012 by Stifu
I don't think this aging site did much justice to your favorite Super Mario Kart editor, so Epic Edit now has a dedicated site!

http://epicedit.stifu.fr/

Epic Edit users should check out the Overview page, to make sure they know everything they need to know about the editor.

Epic Edit 2.4.1
Posted on 10-Jan-2012 by Stifu
EE 2.4.1 is here. It's a quick bug-fix release specific to US ROMs, to ensure compressed data (track maps, palettes, graphics) always decompress correctly when running the game. This isn't actually a regression, but a bug that has been there since the beginning.

Epic Edit 2.4
Posted on 06-Jan-2012 by Stifu
Here's EE 2.4!

This version lets you modify road tilesets (tile types, color palettes and graphics). Enjoy.

Epic Edit 2.3
Posted on 30-Sep-2011 by Stifu
EE 2.3 is out!
The main new addition is the color palette editor. Also, undo/redo is now supported for tile editing.

Epic Edit 2.2
Posted on 23-Jul-2011 by Stifu
Oh boy. Epic Edit just got more epic.
In this release: new track object editing features. You can now edit the object routine, interaction, tileset, color palettes and flashing settings for each track. The original game doesn't actually support all of this out of the box, it was made possible thanks to extensions / hacks written by smkdan. We also fixed support for European and Japanese ROMs, which got broken in 2.1.

Epic Edit 2.1
Posted on 28-Feb-2011 by Stifu
Had I known it would be ready so soon, I wouldn't have bothered posting the previous news. :)

Here's Epic Edit 2.1. See the NEWS.txt file for details. And thanks to smkdan for his help.

Epic Edit 2.1 taking longer than planned
Posted on 19-Feb-2011 by Stifu
Epic Edit 2.1 has been almost ready for several months. The main new feature planned for this version is (or seems) modest: supporting the modification of the player starting positions on Battle tracks.

I quickly implemented everything (barely a week after the release of Epic Edit 2.0, actually), but got stuck at the very end: saving the new data into the ROM. The problem comes from the fact that in the original game, the player positions are shared between 3 of the 4 Battle tracks. So there are just 2 data blocks in the game: one for Battle Course 1, 2 and 4, and the other for Battle Course 3. Therefore, the challenge is to manage to make the positions of each of the 4 tracks independent.

I tried changing pointers (a bit randomly) to relocate the data elsewhere, but this always led to track corruption. I asked smkdan for help, and hope he'll figure something out. But if you manage to find a solution, don't hesitate to contact me. :)

Epic Edit 2.0
Posted on 07-Nov-2010 by Stifu
Here's Epic Edit 2.0!

Not that many changes since the previous version, apart from support for importing and exporting tracks as .smkc (format used by MAKE, another SMK editor). Even if you don't use MAKE, the advantage is that this format contains more data than than the .mkt one (used by Track Designer), which only contains the map and its theme. So now you can export and import all the data currently supported for each track (objects, AI, etc).

Enjoy!

Epic Edit 1.9
Posted on 12-Aug-2010 by Stifu
Here's Epic Edit 1.9!
Among the new stuff, support for editing overlay tiles and item probabilities. Big thanks to teknix1, who's been a great help with Epic Edit since the end of 2009.

PS: geek news: Epic Edit has been migrated from SVN to Mercurial not long ago (but stays at Google Code).

*Update (22-Aug-2010): I just released Epic Edit 1.9.1, which fixes a nasty regression.

Epic Edit 1.6
Posted on 04-Jun-2010 by Stifu
I have some good news and bad news.

The good news: Epic Edit 1.6 is now out. It introduces lap line and driver starting position editing. It also fixes several bugs, including 4 data corruption ones.
The bad news: if you've been using Epic Edit 1.5, your ROM may be affected by up to 4 data corruption bugs.

The problems and their solution:

  1. If you have reordered your tracks, this will lead to issues when selecting your track in Time Trial. To fix this, put your tracks back to their original order (using Epic Edit 1.5). I already mentioned this in the previous news.

  2. If you have edited Koopa Beach 1, object zone data will be corrupt (due to the fact Koopa Beach 1 works differently from all other tracks). This leads to problems with Thwomps, which are in the Bowser Castle and Rainbow Road tracks. In Epic Edit 1.6, you can't try to modify Koopa Beach 1 object zones anymore.
    To fix your ROM, grab the original ROM (or one that's not corrupt), open it in a hex editor, and look for this series of bytes: B3 DB A1 DB 93 DB CF DA D9 DA. Just restore these values at the same location in your corrupt ROM.

  3. Certain overlay tiles (such as options blocks and stuff) may be corrupt in resaved tracks. Although Epic Edit doesn't support overlay tile editing yet, I've just been too hasty to commit a patch made by a contributor which loads and resaves overlay data, and which contained a bug.
    To fix the problem: either use a hex editor and restore the overlay data to what it was, or wait for Epic Edit to support overlay tile editing.

  4. If you're editing a Japanese or European ROM, some tracks may show up as partly garbled / corrupt in the game (this isn't new, it was like this with Epic Edit 1.0 too). This seems to be a decompression bug in the original Jap and Euro ROMs. To avoid this problem, Epic Edit now recompresses tracks slightly differently for non-US ROMs (leading to a very slightly lower compression rate).
    To fix the tracks concerned by this issue, simply resave them with Epic Edit 1.6 (ensuring they're marked as modified, with the star next to their name, else they won't be recompressed).


Have fun.

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