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05-03-24 03:57 PM
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Acmlm's Board - I3 Archive - ROM Hacking - SMB2 level editor New poll | |
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Which is the best SMB2 level editor
The SMB2 discombobulator
 
33.3%, 5 votes
The SMB2 Dreamwaver
 
13.3%, 2 votes
The SMB2 Transmogrificator
 
40.0%, 6 votes
All of the above
 
6.7%, 1 vote
Other
 
6.7%, 1 vote
Multi-voting is disabled. 15 users have voted.

User Post
insectduel

Lantern Ghost
Not welcome here anymore.








Since: 11-18-05
From: Bronx, New York

Last post: 6526 days
Last view: 6321 days
Posted on 01-12-06 02:37 PM Link | Quote
Which SMB2 editor did you like? I found some SMB2 Editors I didn't pick up other than the SMB2 discombobulator I have. AP hosted them in the The Romendo Boards .

There are the results of each of the SMB2 level editors.

SMB2 discombobulator: Made by Acmlm but it is somewhat buggy.

SMB2 Dreamwaver: Kinda look almost similar to Eggvine I think but haven't used it much. It does not edit the FDS or the SNES version of SMB2.

SMB2 Transmogrificator: Same as Acmlm's but more features I think.

All of the above: You like all of them

Other: Use by hex editor or any other nifty tools.

Screenshots is in the Romendo Boards


(edited by insectduel on 01-12-06 01:38 PM)
(edited by Acmlm on 01-12-06 09:42 PM)
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6293 days
Last view: 6283 days
Posted on 01-12-06 02:44 PM Link | Quote
Hacking by hex is the best way for me. Heh, I thought this was a thread that somebody was making a new editor at first, it would sure beat what's out there now (though Acmlm's is good for levels, Dreamweaver is good for sprites).


(edited by Ice Ranger on 01-12-06 01:44 PM)
spel werdz rite









Since: 11-19-05

Last post: 6284 days
Last view: 6283 days
Posted on 01-12-06 07:54 PM Link | Quote
I'm voting discombobulator because it's the only one I have. Can someone give me a link(s) to the others?
Light PKMN

Tektite








Since: 11-19-05
From: Cat Land

Last post: 6641 days
Last view: 6641 days
Posted on 01-12-06 09:12 PM Link | Quote
Someome broke the frames again.
...
Yeah I would like the links to.
Googie

390








Since: 11-22-05
From: Corona Queens New York

Last post: 6286 days
Last view: 6286 days
Posted on 01-12-06 10:09 PM Link | Quote
I host Dreamweaver on my other geocities account.
But yeah it's too bad that we don't have a good smb2 level editor, Acmlm's editor is good but I like smb2trans a bit better. Dreamweaver okay but you can't see what your editing, but like Ice Ranger said it's good for sprites...





Click the pics to get the editors.
insectduel

Lantern Ghost
Not welcome here anymore.








Since: 11-18-05
From: Bronx, New York

Last post: 6526 days
Last view: 6321 days
Posted on 01-13-06 03:14 PM Link | Quote
I've been using those editors late last night for a little while and messing with them. I should think that SMB2Trans is a lot better than those other editors I have in my calibure.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6293 days
Last view: 6283 days
Posted on 01-13-06 04:17 PM Link | Quote
Well, interesting enough, with the reminder of this thread, I picked up the source code for Dreamweaver to attempt to add some more features to it after I asked the creator for it this summer. I have next to no experience with Visual Basic, but it should be an interesting project to work on. I liked it mainly because the spite editor in Discombobulator messed up a lot of stuff, but knowing how to hack in hex, I guess I could fix that.
Googie

390








Since: 11-22-05
From: Corona Queens New York

Last post: 6286 days
Last view: 6286 days
Posted on 01-16-06 10:33 AM Link | Quote
Originally posted by Ice Ranger
I thought this was a thread that somebody was making a new editor at first, it would sure beat what's out there now (though Acmlm's is good for levels, Dreamweaver is good for sprites).


I thought the same thing when I first read this thread too. xD
but yeah, what are the bugs left in Acmlm's editor? (I wish I knew or had time to learn a program language) Whoever is interested in lookin at Dreamweaver's progress in the past can go here. Maybe this'll be helpful to someone.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6293 days
Last view: 6283 days
Posted on 01-17-06 05:56 PM Link | Quote
Aw crap, the source code I have for dream weaver is increadibly old (too old to do anything unfortunatly). There is still the open source code for the one extremely similar to Acmlm's editor.

