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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Questions Regarding Mario Improvement 3 | |
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Posted on 03-18-04 04:26 AM Link | Quote
I would like to know this concerning the program Mario Improvement 3. How can get the program to save multiple levels, because when I try to save diffrent level to my hack, another level becomes either glitchy or totally unusable.
Acmlm

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Posted on 03-18-04 04:53 AM Link | Quote
Hmm, did you use freeform mode, or add objects? Because it sounds like you overwrote level data

I never had problems with regular level editing in Mario Improvement 3 back when I worked on Strange Mario Bros 3 ...
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Posted on 03-18-04 05:00 AM Link | Quote
Hmm, apparently I must have made some mistakes with Freeform mode...
Because that is what I used
DahrkDaiz

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Posted on 03-18-04 05:28 AM Link | Quote
This is something that many new rom hackers don't realize about games: you can't add things to the rom just like that. Why? It works like this. Lets say you have a long row of cup holders. Lets say, 100. Now pretend 75 of those cup holders have cups in them and there's a list showing who's cup is in which holder, but the thing is, there can't be anyspaces between cups, i.e, all empty holders must be at the end of the row. Now, if you want to insert a new cup in the middle of the row, then you have to move all the cups past the point you want to add a new cup at down 1 holder and update the list of names who have cups in this row. Now, if all the cup holders are full and you want to add a cup, what can you do? You can take the cup thats in the holder you want to put the new cup in and trash it and replace it with your new cup. Now whoever's cup that was will be pissed when they go to find that they're cup isn't there. This works the same in nearly NES game editors. You're restricted to the number of bytes you can fill up. You can't tack on more bytes like with SNES. Some game editors will allow you to add something and move the rest of the bytes down and update pointers (analogous to the list of names of people with cups in the row). However, SMB3 doesn't work like this. Using free form mode, you basically take a copy of the row (the level your editing) and do what you want to it. However, when you go to save, if your new level is larger than before, it will overwrite another level's data and the bytes will NOT be shifted down. You must make sure the size of the level is the same or less to prevent this problem. Another solution is to just make all your levels from scratch, but that requires tedious pointer calculations and keeping track of them yourself, but the benefits out weigh the tediousness.
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Posted on 03-18-04 06:52 AM Link | Quote
Hmm, how exactly would I go about measuring the pointers if I were to build levels from scratch... or can I just make levels that would be equal to or less than the size of the original
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Posted on 03-18-04 07:02 AM Link | Quote
I'd say making levels of equal size or less is your best bet. It's safer and easier. Remember, this applies for enemy data size too, so be cautious and good luck!

Edit: And for reference, when trying to figure a next level's offset, you'd take the level size and add 10 (decimal) and the end result would be the offset for your next level. For enemy, take the enemy data size and add 2, this will be the next offset to start saving enemy data. You can find the size of enemy data and level data in Level Properties.


(edited by DahrkDaiz on 03-17-04 10:04 PM)
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