Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by sludge
User Post
sludge

Micro-Goomba
Level: 5

Posts: 1/12
EXP: 484
For next: 45

Since: 06-19-05
From: Holland

Since last post: 109 days
Last activity: 3 hours
Posted on 06-20-05 12:03 AM, in Marionator v0.08 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)
sludge

Micro-Goomba
Level: 5

Posts: 2/12
EXP: 484
For next: 45

Since: 06-19-05
From: Holland

Since last post: 109 days
Last activity: 3 hours
Posted on 06-20-05 12:29 AM, in Marionator v0.08 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)
sludge

Micro-Goomba
Level: 5

Posts: 3/12
EXP: 484
For next: 45

Since: 06-19-05
From: Holland

Since last post: 109 days
Last activity: 3 hours
Posted on 06-20-05 12:59 AM, in Marionator v0.08 Link
Well, the earlier version didn't had a real name.

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

Micro-Goomba
Level: 5

Posts: 4/12
EXP: 484
For next: 45

Since: 06-19-05
From: Holland

Since last post: 109 days
Last activity: 3 hours
Posted on 06-20-05 10:12 PM, in Marionator v0.08 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?
sludge

Micro-Goomba
Level: 5

Posts: 5/12
EXP: 484
For next: 45

Since: 06-19-05
From: Holland

Since last post: 109 days
Last activity: 3 hours
Posted on 06-21-05 01:28 AM, in Marionator v0.08 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
sludge

Micro-Goomba
Level: 5

Posts: 6/12
EXP: 484
For next: 45

Since: 06-19-05
From: Holland

Since last post: 109 days
Last activity: 3 hours
Posted on 06-21-05 10:25 AM, in Marionator v0.08 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.
sludge

Micro-Goomba
Level: 5

Posts: 7/12
EXP: 484
For next: 45

Since: 06-19-05
From: Holland

Since last post: 109 days
Last activity: 3 hours
Posted on 06-21-05 11:28 AM, in Marionator v0.08 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.
sludge

Micro-Goomba
Level: 5

Posts: 8/12
EXP: 484
For next: 45

Since: 06-19-05
From: Holland

Since last post: 109 days
Last activity: 3 hours
Posted on 06-21-05 11:07 PM, in Marionator v0.08 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...).
sludge

Micro-Goomba
Level: 5

Posts: 9/12
EXP: 484
For next: 45

Since: 06-19-05
From: Holland

Since last post: 109 days
Last activity: 3 hours
Posted on 07-02-05 10:26 AM, in Marionator v0.08 Link
Yes, go ahead.

It might also be a good idea to post a link back to my website as well (just in case an updated version is available).
sludge

Micro-Goomba
Level: 5

Posts: 10/12
EXP: 484
For next: 45

Since: 06-19-05
From: Holland

Since last post: 109 days
Last activity: 3 hours
Posted on 07-03-05 01:10 AM, in Marionator v0.08 Link
Yeah, you don't need to worry about the old versions :p
Put up version 0.08 and everything should be set.

*Edit*
Yes, hotlinking to the IPS file shouldn't be a problem (also because the filesize is very small )


(edited by sludge on 07-02-05 04:12 PM)
sludge

Micro-Goomba
Level: 5

Posts: 11/12
EXP: 484
For next: 45

Since: 06-19-05
From: Holland

Since last post: 109 days
Last activity: 3 hours
Posted on 07-16-05 11:28 AM, in Super Mario Bros. 3 The Lost levels (Mario All-stars version) Link
Originally posted by DJ Bouche
Heh, I stumbled upon the "Lost Levels" in SMA4 but they seem to be not fully converted from SMB3 form (or it was a preliminary format and since those lost levels aren't necessary...). Speaking of SMA4, it's a shame they never continued making levels ...


I might have some good news for you (if you didn't find it already). Savegames containing new e-reader levels (around 30 for the japanese ROM, and even converted to the American ROM) can be found on the internet.

However, I'm not sure if I can post the link, because the website contains the ROM's as well...
sludge

Micro-Goomba
Level: 5

Posts: 12/12
EXP: 484
For next: 45

Since: 06-19-05
From: Holland

Since last post: 109 days
Last activity: 3 hours
Posted on 09-16-05 01:33 AM, in New Zelda3C Diary update Link
Like the other's said, the castle structure looks good but you might want to add shading to improve the look of the graphics, and make it look more "3D". Also adding variation between the tiles of the castle will help (like having a couple of broken stones in the castle wall).

Here is a quick way to improve the look of the tiles using the same palette, which can be seen in the screenshot below (look in the circled area):



Feel free to rip them if you'd like.
Acmlm's Board - I2 Archive - - Posts by sludge


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.022 seconds.