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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Marionator v0.08 | | Thread closed
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sludge

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Posted on 06-20-05 12:03 AM Link
Hello Guys

It's been awhile since I've released the previous version of this program, but a crashed hard drive and an hacked website can really mess things up.

Anyway, I've recovered the source code and created a nice new version. It fixes a lot of bugs in the previous version, and everything works a lot better than it used to. I've also added support for the American version of the ROM.

Here it is: Marionator version 0.08

I've also added a demo IPS patch which can be found here (you might need to delete the save file if the worldmap sprites aren't positioned correctly): IPS demo patch for Super Mario Advance 4



(edited by sludge on 06-20-05 01:48 PM)
Kyoufu Kawa
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Posted on 06-20-05 12:20 AM Link
And this is...?
dan

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Posted on 06-20-05 12:28 AM Link
A Super Mario Advance 4 world map editor.
Chickenlump

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Posted on 06-20-05 12:29 AM Link
This is the fames Super Mario Advance (2? 3?) World Map editor that was posted before the board crash. Welcome back sludge, not too long ago, I uploaded the older version for people to download, everyone thought it was gone forever, with your web page.

Now that the new version is out, I can take it down.

sludge

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Posted on 06-20-05 12:29 AM Link
A super mario advance 4 editor

Currently it supports worldmap tiles, objects and pointers.
It also supports editing the level headers.

Here is a screenshot:



*Edit*
Chickenlump:
I've noticed your post about the editor, that's why I've dug up the source to create an updated version.
I've always wondered what happened to my account a while ago, it seems that the acmlm board had crashed as well.


(edited by sludge on 06-19-05 03:33 PM)
Kyoufu Kawa
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Posted on 06-20-05 12:30 AM Link
Ah yes, now I remember... my bad.
Chickenlump

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Posted on 06-20-05 12:54 AM Link
Originally posted by sludge
A super
Chickenlump:
I've noticed your post about the editor, that's why I've dug up the source to create an updated version.
I've always wondered what happened to my account a while ago, it seems that the acmlm board had crashed as well.


Yeah, because of the crash, alot of people never got to see your program, and it sort of became a myth.

I had your site bookmarked for the longest time, and didn't find out it was gone untill that thread.

The new version is great, btw.

Do you happen to remember the original name for it?
I don't think it always had the name Marionator...
My memory may be faulty though, which is the case 90% of the time.
sludge

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Posted on 06-20-05 12:59 AM Link
Well, the earlier version didn't had a real name.

SMA4Edit, that's what is was called (it was kind of lame :p)
Xkeeper 2.0

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Posted on 06-20-05 04:11 AM Link
Whoa, and I was just about to give up on SMA4 hacking.

Nice program you've got here, sludge.
Tanookirby

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Posted on 06-20-05 08:41 AM Link
Originally posted by sludge




Nice picture. This may be one small step to creating a fully operational Lunar Magic-like SMA2 editor. It might even become easier to use than LM!
captain Qball

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Posted on 06-20-05 12:12 PM Link
Excellent work! this thing looks like it'll be really good. Mix it in with some of my hacked levels and I might put together a demo soon!

One probem I noticed with the demo however, is that the boat at the dock in world 2 is not there. It may have something to do with the hammer bros/help speech bubbles being in the original spots as well. Do you need a specific save file to make the sprite changes work?
sludge

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Posted on 06-20-05 10:12 PM Link
Yes, the spots of the worldmap sprites seem to be saved within the savegame. They won't be updated unless the save file has been deleted.

Right now I'm searching for some kind of worldmap header. Unless it's hardcoded, there must be values somewhere that indicate the width of each worldmap, the number of pointers used, the music to play, etc. If I can find the data, the editor can be made more flexible.

Maybe someone with mario 3 (nes) hacking experience knows more about it?
captain Qball

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Posted on 06-21-05 12:57 AM Link
Yeah, I just had to start witha fresh save and all was well. Very good job!
I've noticed that there are quite a few similarities between the SMB3 code and SMA4, so like you said, someone with plenty of SMB3 hacking experience might be able to help. I know the SMB3 discombobulator has world map editing.