As I am compiling massive amounts of data for SMB2, I might look into these editors in order to base mine off of and create my own (where the graphics are read from the rom).

It'll take a lot of time (but I know where tiles and the 8x8 tiles for a 16x16 graphics are located), but I actually am working with someone "one-on-one" to learn visual basic.

Another year and maybe another editor could be added to the list.

... too bad programming takes a lot of planning.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6284 days
Posted on 01-18-06 11:43 AM Link | Quote
I think acmlm's editor had alot of potential. I mean, the basic groundwork was there, I think there needed to be a option to increase the size of the rom tho. I know that is very hard on NES, but SMB2 has too limited space. I also would of liked an option to mod what was inside the plants.
Vurano



 





Since: 01-06-06
From: Hoboken N.J.

Last post: 6283 days
Last view: 6283 days
Posted on 01-18-06 07:54 PM Link | Quote
Well, I tried the other two editors, I think they really need to be updated (If that'll ever happen). What are the kinks that need to be worked on with SMB2D so it can be perfected? It's been six years since the last update. Did Acmlm lose interest in his editor to fix it?
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6293 days
Last view: 6283 days
Posted on 01-19-06 06:29 PM Link | Quote
I'm not positive about this, but according to some of the fields of the SMB2Trans. editor on the file information, it includes a reference to the Acmlm Discombobulator. It seems to be a build based on an earlier release of Acmlm's editor (someone must have gained access to the source code, or Acmlm publically released some version, however, that is very unlikely).

That is the reason why they are so similar.

The kinks of SMB2D (Acmlm's) is the sprite editor is screwy (involves changing the page a sprite appears on). I'm not sure of any other bugs at the moment. It may involve a bug with changing objects from one page to another (the page changing seems to be the biggest problem). This causes random sprites to appear at an end of a page (it must be a mess up with either enemy data, or enemy pointers).

As for expanding the ROM, the data for where pointers and object and sprite data begins and ends needs to be found. I haven't found this information yet, then again, I don't know how to find that type of information either (it's actually something I've been trying to find out for other games as well).
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6292 days
Last view: 6283 days
Posted on 01-19-06 06:54 PM Link | Quote
Originally posted by Ice Ranger
I'm not positive about this, but according to some of the fields of the SMB2Trans. editor on the file information, it includes a reference to the Acmlm Discombobulator. It seems to be a build based on an earlier release of Acmlm's editor (someone must have gained access to the source code, or Acmlm publically released some version, however, that is very unlikely).


The source code for the latest version is up on Acmlm's website.
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6293 days
Last view: 6283 days
Posted on 01-20-06 04:01 PM Link | Quote
Wow! I never knew that the source code was on there. I guess the last time I downloaded the discombobulator was in 2002. Interesting, it finally makes sense. Guess I should look at it as well. I'm just thinking the Trans. is newer (probably is, but the latest source code I could find isn't the newest version of the Trans [the phoenix version is]).

The phoenix version, I don't know where it came from exactly, perhaps packaged with the sourcecode, seems to be something that wasn't supposed to be distributed yet, in fact, it even says, "why do you have this" at the bottom. It's newer than the last source code because some features that are not complete in the cef. (don't know how to spell it) source code version. The header menu being one of them.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6284 days
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Posted on 01-21-06 12:08 AM Link | Quote
I used Discombobulator... ugh. The sprites just jumped around at random, editing objects was damn near impossible, and when I saved it deleted several screens from the level, corrupted the ROM and crashed.
insectduel

Lantern Ghost
Not welcome here anymore.








Since: 11-18-05
From: Bronx, New York

Last post: 6526 days
Last view: 6321 days
Posted on 01-21-06 03:21 PM Link | Quote
Don't trust Acmlm's Editor. I never used it for editing levels.
Andy

Zora


 





Since: 11-17-05

Last post: 6613 days
Last view: 6613 days
Posted on 01-21-06 03:33 PM Link | Quote
I chose The SMB2 discombobulator because it's the only one I've ever used.
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