ROM Hack Your custom Mario Kart 7 tracks

Mattshark

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If I were you, at this stage, i'd just drag thwomps and stuff into a corner of the track where they wont bother anyone. Maybe the checkpoints are big enough, but the routes are definitely an issue.
Okay, I redid the KMP from the original file, widened up the checkpoints a lot, moved everything out of the way, and redid all the paths making sure to only modify and not to delete anything, and comparing it to the original file to make sure the file size didn't change whatsoever, yet it still is giving me a white screen error....
I feel like I'm so close, if I could just find the one little thing I'm doing wrong....

(the original KMP is the .bin, while the edited file is the .kmp; I also included the original SZS if it helps)

EDIT: I tried playing the track with the original KMP just to see what would happen, but that white-screened as well. Is it possible that its not the KMP, but my model may be wrong?

EDIT EDIT: Wait A Second... Is there a height limit to the stage? I just managed to get the level to actually load by swapping out the kmp, but I spawned FAR below the map, barely managing to see the corner of it at the top of my screen.....
...........Well, going to try shifting the map down a bit. Here goes another hour of KMP editing...
 

Attachments

  • TakeTwo.zip
    1.2 MB · Views: 106
  • ORIGINALSZS.zip
    1.1 MB · Views: 94
Last edited by Mattshark,

ShadowLuigi~NG~

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I'm in the same boat. Until I compile everything I learned from MK7 custom tracks, I'm avoiding doing them. I cannot stand redoing my kmp over and over. I literally make atlweast 8 different versions with only 2 working. And those are the ones without checkpoint editing. Even the ones I slightly shift the original checkpoint in the clean kmp froze. Everything was still within the boundaries. So, I'll simply stick to importing karts until a new video or text tutorial comes by. I've read one from DShack, one from Zoroak, and saw Dark's video. My only bet is to make a "Big!" checkpoint file. If that doesn't work, every MK7 CT I had in mind is on hiatus.
 

TheZoroark007

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Last edited by TheZoroark007,

KaleoOmega

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It's going to be a hard choice between this one, and DK Jungle Parkway (when it's finished) in the future. This one seems good, I will try it later.

And about this...


Looks like DS Tick Tock Clock on these two screens at the texture download link... that's a good track, liked it back on the DS days. Hope this one don't overwrite another existing custom track :|

scr_16_TOP_RIGHT.png.90151d3da91406904649c1a54db894f1.png

scr_15_TOP_RIGHT.png.5fa62d5da2d41c18eb7730977a94ca1b.png
 
Last edited by KaleoOmega,

Stewie1.0

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I ported the DS track Bowser's Castle:

Downloadlinks: DS Bowser's Castle:http://store.dshack.org/index.php?/file/189-ds-bowser´s-castle/

Shroob texture hack:http://store.dshack.org/index.php?/file/188-shroob-mario-luigi-partners-in-time/

The track has:

  • lava and boostpad animations (thanks to the help of Pabloh&g)

  • working item and enemy paths

  • a working lap system

  • itemboxes and coins

  • a custom bottom screen map (WIP)

  • working respawn poins

  • absolutely no lag!

I was planning that one...
 

TheZoroark007

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The next CT will be DS Tick Tock Clock if I can get the collsions to work. The drivers somehow jump over the edges of parts of the tracks.
 

YamiHoshi.nl

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As I said in another Thread, I've been (casually) working on DS Cheep Cheep Beach.
However, I can't make Screenshots of it, due to problems with the KMP.

Another CT I worked on, last Summer:
GCN_RR_1.png
GCN_RR_2.png


Creating a KMP for this one is very hard, though.
 

TheZoroark007

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As I said in another Thread, I've been (casually) working on DS Cheep Cheep Beach.
However, I can't make Screenshots of it, due to problems with the KMP.

Another CT I worked on, last Summer:
GCN_RR_1.png
GCN_RR_2.png


Creating a KMP for this one is very hard, though.
I could help you with the KMP if you want
 

Megalegacy98

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Hey guys! I'm working on N64 Bowser's Castle! It was a favorite of mine back in Mario Kart Wii, so, why not port it? :P
Screenshots:
scr_58_TOP_LEFT.png
scr_59_TOP_LEFT.png
scr_60_TOP_LEFT.png
scr_61_TOP_LEFT.png
scr_62_TOP_LEFT.png


It lags at some sections right now and I'm trying to fix a random out of bound problem, so yeah. This doesn't have enemy or item routes set correctly as well, but I plan to add them by the final version! (of course)
 

Stewie1.0

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As I said in another Thread, I've been (casually) working on DS Cheep Cheep Beach.
However, I can't make Screenshots of it, due to problems with the KMP.

Another CT I worked on, last Summer:
GCN_RR_1.png
GCN_RR_2.png


Creating a KMP for this one is very hard, though.
Well, we were both working on GCN RR. I still haven't gotten the chance to add the other stuff I wanted to add
 

YamiHoshi.nl

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Hey guys! I'm working on N64 Bowser's Castle! It was a favorite of mine back in Mario Kart Wii, so, why not port it? :P
Screenshots:
View attachment 32773 View attachment 32774 View attachment 32775 View attachment 32776 View attachment 32777

It lags at some sections right now and I'm trying to fix a random out of bound problem, so yeah. This doesn't have enemy or item routes set correctly as well, but I plan to add them by the final version! (of course)
Oh, wow, keep this SkyBox, really please!
It makes N64 Koopa Castle look much more friendly! (>ω<)
 
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