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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - MWL Format
  
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orynider
Posts: 126/162
I had the same problem with ORY'S WORLD bazed on DWORY. I had to save levels to files, then inport the level to an test level, and then to copy the maps from the test level to curent level using Copy BG Image from?...

edit:
It wood be grate to extract the bg maps from a Zsnes save state since the graphics and the palette can be extracted
Juggling Joker
Posts: 299/1033
Despite the fact that LM can already do that?
Atma X
Posts: 534/801
Hmm, I guess I was thinking that when he mentioned that it would "dump the currently loaded level's tile map to a file" that he was saying it would dump the 8x8 Gfx.
Juggling Joker
Posts: 298/1033
Well... the build Fu is making wouldn't even save the graphics you're using, so it would be rather pointless. No, the only practical application for saving the tilemap would be for what this other guy is already doing.
Atma X
Posts: 533/801
Just to make a few Backups of my Gfx, without having to make a Savestate first before I can copy my gfx to a bmp, jpg etc. (It would just be a faster process) .
Or I could take a Snapshot of the 8x8 Editor in Lunar Magic, but then I have to open up Adobe Photoshop just to cut the off the extra crap around the edges of the 8x8 Gfx Pages (It would be easier if I could just dump the Gfx to a bmp etc. and come back to it whnever I would later have use for it).

I also would work with them whenever I later decide to add something to a certain Graphics Set.

But anyway, if that was an offer to let me have a it too, then yea that would be great (I wouldn't share it with anyone without your aproval ).
So, I guess I'll just send you a PM with my E-Mail address.
FuSoYa
Posts: 138/255
Originally posted by Skitzo
Should I send you an email or PM or something?


Yes, either send me an email or PM me with the email address you want it sent to.


Atma: I'd rather not, since I'm not too keen on public releases of alternate unofficial builds. And making it official by incrementing the version number to 1.63 for something so minor seems rather silly, considering the tilemap wouldn't be of much use for ROM hacking. If there's another public release of LM in the future (which seems unlikely at the moment) I may just leave it in. But it's also possible to extract the same thing from a Zsnes save state anyway.

Why, did you want a copy to do something too?
Atma X
Posts: 530/801
Hmm, maybe it should be a public release, so that anyone would be able to do that.
Would you be willing to do that FuSoYa?
Skitzo
Posts: 7/7
That'd be absolutely perfect.

You'll get full credit, of course.

Should I send you an email or PM or something?

Regards, Skitzo.
FuSoYa
Posts: 135/255
Originally posted by Skitzo
This is for the Super Mario World clone I am currently working on, and as SMW has 90+ levels, it will take a long time to do the maps manually, and if I can get maps straight from the rom (or LM), it removes a lot of work, and also the chance for errors..


Ahh, I see... in that case, it might be better if I just sent you a build of LM that can dump the currently loaded level's tile map to a file. It'd only take a couple lines of code anyway, and you'll avoid wasting weeks trying to code a program from scratch to build accurate level maps from object data.
Skitzo
Posts: 6/7
While I can certainly type up the info on the basic MWL structure if you need it (what goes where)

That's pretty much what I'm looking for, and would be great.

This is for the Super Mario World clone I am currently working on, and as SMW has 90+ levels, it will take a long time to do the maps manually, and if I can get maps straight from the rom (or LM), it removes a lot of work, and also the chance for errors.

Thanks in advance, Skitzo.
FuSoYa
Posts: 133/255
Originally posted by Skitzo
I am talking about the level format saved by LM, if that saves the basic tile information, such as which tiles go where (X and Y positions?), as I assume for the level files to serve any pourpse, they would have to store this information, or something like this.


Er, sort of... for the background tile map, it's just a fixed array of tile numbers. There's no need to store coordinate information, as it'd be redundant.

As for the level layout, it's stored in the MWL file using the exact same format as in the ROM: as a list of object commands. While each object has coordinates and (sometimes) a size value, it's the game's responsibility (and LM's) to translate that into a tile map that can be used to view the level.

It might help a bit to know what you're planning/hoping to do. While I can certainly type up the info on the basic MWL structure if you need it (what goes where), I don't really have the time to individually break down how each level object is rendered. That would take hours...
Skitzo
Posts: 5/7
I am talking about the level format saved by LM, if that saves the basic tile information, such as which tiles go where (X and Y positions?), as I assume for the level files to serve any pourpse, they would have to store this information, or something like this.

Thanks for the help (the first I've managed to get).

FuSoYa, if possible, would you please be able to explain the detalis and inner workings of the MWL format?

This would be very greatly appreciated.

Regards, Skitzo.
orynider
Posts: 123/162
You are asking about the original level format from the unchanget rom or about the level format saved by LM?

I know some bytes are the header, the world, level, and, object set number respectively, then the level data and then the enemy data, the bg data, and in levels saved by LM the custom palette.

I don't know the exact order but FuSoYa knows for sure!
Skitzo
Posts: 4/7
Guys, can you stop driving my thread off-track please?

If you want to argue, do it via email or PM, or whatever. If you have no useful information on the topic, please, don't post.

Regards, Skitzo.
Alastor the Stylish
Posts: 2316/7620
But I added nothing meaningful to it and I did not dignify it with a proper response.
Kario
Posts: 794/2082
Ummm....You didnt ignore it, you replied to it.
Alastor the Stylish
Posts: 2315/7620
Originally posted by Kario
Just like in the fighting arcade games.
I'm gonna ignore that comment for a moment and just move on.
Kario
Posts: 793/2082
Originally posted by Kratos Aurion
Except that unlike in Kario's figure, there'd always be an even number of digits.


Yeah, that was just random button mashing. Just like in the fighting arcade games.
Alastor the Stylish
Posts: 2314/7620
Except that unlike in Kario's figure, there'd always be an even number of digits.
Kario
Posts: 791/2082
I dont know ASM, but I will try to answer this. You cant say that a file is in ASM format or HEX format, that all depends on what you are editing it with. You could open it with TLP, who knows what it would show, but you can open it in anything. Also, there is no way to open a file like this:
Mario starts: 00,63
Goal Sphere: 67,12
It would never look like that, if you wanted to edit it, it would look like this in a hex editor:
834093570934570923475092745097245070120561056293805602365092649cf756d98f5
c98dfc98d569c86d9f6c9d86fc98d6f9c86df986c98d6f98cd76f96d9fcdc987fdc65f7d5cf78d8c
d9cf9d87cf98d75fc6d476c3fd634cf879d609f4cd63fd796f9cd36cf78d
So, good luck, hope that helps.
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Acmlm's Board - I2 Archive - Super Mario World hacking - MWL Format


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