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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 - jSmwDev News....
  
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HabsoluteFate
Posts: 85/179
Originally posted by ?
Sokarhacd
Posts: 867/1757
glad ya like it, you can just say Dcahrakos made it.

ill start thinking of some features and stuff, I have a couple ideas that would be cool....
HyperLamer
Posts: 2325/8210
Originally posted by Atma X
Yea, but this is the Mario Forum, so I didn't want to post too much about Sonic (I only posted what I did because it related).

Er, I thought you meant you did all that in SMW.
Sokarhacd
Posts: 864/1757
well, I made one...
here it is:

edit: host I had, something happened, uploaded on imageshack for now.

background, is stretched on purpose...I personally thought it looked cool....
mario saying uh oh... because he doesnt know what will happen next...since with the program, hopefully everything will be able to be edited....then added some asm commands, from the smw rom...thats basically it....the font I think is nice...well, thats it...
UnsurpassedDarkness
Posts: 84/746
Will this program be able to make Mario and Luigi have separate graphics, because that would be cool!
HabsoluteFate
Posts: 78/179
Originally posted by The_Raven
I swear, the more I read this thread, the bigger my smile gets!
Could you change the enemy as easily as the characters?
I'd like to make them different sizes so that I can add some 24x24 or 24x16. That would be beyond awesome!


Hi,
I can't see why we cant create something to allow people to create their own enemies as well at some point in time...
As for making them different sizes...i can't see why not but keep in mind that the bigger the enemies the more of a chance that the screen will skip animations (something you do see in some hacks done by people who put too much on one screen)

Going back to making custom characters...I have found out where the character's "special" move is done (fireball etc) as well as the function that displays mario on to the screen...(main screen as well as the mario you see at the top left hand corner of the overworld) although to be honest when it comes to actuall asm code changes i havent done much so i havent done anything with this knowledge quite yet At this point for this hack i would have to figure out where the graphics is loaded and what part of the method actually shows it to the screen...i believe its memory location 2100 but again here its been a while since i last looked at the documentation!
Cruel Justice
Posts: 450/1384
I swear, the more I read this thread, the bigger my smile gets!
Could you change the enemy as easily as the characters?
I'd like to make them different sizes so that I can add some 24x24 or 24x16. That would be beyond awesome!
Sokarhacd
Posts: 863/1757
alrighty cool, im working on the banner now, I got a cool idea for it, ill post it here when I get it done..

alright, ill try to help with whatever else I can.
HabsoluteFate
Posts: 77/179
Originally posted by ?
Sokarhacd
Posts: 862/1757
what kind of logo, like a banner, or a little logo, id be happy to make one, ill do it now actually...I can always resize or edit if its not to your likeing.
Atma X
Posts: 652/801
Yea, but this is the Mario Forum, so I didn't want to post too much about Sonic (I only posted what I did because it related).

Actually HH, look at Nemesis's Page (it's the 3rd link that I posted), that's how I learned how to do it (and where I got the Addresses from).

And here it is again
http://homepages.ihug.com.au/~nemesis2k2/

BTW: If you're interested in hacking Sonic 2, send me a few PM's and I'll help you out with whatever I can (or, were you not being serious?).
HyperLamer
Posts: 2307/8210
Originally posted by Atma X
In the past few days, I myself (a non programmer), have done the following (only using a Hex Editor): (and Offset Indexes/Pointers are my best friend)
Set up my own animations (with almost as much availible space as I want, because I changed some pointers), edited Object and Level Layouts (and needed to move them to a different location of the Rom), inserted my own gfx for Sprites (or anything really) and have specified which Tiles to write over in VRAM, made my own 16x16 Collision Tiles (for SMW, that may always require ASM, since it allows and probably requires programming of Blocks), replaced Compressed Gfx (which almost always requires that you change a pointer for that too), figured out how to remap the character's gfx (specifying how many 8x8 Tiles to use for each frame, and how many frames there are for each animation), and there are some more things that I'm not able think of right now.

Hey, you know what really, really sucks? When people make huge cool hacks and find all sorts of stuff, and refuse to tell anyone how, or even mention them.
HabsoluteFate
Posts: 76/179
Thanks for the Sonic Information!

the project is now live on Sourceforge...if you want to help out please join the project!

https://sourceforge.net/projects/smwdev/

The first feature will be that it will be able to decompile the SMW ROM...nothing fancy but something it needs to do anyways!

by the way...I need a logo for its website if anyone wants to help out...no guarantee i will use your logo but you never know!
Thanks in advance!

The look of the website will be like this:
http://www.rockinnovations.com/index.jsp
although the colors and obviously the title will be different
Thanks
Atma X
Posts: 644/801
Here's the Sonic Board.
http://ssrg.shadowsoft-games.com/forums/index.php
(be aware that there are still plenty of newbies that fill the board with pointless posts)
You'll also want to download some of the hacks.

If you look around, you'll notice that things like reprogramming of Sprites etc. is thought of more as a normal thing, than the impossible.

Here are a few other websites that you want to look at:

http://www.projectnemesis.ibforums.com/esrael/
Check out this guy's hack (Sonic 2 Delta)

http://www.shadowsoft-games.com/s2long/plan.htm
Here's another hack to look at.

http://homepages.ihug.com.au/%7Enemesis2k2/
And this is a hacking document that helped me a lot (this person has done A LOT of work on this).

Btw, about the animations:
It was really quite simple, I just learned the format that Sonic 2 uses (I don't know if it is the same that most games use, but we could definately make it the same way in SMW,... though LM does already have an animation Editor).

