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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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Skitzo
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Posted on 09-28-04 11:19 PM Link | Quote
Hey all

I was just wondering what the format for Lunar Magic Level files (MWL) are? The help file says it stores level layout and tilemaps (yes, I know it doesn't contain actual tile images), but, in what format?

I also know it's a binary file

Sorry if this post is a bit vague, but it's 4AM now, and I think I'm going to get some sleep.

Any help would be quite helpful.

Regards, Skitzo.


(edited by Skitzo on 09-28-04 02:20 PM)
Mario Maniac

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Posted on 09-29-04 12:02 AM Link | Quote





Yes, it is mwl.
Alastor the Stylish
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Posted on 09-29-04 01:38 AM Link | Quote
Originally posted by Mario Maniac
Yes, it is mwl.
I... Just... *punches you* No ****ing shit. At least try to say something that adds to the conversation, or at least read his message I mean, I don't know the answer, but at least I read it, so that I actually know that.
Mario Maniac

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Posted on 09-29-04 03:17 AM Link | Quote





Oh yes, sorry by that...
FuSoYa
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Posted on 09-29-04 11:03 AM Link | Quote
Originally posted by Skitzo
The help file says it stores level layout and tilemaps (yes, I know it doesn't contain actual tile images), but, in what format?


Each section of data is in same format used in the ROM. Except the background tile map isn't compressed.

If that doesn't answer your question, you might want to be a little more specific...
Skitzo
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Posted on 09-29-04 11:17 AM Link | Quote
Is it hex, asm, etc? Basically, what would I need to get it to a readable, plain text format, IE, this tile is at this position?

Also, great work on LM, FuSoYa, and I'm really suprised [and glad] to see there is an active community for hacking and modifiying this classic game.

Regards, Skitzo.
Kario

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Posted on 09-29-04 11:22 AM Link | Quote
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.
Alastor the Stylish
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Posted on 09-29-04 11:40 AM Link | Quote
Except that unlike in Kario's figure, there'd always be an even number of digits.
Kario

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Posted on 09-29-04 11:40 AM Link | Quote
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
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Posted on 09-29-04 11:42 AM Link | Quote
Originally posted by Kario
Just like in the fighting arcade games.
I'm gonna ignore that comment for a moment and just move on.


(edited by Kratos Aurion on 09-29-04 02:42 AM)
Kario

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Posted on 09-29-04 11:44 AM Link | Quote
Ummm....You didnt ignore it, you replied to it.
Alastor the Stylish
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Posted on 09-29-04 12:07 PM Link | Quote
But I added nothing meaningful to it and I did not dignify it with a proper response.
Skitzo
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Posted on 09-29-04 12:53 PM Link | Quote
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.
orynider

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Posted on 09-30-04 08:47 PM Link | Quote
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
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Posted on 09-30-04 09:43 PM Link | Quote
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.
FuSoYa
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Posted on 10-01-04 03:05 AM Link | Quote
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
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Posted on 10-01-04 07:03 AM Link | Quote
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
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Posted on 10-02-04 09:03 AM Link | Quote
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
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Posted on 10-03-04 01:24 PM Link | Quote
That'd be absolutely perfect.

You'll get full credit, of course.

Should I send you an email or PM or something?

Regards, Skitzo.
Atma X

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Posted on 10-03-04 08:53 PM Link | Quote
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?


(edited by Atma X on 10-03-04 11:53 AM)
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