One more question though, how do you change the position of the pointers and sprites? Whenever I tried to just type in the desired location, it doesn't change in the position field.
sludge

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Posted on 06-21-05 01:28 AM Link
Well, you can't drag and drop objects and pointers yet, the best thing to do right now is to delete and recreate them (create a new map object/pointer by right clicking on an empty space).

I know it's not quite intuitive, but I'm planning to improve the user interface anyway. It's something planned for future versions
jman2050

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Posted on 06-21-05 01:36 AM Link
By chance, are you the same sludge that was involved in Multi Mario, and ZC before that (I recall you were the one who made that mackup of what animated tiles in that program would look like)? Besides that, this is a neat program. It's IMPERITIVE that you get a hold of Dahrkdaiz, as he is the resident expert of Mario 3 NES. Since the GBA version apparantly uses a lot of the same code, he can definitely help in improving your editor. If you can't contact him on these forums, it's a sure bet you'll find him in the #rom-hacking IRC channel at irc.esper.net
sludge

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Posted on 06-21-05 10:25 AM Link
Yeah, I was involved in Zelda Classic and Multi Mario as well.
Last time I heard that a lot of 'cease and desist' letters were sent from Nintendo and other game developers. Many fangames were closed down, I'm quite surprised that Zelda Classic still exists.

Before the board crash I had a bit of contact with Dahrkdaiz about the level format. He really helped me out with the level header and enemy/object information. Maybe I should send a private message, or create an SMA4 addresses topic so everyone can provide the information they've found about the ROM.
Dart Zaidyer

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Posted on 06-21-05 10:55 AM Link
Originally posted by sludge
Last time I heard that a lot of 'cease and desist' letters were sent from Nintendo and other game developers. Many fangames were closed down, I'm quite surprised that Zelda Classic still exists.


That's because they were fake. TSA of Zelda HQ found that out a while back. Apparently, it's really easy to be an asshole and bully particular projects you don't like as long as you spoof an Email, make it look all official and legal, and send it directly to their webhosts.

This is exactly why Nintendo only sends cease-and-desist orders via actual mail.

A pity more projects don't know this...


As to Marionator, I think the idea of being able to hack SMA4 would be pretty cool. How much data is known? Maybe you could put it all together in this program...
sludge

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Posted on 06-21-05 11:28 AM Link
Yes, there was a chance they were fake, I'm glad that it's proven now.
A lot of projects from a message board named "thegaminguniverse" were shut down (I for one was looking forward to a game named "Zelda: Link's Odyssey" which was looking really good and professional), I wonder if some of them have been informed yet.

About the data of SMA4:
I currently know the ARM pointer reference list to worldmap pointers, sprite objects and tiledata. I also know the offsets for loading level data and their headers, but I'm not able to load levels correctly yet (because some objects and enemies take less bytes, so I need to identify each object and know its size).
I don't know what other members have found though.
captain Qball

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Posted on 06-21-05 10:28 PM Link
http://board.acmlm.org/thread.php?id=10412

The list in that topic covers some of the objects and enemies, specifying which are 4 and 5 bytes.
As for the enemies, that topic says the lassst byte is always zero, but I think the byte that is commonly zero is actually the first byte for an enemy, and is sometimes 01 (used often in airship levels). So perhaps it is some kind of enemy bank indicator?

And is there any particular reason why the e-world world map objects aren't available? The special tress, blue mushroom house, special castle, ghost house...and the like? Are they somehow locked out from the main game?
sludge

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Posted on 06-21-05 11:07 PM Link
Thanks a lot for the data, it really helps

The last byte of an enemy isn't always zero like you said, and is indeed some kind of byte indicating the 'set' the enemy is in. To make matters more complicated, even enemies take more or less bytes depending on their type.
I guess I have to define properties for each object and enemy individually, but I'll have to do that anyway for other things as well.

The e-world seems to be a special case. I think the developers took parts of the mario 3 engine and created levels/objects/structures seperately, instead of expanding the existing engine with new added data. However, there is a strange second screen next to the warp zone map. I don't know whether this can be found in the original mario 3 game, or it was added as some kind of secret (although they might have not been able to implement it before the deadline and just kind of left it there...).
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