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Author Topic: Super Mario Kart: Super Circuit Demake Release  (Read 3362 times)

Spud

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Super Mario Kart: Super Circuit Demake Release
« on: April 20, 2020, 08:57:25 pm »
My very first hack ever completed. Super Mario Kart - Super Circuit Demake is finished. Featuring all 20 tracks from Super Circuit, as well as edited color palettes to make the tracks more resemble that of Super Circuit's, and a slightly altered item probability table. All of the Mushroom Cup tracks look like this:

Peach Circuit


Shy Guy Beach (which uses Cheep Cheep Island's colors)


Riverside Park


Bowser Castle 1 (which has a shortcut to make use of the feather)


and Mario Circuit


One more note, in Mario Kart: Super Circuit Yoshi Desert and Bowser Castle 3 are both in the Star Cup, in my hack Star Cup ends with Bowser Castle 3 and Yoshi Desert is at the beginning of Special Cup. That way there isn't two Bowser Castle courses in Special Cup and finally I did not do Super Circuit's Battle Courses in my hack cause I wanted to focus on just the race courses. That is all

Download link for patch: https://mega.nz/file/x4t1mSBY#YrugcjdB7I0wuSfB4msh8RG13tIVCx-WEn3A8OYfm4c
« Last Edit: April 20, 2020, 10:33:53 pm by Spud »

ShadowOne333

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Re: Super Mario Kart: Super Circuit Demake Release
« Reply #1 on: April 21, 2020, 02:22:22 pm »
Awesome!
Were you able to also implement the backgrounds from Super Circuit into SMK?

Also, would you mind if I make a hack release page with your patch?
Of course, with your name as the creator, I would simply make the page.

Vanya

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Re: Super Mario Kart: Super Circuit Demake Release
« Reply #2 on: April 21, 2020, 03:13:58 pm »
Neat. I'll give it a spin as soon as I get a chance.

Spud

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Re: Super Mario Kart: Super Circuit Demake Release
« Reply #3 on: April 21, 2020, 03:36:39 pm »
Awesome!
Were you able to also implement the backgrounds from Super Circuit into SMK?

Also, would you mind if I make a hack release page with your patch?
Of course, with your name as the creator, I would simply make the page.

Not exactly. I've only edited some colors of the backgrounds to make them look more like Super Circuit. Such as making the sky purple in Snow Land and changing the color of the hills to yellow in the Choco Island tileset to make it look more like Cheese Land. I don't know how to create all new backgrounds for Super Mario Kart, the entire hack was made in EpicEdit and right now I only know how to do things in the confines of what EpicEdit offers. As for making the hack release page, I say go for it!
« Last Edit: April 21, 2020, 06:27:40 pm by Spud »

ShadowOne333

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Re: Super Mario Kart: Super Circuit Demake Release
« Reply #4 on: April 23, 2020, 08:49:42 pm »
Submission for the romhack page is now in queue :)
It should be live in some hours!

And... it's live!
http://www.romhacking.net/hacks/5091/

If there are any updates, you can update the download link with the updated patch later on :)
« Last Edit: April 24, 2020, 01:16:24 pm by ShadowOne333 »

Spud

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Re: Super Mario Kart: Super Circuit Demake Release
« Reply #5 on: April 25, 2020, 12:11:04 am »
Submission for the romhack page is now in queue :)
It should be live in some hours!

And... it's live!
http://www.romhacking.net/hacks/5091/

If there are any updates, you can update the download link with the updated patch later on :)

Thanks a lot dude!

hahaae

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Re: Super Mario Kart: Super Circuit Demake Release
« Reply #6 on: April 25, 2020, 01:20:32 pm »
made a forum account here just to comment on this (i'm a pretty avid MKSC and SMK player)

first off, looks amazing. Does it have TT's? I'd imagine there's no way to make the tracks 3 laps instead of 5 (nor include a mushroom in TTs) -- tbh who cares about that anyways.

I was wondering if it's possible to load this on to a SNES cartridge to play. Looks like a blast, and something I would play the hell out of when burnt out on grinding SMK.

is it PAL or NTSC?

Anyways, again, looks fantastic. I've contacted Su/cstrakm to see if he would be interested in completing a GP TAS of this (he's the guy who did the GP TAS'es of MKSC and SMK, as well as a top MKSC player dating back to 2003 or so).

Spud

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Re: Super Mario Kart: Super Circuit Demake Release
« Reply #7 on: April 27, 2020, 09:40:31 pm »
made a forum account here just to comment on this (i'm a pretty avid MKSC and SMK player)

first off, looks amazing. Does it have TT's? I'd imagine there's no way to make the tracks 3 laps instead of 5 (nor include a mushroom in TTs) -- tbh who cares about that anyways.

I was wondering if it's possible to load this on to a SNES cartridge to play. Looks like a blast, and something I would play the hell out of when burnt out on grinding SMK.

is it PAL or NTSC?

Anyways, again, looks fantastic. I've contacted Su/cstrakm to see if he would be interested in completing a GP TAS of this (he's the guy who did the GP TAS'es of MKSC and SMK, as well as a top MKSC player dating back to 2003 or so).