Speaking of that, I'm kinda curious about something: LM's animation Editor only allows about 12 (hex) animations before the screen starts flickering, but in Sonic 2, I enabled well over 40 (hex) animations, and it didn't slow down/flicker etc. the slightest bit. I'm wondering if Fu set it up wrong, or if for some reason, the SNES is limited more in that way than the Sega Genesis. Or, I think the reason may be because LM's animations use compressed Gfx (at least I think so), and I read on Nemesis's Site (listed above) that you shouldn't use compressed Gfx for animations, because the Game has a hard time trying to decompress the gfx while trying to animate it at the same time.
HabsoluteFate
Posts: 69/179
Originally posted by Atma X
A lot of us need to stop getting the idea that making any major changes to SMW is almost impossible, and that ALL of it requires ASM or is otherwise impossible (and that ASM is practically impossible to learn).
Hopefully jSmwDev will enlighten some of us to think past the limitations that we have bound ourselves too for so long.
I've spent a little time back at the Sonic Board, and the thought crossed my mind,... that they have reprogrammed so many aspects of the game (and have also made major changes without the need of programming). As far as the programming goes, the've currently programmed the following:
Enemies, menus, switching a set of palettes inside the same level, reprogramming characters, Layer Deformation effects (BG Scrolling Effects, etc.), and the list goes on.

There is also a Music Editor for Sonic 2 Beta, and a program to port Music from Sonic 2 Beta to the Final Version (and the 2 versions of the game aren't as compatable as it may seem)

In the past few days, I myself (a non programmer), have done the following (only using a Hex Editor): (and Offset Indexes/Pointers are my best friend)
Set up my own animations (with almost as much availible space as I want, because I changed some pointers), edited Object and Level Layouts (and needed to move them to a different location of the Rom), inserted my own gfx for Sprites (or anything really) and have specified which Tiles to write over in VRAM, made my own 16x16 Collision Tiles (for SMW, that may always require ASM, since it allows and probably requires programming of Blocks), replaced Compressed Gfx (which almost always requires that you change a pointer for that too), figured out how to remap the character's gfx (specifying how many 8x8 Tiles to use for each frame, and how many frames there are for each animation), and there are some more things that I'm not able think of right now.

But anyway, I'm just saying that we need to stop thinking that even the smallest changes are near to impossible without the aid of a genius (did I even spell that right?).

Just a few days ago, I thought the same way as most the people here, but I have relized that what I used to think was practically impossible, is actually quite easy. And now, I think programming won't be as hard as I've thought before. I'm going to look into jSmwDev and really see its potential first hand, and then I'll actually learn how to program, instead of giving up like I've done before.


Thanks,
Another thing that will help the project greatly is any tricks/edits people have done will have to brought forward to the project so we can add them as new features. Using what you have done as an example if you were to share how you setup your own animation that feature could be programmed into an upcoming version so that someone can make use of that without having to do all the dirty work you've already done...of course people have to feel comfortable with making things 'open source' but something like that will only help everyone in the long run...

btw, where is the Sonic Board you mention? I'd like to check it out, perhaps I'll get some ideas at the same time...
Atma X
Posts: 642/801
A lot of us need to stop getting the idea that making any major changes to SMW is almost impossible, and that ALL of it requires ASM or is otherwise impossible (and that ASM is practically impossible to learn).
Hopefully jSmwDev will enlighten some of us to think past the limitations that we have bound ourselves too for so long.
I've spent a little time back at the Sonic Board, and the thought crossed my mind,... that they have reprogrammed so many aspects of the game (and have also made major changes without the need of programming). As far as the programming goes, the've currently programmed the following:
Enemies, menus, switching a set of palettes inside the same level, reprogramming characters, Layer Deformation effects (BG Scrolling Effects, etc.), and the list goes on.

There is also a Music Editor for Sonic 2 Beta, and a program to port Music from Sonic 2 Beta to the Final Version (and the 2 versions of the game aren't as compatable as it may seem)

In the past few days, I myself (a non programmer), have done the following (only using a Hex Editor): (and Offset Indexes/Pointers are my best friend)
Set up my own animations (with almost as much availible space as I want, because I changed some pointers), edited Object and Level Layouts (and needed to move them to a different location of the Rom), inserted my own gfx for Sprites (or anything really) and have specified which Tiles to write over in VRAM, made my own 16x16 Collision Tiles (for SMW, that may always require ASM, since it allows and probably requires programming of Blocks), replaced Compressed Gfx (which almost always requires that you change a pointer for that too), figured out how to remap the character's gfx (specifying how many 8x8 Tiles to use for each frame, and how many frames there are for each animation), and there are some more things that I'm not able think of right now.

But anyway, I'm just saying that we need to stop thinking that even the smallest changes are near to impossible without the aid of a genius (did I even spell that right?).

Just a few days ago, I thought the same way as most the people here, but I have relized that what I used to think was practically impossible, is actually quite easy. And now, I think programming won't be as hard as I've thought before. I'm going to look into jSmwDev and really see its potential first hand, and then I'll actually learn how to program, instead of giving up like I've done before.
Alastor the Stylish
Posts: 2761/7620
Wow. Just... Wow.
HabsoluteFate
Posts: 68/179
Originally posted by Kratos Aurion
Maybe if you had liek three free weeks to get it done... And I think he means replace old powerups.


I mean add new powerups actually...
I
Alastor the Stylish
Posts: 2754/7620
Maybe if you had liek three free weeks to get it done... And I think he means replace old powerups.
HyperLamer
Posts: 2191/8210
So really, it lets you add powerups? Kickass. Is it possible to do that at the moment with a hex editor?
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