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06-25-24 07:28 AM
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Acmlm's Board - I3 Archive - General Gaming - Maps from SMA4 e-levels
  
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insectduel
Posts: 372/768
Give me more. I want to make more NES levels from your maps.
Peardian
Posts: 316/1757
In case anyone cares, I made the last two Classic World maps. Here they are:

Star 04 - Classic World 1-4
Star 05 - Classic World 2-2
Peardian
Posts: 300/1757
Well, I finally made M20! I'm going to put it here in a sec. Hold on...

Free Image Hosting at www.ImageShack.us
Deleted User
Posts: 5/-7750
I dont know where the E maps arer but the lost level maps are at The Mushroom Kingdom.com
captain Qball
Posts: 9/28
It's mushroom 20 with the block train, well two of them actually, and mushroom 23 also has one.

On a side note, I got all the cards to successfully scan now.
Peardian
Posts: 245/1757
I've got good news and bad news.

Good news: I mapped Classic World 1-3!!

Bad news: VGMaps isn't working now.
caitsith2
Posts: 4/10
Here is a link to all of the decompressed level data itself, all properly identified. http://www.caitsith2.com/ereader/sma4/elevel.rar

I believe mushroom 17 is the one with the moving block train, that peardian hasn't been inspired to map completely.
DJ Bouche
Posts: 44/111
Originally posted by Andy
I never understood how you could make the maps if you never got the Dot Codes to work.


With an emulator, or a hacked version of the ROM which allows to read unencrypted levels from the SRAM (at this point we can only have a decompressing routine, taken from the one in the game). I made an ASM hack a while ago that allowed to read e-Levels from the ROM and the SRAM, with no compression.

The level format isn't actually all that complicated and is pretty flexible considering it was designed to a "plugin" sort of expansion. It is however different from the level format used by the SMB3 levels though (not by very much) in that the format used by the SMB3 is more limited.

And I just need a savestate of player being inside that level.
captain Qball
Posts: 8/28
I have stil yet to find a successful way to get them to print well with my hp 1200, but most of them do work after a dozen or so scans. I might try that 1200 dpi on photo paper thing though.

But caitsith2, how do you cut the paper if you print up to a down dot codes, or can you get special sheets that have divisions on them?
DJ Bouche
Posts: 26/111
Give me a savestate with the level loaded and I'll extract the block path data for you
Deleted User
Posts: 40/-7750
I played the e-levels but in japanese version, i found the SAV file in Zophar, but the SAV file in american version dont work for me.
caitsith2
Posts: 3/10
If you use emulators, like most of us, I have made save files for those of us who could not get dotcodes working for one reason or another. I have not had any problems getting dotcodes working at all. (After figuring out printer settings and paper type.) (300 DPI is really meant for print preview purposes only, where you don't have an option for print previewing. I have never gotten 300 DPI to actually work.) I have however managed to get 600 DPI to work on normal paper, only with HP deskjet 5550, and I have also gotten 1200 DPI to work as well, on photo paper. Of all the dotcodes I have ever printed, the 1200 dpi photo paper printouts worked the best, and are as resilient to damage as real dotcodes are. (Up to 5 blocks can be completely destroyed, and the dotcode will still scan.)

I have by the way released my own dotcode printing program, which has a few advantages over firefly's version. ( http://www.caitsith2.com/ereader/tools/nedc_print.rar ). One advantage is you can change printer settings right from the program, ( no need to set "default" settings, and restart the program.) The other advantage is printing of up to 12 dotcodes onto a single sheet of paper at once. (actually, an 8.5 by 11 sheet of paper can hold 24, but I only designed the program to print 12 at a time. If you need the full 24, just print 12, flip paper and print the other 12. In terms of printing 12 dotcodes, its in the form of 6 1.75 inch cards, each with 2 dotcodes on them.
Andy
Posts: 346/517
Originally posted by Peardian
Yep. I also have a link to them in my profile.

For those who wonder why I haven't made any in a while, the next level happens to involve one of those block chains from Super Mario World and I haven't been inspired recently. I hope to make a few soon, though...


I never understood how you could make the maps if you never got the Dot Codes to work.
captain Qball
Posts: 7/28
could always skip that level or that part of it.

I might be able to map out their paths for you, caitsith posted some daa about how the game stores them in the save file, so it would be possible to map it out without actually playing and counting squares.

Then again, I do tend to try to do alot of things and not do much.
Peardian
Posts: 115/1757
Yep. I also have a link to them in my profile.

For those who wonder why I haven't made any in a while, the next level happens to involve one of those block chains from Super Mario World and I haven't been inspired recently. I hope to make a few soon, though...
Andy
Posts: 330/517
Ya I saw those on the old board. Peardian made those. Those are what made me want the e-reader levels so bad. I just have to keep trying.
Deleted User
Posts: 35/-7750
Well, if you dont know the E-levels or you know some, in this link you can see the levels:


http://www.vgmaps.com/Atlas/GBA/index.htm#SuperMarioAdvance4SuperMarioBros3
Acmlm's Board - I3 Archive - General Gaming - Maps from SMA4 e-levels


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