MK64 Pitstop (V.0.0.5.2 Beta) « 1 ... 3 4 5 6 7 ... 26 »
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I can help you out tonight. The V.0.0.4 Pitstop can export all a characters images at once. I'll upload them for you, and at some point soon here I'll be releasing a tutorial that'll go over all the Kart editing basics.

(31-10-2016, 10:40 PM)mib_f8sm9c Wrote: I can help you out tonight. The V.0.0.4 Pitstop can export all a characters images at once. I'll upload them for you, and at some point soon here I'll be releasing a tutorial that'll go over all the Kart editing basics.


Thanks so much!

(31-10-2016, 09:48 PM)Luke Wrote: The sprites in the Mario Kart 64 Textures thread that you posted are not all the same sprites used in pitstop there are 190 sprites in the folder for each charter and in pitstop there are 321 sprites used for each charterer. Is there any way to export all the sprites of a charcter at once or are all the sprites posted online somewhere? Thanks for all the help i'm really close to being done this Yoshi Kart 64 hack I just need to get all the sprites of yoshi.


Where are you seeing 190? I count 321 per character in the mk64.u.textures.v1/mio0.karts/ directory (2568 total) from the texture archive.

(31-10-2016, 11:13 PM)queueRAM Wrote:
(31-10-2016, 09:48 PM)Luke Wrote:
The sprites in the Mario Kart 64 Textures thread that you posted are not all the same sprites used in pitstop there are 190 sprites in the folder for each charter and in pitstop there are 321 sprites used for each charterer. Is there any way to export all the sprites of a charcter at once or are all the sprites posted online somewhere? Thanks for all the help i'm really close to being done this Yoshi Kart 64 hack I just need to get all the sprites of yoshi.


Where are you seeing 190? I count 321 per character in the mk64.u.textures.v1/mio0.karts/ directory (2568 total) from the texture archive.


I'm Sorry you are right there are 321 per character in that folder. I just got confused because there's a block of 190 sprites for each character and then a block of 102 sprites then a block of 76 sprites . I just thought all the sprites for the same character would be together and I never scrolled down. Thanks for the help!

(01-11-2016, 12:06 AM)Luke Wrote:
(31-10-2016, 11:13 PM)queueRAM Wrote:
(31-10-2016, 09:48 PM)Luke Wrote:
The sprites in the Mario Kart 64 Textures thread that you posted are not all the same sprites used in pitstop there are 190 sprites in the folder for each charter and in pitstop there are 321 sprites used for each charterer. Is there any way to export all the sprites of a charcter at once or are all the sprites posted online somewhere? Thanks for all the help i'm really close to being done this Yoshi Kart 64 hack I just need to get all the sprites of yoshi.


Where are you seeing 190? I count 321 per character in the mk64.u.textures.v1/mio0.karts/ directory (2568 total) from the texture archive.


I'm Sorry you are right there are 321 per character in that folder. I just got confused because there's a block of 190 sprites for each character and then a block of 102 sprites then a block of 76 sprites . I just thought all the sprites for the same character would be together and I never scrolled down. Thanks for the help!


The character kart textures are actually grouped together, but Windows by default uses "smart" sorting of directories, so it is probably grouping the ones it thinks are numbers (e.g., 145470.ci8.png) separately from the ones that contain letters (e.g. 145E64.ci8.png). This can be disabled, if you prefer.

Also, if you're just looking to have different color Yoshi characters, it would probably be easier to change the palette colors. Each character's palette are the 0x180 bytes following the last MIO0 block. The lookup table for these is at ROM offset 0xE2F40 and is as follows:
------------------------------
Idx  Kart    Segmented  ROM
------------------------------
00   Mario   0F12D430   2728A0
01   Luigi   0F09ABFC   1E006C
02   Yoshi   0F1C4958   309DC8
03   Toad    0F386858   4CBCC8
04   D.K.    0F438874   57DCE4
05   Wario   0F2F5DEC   43B25C
06   Peach   0F258AC8   39DF38
07   Bowser  0F4F8C88   63E0F8


The palette data is just RGBA16, so N64Rip can handle it. I just did a quick hue change to make Yoshi blue, but you could probably do a more respectable job:

[Image: uv0i0xQ.png]
[Image: VHgdSHS.png]
(This post was last modified: 02-11-2016, 09:34 AM by queueRAM. Edit Reason: add palette info )

queueRAM's right about switching the palette around, it'd be the most efficient way to change a Yoshi color. Unfortunately I don't have palette editing in the kart editor, but there is a way to sneak around this feature. Also, I'm supposing here that you want to have all the characters be differently colored Yoshi's.