Hey! thanks for taking a look at my hack! To answer your questions: Yes of course it has Time Trials. However currently every track has coins scattered throughout when playing in Time Trial Mode (which I can get rid of easily if it is bothersome). I've never seen any way to make each track 3 laps instead of 5 so I won't imagine that'll be in my hack anytime nor the ability to have a Mushroom at the start of each Time Trial. You could probably play this on a flash cart that plays ROMs on an actual Super Nintendo (such as Super Everdrive) and it is NTSC. By all means if you want to TAS this hack go for it! I used to Time Trial MKSC hard back in 2008-2010 or so and I used to submit my times at the Mario Kart Player's Page too. Good times!  :laugh:

ShadowOne333

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Re: Super Mario Kart: Super Circuit Demake Release
« Reply #8 on: April 28, 2020, 01:02:49 am »
Hey dude, just a heads up!
In case you are interested in being more in-line with Super Circuit, user @gridattack managed to make custom backgrounds for his SMK DX hack.

Here's the post:
http://www.romhacking.net/forum/index.php?topic=30511.msg393375#msg393375

gridatttack

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Re: Super Mario Kart: Super Circuit Demake Release
« Reply #9 on: April 28, 2020, 10:35:41 pm »
Hey there, I will be replying here. Hope you don't mind. 🤔

Yeah I knew about editing backgrounds in EpicEdit as I tinkered with changing some colors a bit in my own hack. I just want to know how would I be able to get a png of a background from MKSC and fit it into SMK's 8x8 tiles while using the limited colors

There's no tool that will automate that. Instead of looking into full rips PNGs of the backgrounds, download a MKSC ROM and fire it up on Visual Boy advance. IIRC, the tools that emulator has lets you see the background graphics that are loaded in, and export them into a png file.

Since it only exports the actual graphics (and not the runtime placement of them), you can then begin sectioning the pieces you need. Since SMK is limited, you will have to edit them manually with any image manipulation tool and confine them between the available space the game has, along with making sacrifices in color details too.

I remember looking into other BGs from that game I could use here, but most of the assets are bigger than 24 px (and even the small ones are in that height), so you will surely need to manually scale them down, break them into pieces of 8x8 and only use 3 colors so they keep the same dimensions the MKSC background had.

It's a long process, but basically that covers it if you want to attempt porting MKSC backgrounds into SMK.
My other concern if you are trying to import the backgrounds for MKSC to SMK, remember that SMK only has 8 themes, so not sure how things like Cheese Land or Ribbon road will fit in 🤔

Each background layer in theory has 1 page dedicated to the palette (with 4 unique palettes, each of 3 colors for each BG), but I noted that Epic Edit lets you use  the colors from the page next after their original palette page. While this looks great in paper as you could indeed cram more objects with different colors into a SMK theme, the colors from the next palette pages are used somewhere else (I don't remember what items/objects/HUD/sprite did use them)

TL;DR, you need to manually downscale and re-sprite the backgrounds to fit into SMK background space.
Hope this info helps in give you a general idea on how to change the BGs 🙂

Spud

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Re: Super Mario Kart: Super Circuit Demake Release
« Reply #10 on: April 28, 2020, 11:20:03 pm »
Hey there, I will be replying here. Hope you don't mind. 🤔

There's no tool that will automate that. Instead of looking into full rips PNGs of the backgrounds, download a MKSC ROM and fire it up on Visual Boy advance. IIRC, the tools that emulator has lets you see the background graphics that are loaded in, and export them into a png file.

Since it only exports the actual graphics (and not the runtime placement of them), you can then begin sectioning the pieces you need. Since SMK is limited, you will have to edit them manually with any image manipulation tool and confine them between the available space the game has, along with making sacrifices in color details too.

I remember looking into other BGs from that game I could use here, but most of the assets are bigger than 24 px (and even the small ones are in that height), so you will surely need to manually scale them down, break them into pieces of 8x8 and only use 3 colors so they keep the same dimensions the MKSC background had.

It's a long process, but basically that covers it if you want to attempt porting MKSC backgrounds into SMK.
My other concern if you are trying to import the backgrounds for MKSC to SMK, remember that SMK only has 8 themes, so not sure how things like Cheese Land or Ribbon road will fit in 🤔

Each background layer in theory has 1 page dedicated to the palette (with 4 unique palettes, each of 3 colors for each BG), but I noted that Epic Edit lets you use  the colors from the page next after their original palette page. While this looks great in paper as you could indeed cram more objects with different colors into a SMK theme, the colors from the next palette pages are used somewhere else (I don't remember what items/objects/HUD/sprite did use them)

TL;DR, you need to manually downscale and re-sprite the backgrounds to fit into SMK background space.
Hope this info helps in give you a general idea on how to change the BGs 🙂

Yeah. All backgrounds have to be shared, some more than others. Cheese Land, Sunset Wilds, and Yoshi Desert all use Choco Island tiles and Ribbon Road shares the same tileset as Riverside Park and Lakeside Park so sacrifices were made. Hell yes this is great help thank you so much!  :)

Vanya

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Re: Super Mario Kart: Super Circuit Demake Release
« Reply #11 on: April 29, 2020, 09:18:52 pm »
Sounds like SMK could use and expansion so more background graphics could be added as needed.

robg1979

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Re: Super Mario Kart: Super Circuit Demake Release
« Reply #12 on: May 12, 2020, 04:43:43 pm »
Been giving this hack a try tonight, it looks and plays gorgeous, you've done a great job of show showcasing the Super Circuit tracks! Thanks for your time and effort doing this, it's really appreciated. I wish we could get a music maestro to make new Mario Kart tunes in the style of the original game to complement it  :)