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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

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Posted on 11-28-04 08:15 AM Link | Quote
I figured it's been months....anyone actually remember this project?
I have good and bad news...

First of all the bad news, the website is no more and can be removed from the SMW Resources thread...I will no longer be working on this application, there are no updates and never will be...

I have moved on and now do DirectX/C++ Programming.
My website has been changed from http://arock.redirectme.net/
to http://www.rockinnovations.com/ for those who are wondering about it....
Nothing related to SMW in there though but if your curious you can check it out

Now for the good news
jSmwDev will continue on...
I have created a new Open source project called
"Super Mario World Development Environment"
at http://www.sourceforge.net/
It is currently reviewed but the project should exist by middle of next week. I will write an update once it has been approved.
The Project will be written in C++/DirectX.
Anyone willing to help please PM me. Thank you!
I will help out in the project although with everything else going on how much will be limited which is why i'm hopping I can get others to help me out.
What is the Super Mario World Development Environment?
It will be an IDE which allows you to edit everything within SMW. This is different from Lunar Magic because it will allow you to edit things at the Assembly level.
Eventually I would like to seee such features as: Debugger (with build in emulator), character creator, IPS Support, etc etc etc).

Again, sorry for the lack of updates...I'm hopping this is pretty good news for most of you
Karadur

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Posted on 11-28-04 08:33 AM Link | Quote
I haven't done a whole lot with jSMWdev in the past while, but it's too bad to hear that you won't be working on it anymore I'm looking forward to seeing what you're new project's going to be like

What exactly do you mean by character creator? You'll be able to more easily customize what Mario and Luigi look like, or you'll be able to create different characters completely? (the second one seems more likely, but I thought I'd ask anyways ) The debugger with the built in emulator sounds like it'll be very handy.

Maybe once this program's released, we'll start seeing some really good versions of SMW, with unique ASM hacks. I hope so
HabsoluteFate

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Posted on 11-28-04 10:14 AM Link | Quote
Originally posted by Karadur
I haven't done a whole lot with jSMWdev in the past while, but it's too bad to hear that you won't be working on it anymore I'm looking forward to seeing what you're new project's going to be like

What exactly do you mean by character creator? You'll be able to more easily customize what Mario and Luigi look like, or you'll be able to create different characters completely? (the second one seems more likely, but I thought I'd ask anyways ) The debugger with the built in emulator sounds like it'll be very handy.

Maybe once this program's released, we'll start seeing some really good versions of SMW, with unique ASM hacks. I hope so


This program is what jSmwDev was eventually going to be although jSmwDev was written in Java...as much as I like Java I believe C++/DirectX will end up being better suited for this project.
With the character creator you could add "Hammer Mario" for example or your own custom mario to the list of different marios in the game right now (which are small mario, big mario, fire mario, and mario with the cape)....
I'd also like to make it easier to create new enemies or edit existing ones...that kinda stuff...how much functionality exists will really depend on how much people help out code-wise....


Sokarhacd

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Posted on 11-28-04 08:42 PM Link | Quote
cool, yeah, ive been checking your old site alot, just to see, but then it suddenly disappeared, and ive been wondering what happened, well, good to hear your still working on something, hope to see something soon , if I knew more C++ i would have asked to help, but I dont know close to enough to help lol.
HyperLamer
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Sesshomaru
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Posted on 11-29-04 06:28 AM Link | Quote
So really, it lets you add powerups? Kickass. Is it possible to do that at the moment with a hex editor?
Alastor the Stylish
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Posted on 11-29-04 06:40 AM Link | Quote
Maybe if you had liek three free weeks to get it done... And I think he means replace old powerups.
HabsoluteFate

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Posted on 11-29-04 08:40 AM Link | Quote
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
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 11-29-04 08:53 AM Link | Quote
Wow. Just... Wow.
Atma X

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Posted on 11-29-04 11:15 AM Link | Quote
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.


(edited by Atma X on 11-29-04 02:22 AM)
(edited by Atma X on 11-29-04 02:38 AM)
HabsoluteFate

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Posted on 11-29-04 06:38 PM Link | Quote
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...



(edited by HabsoluteFate on 11-29-04 09:42 AM)
Atma X

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Posted on 11-30-04 12:39 AM Link | Quote
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.


(edited by Atma X on 11-29-04 03:57 PM)
HabsoluteFate

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Posted on 12-05-04 05:44 AM Link | Quote
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



(edited by HabsoluteFate on 12-04-04 08:50 PM)
HyperLamer
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Sesshomaru
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Posted on 12-05-04 02:25 PM Link | Quote
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.
Atma X

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Posted on 12-05-04 03:27 PM Link | Quote
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?).


(edited by Atma X on 12-05-04 06:34 AM)
Sokarhacd

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Posted on 12-06-04 02:53 AM Link | Quote
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.
HabsoluteFate

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Posted on 12-06-04 03:04 AM Link | Quote
Originally posted by ?
Sokarhacd

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Posted on 12-06-04 03:31 AM Link | Quote
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.
Cruel Justice

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Posted on 12-06-04 06:18 AM Link | Quote
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!
HabsoluteFate

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Posted on 12-06-04 07:04 AM Link | Quote
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!



(edited by HabsoluteFate on 12-05-04 10:06 PM)
UnsurpassedDarkness

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Posted on 12-06-04 07:31 AM Link | Quote
Will this program be able to make Mario and Luigi have separate graphics, because that would be cool!
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