First off, use the most recent Pitstop version here. Secondly, in the Karts window, export the Yoshi kart. It'll create a .Karts file. But if you rename it to .zip and open it up, there'll be a file inside that contains all the kart info. One of the first things there should be a palette value. It's being encoded as a Base64 string. So if you play with the palette like queueRAM showed and get a good look, you can convert that binary palette data to Base64 and replace the string in the file. Then the .karts file can be re-imported, and it will have the new palette. With the new .karts files, you can also use custom-made Yoshi profile pictures and names by changing them in the Chomp Shop program.

Of course that's a bit technical, and it might have the weird tearing-effect bug on the sprite that I've seen before. If not that method, I'd suggest editing by hand and reimporting. Here are all the Yoshi images, named by their animation type, angle of kart, and the image of the sequence. It also includes the first frame of the wheel animations, so the wheels won't look wonky when imported again.

(01-11-2016, 01:36 AM)mib_f8sm9c Wrote: queueRAM's right about switching the palette around, it'd be the most efficient way to change a Yoshi color. Unfortunately I don't have palette editing in the kart editor, but there is a way to sneak around this feature. Also, I'm supposing here that you want to have all the characters be differently colored Yoshi's.

First off, use the most recent Pitstop version here. Secondly, in the Karts window, export the Yoshi kart. It'll create a .Karts file. But if you rename it to .zip and open it up, there'll be a file inside that contains all the kart info. One of the first things there should be a palette value. It's being encoded as a Base64 string. So if you play with the palette like queueRAM showed and get a good look, you can convert that binary palette data to Base64 and replace the string in the file. Then the .karts file can be re-imported, and it will have the new palette. With the new .karts files, you can also use custom-made Yoshi profile pictures and names by changing them in the Chomp Shop program.

Of course that's a bit technical, and it might have the weird tearing-effect bug on the sprite that I've seen before. If not that method, I'd suggest editing by hand and reimporting. Here are all the Yoshi images, named by their animation type, angle of kart, and the image of the sequence. It also includes the first frame of the wheel animations, so the wheels won't look wonky when imported again.


Thanks Mib and queueRAM  switching the pallets worked well but each character has a maroon backround and the game crashes when they are hit by a shell I think this is happening because the pallets have an alpha layer and when I exported the pallets I didnt include the alpha layer I put a video for reference too.



Well, that's pretty funny looking. If it's just alpha values, there should be an easy fix for this. I might not be able to get to this until Saturday morning, but I'll put a fix for this on high priority.

EDIT: If they're crashing when hitting the shells, then there's an error with the crash animation. Can you send me the .karts files for the yoshis if you were exporting/importing them?
(This post was last modified: 04-11-2016, 12:10 AM by mib_f8sm9c.)

(03-11-2016, 10:54 PM)Luke Wrote: switching the pallets worked well but each character has a maroon backround and the game crashes when they are hit by a shell


I sent you a PM the other day with more info, not sure if you saw it yet. For this type of hack, I think the best way is to point all the other character textures to the existing Yoshi ones and just change the palettes. This way you retain the original look and wheel palette animations, just the colors are changed.

I ran a small test by copying the Yoshi kart references over the Mario ones (0xE01F4-0xE09AF copy over 0xDEAC0, and 0xE2D20-0xE2D9F copy over 0xE2B20) and copying the Yoshi wheel palette data over the Mario wheel palette data (0x2E5BC8-0x309DC7 copy over 0x24E6A0. Might be a way to just update the pointers). Then I inserted the blue Yoshi Palette over Mario's at 0x2728A0 (using N64Rip as before), turning Mario in blue Yoshi. Here is a video (from cen64, no audio).



The other thing you'd want to pay attention to is all the kart physics values. krom did a good job taking the notes from the MK64 hacking thread here and writing it out clearly in an assembly file for his 1500cc mod. Just make sure you don't use the 1500cc values Wink

Edit: I mapped the remaining kart texture pointer tables. Looks like this will be easier just to remap the pointers. I'll post a more thorough writeup in the MK64 Hacking thread, but here is what you'd need to do for all Yoshi:
1. Update wheel palette table pointers 0: copy 800DDD14 over DEA34-DEA53
2. Update wheel palette table pointers 1: copy 800DDD38 over DEA54-DEA73
3. Update kart texture table pointers 0: copy 800E1CE8 over E2AE0-E2AFF
4. Update kart texture table pointers 1: copy 800E1E08 over E2B00-E2B1F
5. Update crashing kart texture table: copy 800E2120 over E2F20-E2F3F
6. Overwrite existing kart texture blocks
[Image: eujimJj.png]
(This post was last modified: 05-11-2016, 12:34 AM by queueRAM.)

can you please help me make a hack like this luke? I can pay you if its done well! -Thickcloudclothing@gmail.com

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