(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-05-24 05:12 PM
0 users currently in ROM Hacking.
Acmlm's Board - I3 Archive - ROM Hacking - Super Mario Advance 4 : Object List New poll | |
Pages: 1 2Add to favorites | Next newer thread | Next older thread
User Post
Keitaro

Mole


 





Since: 11-18-05
From: Massachusetts

Last post: 6444 days
Last view: 6444 days
Posted on 05-20-06 01:17 AM Link | Quote
Originally posted by PrincessPeach
Not even DJBouche didn't get hold of the comrpession on e-Cards, but he figured out how the e-Levels are stored. And was one of the first to convert between Japanese and English saves.

And a GBA can do a lot more than a SMW for SNES can do. (A GBA is mostly a SNES with a FXII with lower Resolution and lesser Sound Hardware.)

Yeah. You know, except it isn't. The GBA sound hardware is FAR superior to the SPC700 in so many ways, and I have no idea why everyone keeps thinking otherwise. As for having an FXII..um, again, no. The super FXII was a chip used in some SNES games. While the GBA may be able to perform similar features to one, it is severly lacking in many areas there. For one, neatly resizing sprites dynamically, rotating sprites, etc...it all looks really messy and sometimes sloppy on the GBA (look at the hearts in SMA1 or for a less noticeable exaple, the chomp rock in Yoshi's Island). So uh...where did you get your information exactly?
purplebridge001

Micro-Goomba


 





Since: 12-11-05

Last post: 6496 days
Last view: 6496 days
Posted on 05-20-06 07:55 AM Link | Quote
Hacked e-Level decompressor released! (C language source included)
It will show some information while decompressing.

But I can't figure out yet how the compression work.

Attachments

elevel_decomp_hack.zip (20410b) - views: 37
DJ Bouche

Koopa


 





Since: 11-22-05
From: Bligh Park, NSW, Australia

Last post: 6448 days
Last view: 6448 days
Posted on 05-24-06 06:44 PM Link | Quote
We never did figure out how to recompress/reencrypt, I did end up making a ROM hack that read raw/lz77 though (And also one that did from the ROM), just simple ASM hacks to achieve that stuck in the level loading routines. All my GBA stuff is scattered everywhere, but I did some looking around for my e4 (as i call it, short for e-card Levels SMA4 ) findings from years ago...

Apologies if this data is redundant from anything found above ^^

Also I greatly apologise for the messiness in this and note that my objects/sprites may be way off and have weird-ass descriptions, I usually don't release data in a loose way like this.

There should be enough room in the header for 3-4 level (or I sometimes refer to them as 'scenes') definitions, can't remember.

(LONG POST COMING)

ECL (e-Card Level) - Uncompressed

Header Bytes
0 - e Coin Number (0 for no e Coin)
1 - A Coin Count (updated on menu when level played at least once)
2 - Level Set (doesn't affect)
3 - Level Number (doesn't affect)
4 - Level Icon? (doesn't affect)
14-3F - data pointers
If the level has an e Coin:
40-5F - e Coin Palette
60-17F - e Coin GFX

After the header is the level name (updated on menu when level played at least once)
Must end Level name with FF, then you can put your level data after that.

data pointers:
for each level
0 - Object Data
1 - ECL Exclusive Header data (20h)
2 - Scene-Link Data (or pipe exits/doors/etc, as some of you might call it)
3 - Sprite Data
4 - Block-Path Data (or eat/create data, for you LM people)
5 - Auto-Scroll Data

Object Data:
level header (not the ECL Exclusive one)
e-card engine: ???? ???? xL xx Sx ZG xx AD BB

x = ignored
L = length of level (pages)

(note a lot of these are taken directly from SMB3)


S - scroll settings
(MSb makes pipe exit level)
0 - horizontal scroll up on flying
1 - vertical scrolling A
2 - free scroll
3 - vertical scrolling B
4 - horizontal only A
5 - vertical scrolling C
6 - horizontal only B
7 - vertical scrolling D

Z - level entry action
0 - none
2 - sliding
4 - pipe up
5 - pipe down
8 - pipe left
A - pipe up
C - grabbing ship anchor
E - ship autoscroll

G - graphics set
0 - *Mario
1 - Plain
2 - Fortress
3 - Underground A
4 - Sky
5 - Pipe/Water A (Pirahna Plant)
6 - Pipe/Water B (Water)
7 - Mushroom House (A)
8 - Pipe/Water C (Pipe)
9 - Desert
A - Ship
B - Giant
C - Ice
D - Clouds
E - Underground B
F - Spade Bonus Room
10 - Spade Bonus
11 - Mushroom House B
12 - Pipe/Water D
13 - Hills
14 - Plains 2
15 - Tank
16 - Castle
17 - *Mario 2
18 - *Animated A
19 - *Animated B
1A - *Animated C
1B - *Animated D
1C - *Animated P-Switch
1D - *Animated E
1E - *Font
1F - *Animated F

A - extra background/overlay palette

D - extra background/overlay

0 - no overlay
1 - shade
2 - no overlay 2
3 - low cloud
4 - no overlay 3
5 - semishade
6 - semishade 2
7 - shade 2
8 - thin clouds overlay + mist
9 - no overlay 4
A - no overlay 5
B - thin clouds over background
C - no overlay 6
D - tide water overlay
E - no overlay 7
F - no overlay 8


BB - background

00 - no background
01 - sea weed
02 - dark scrolling clouds and lightning/thunder
03 - inside airship and lightning/thunder
04 - cave
05 - plains
06 - columns
07 - fortress outdoors
08 - snow trees
09 - pipe network
0A - green/yellow hills
0B - dark red rocks (little vegetation)
0C - big hills
0D - sandy desert
0E - pyramids
0F - hills over the clouds
10 - castle walls and bars
11 - volcanoes
12 - clouds
13 - bonus (music)
14 - shiny ice
15 - dark red rocks (more vegetation)
16 - waterfalls
17 - mushroom house
18 - nothing
19 - pyramids with underground brick section
1A - plains with ground background
1B - bowser's lair
1C - dark vegetation
1D - dark hills
1E - just below the clouds
1F - glowing red castle walls and bars
20 - mario bros brick background
21 - underwater seaweed/rock 2
22 - bowser's lair 2
23 - dark scrolling clouds
24 - inside airship
25 - underwater seaweed/rock 3
26 - underwater rocks and red plants
27 - orange clouds
28 - desert bricks
29 - castle bricks with bowser portrait
2A - starry night sky
2B - castle walls and bars 2
2C - boo house with windows
2D - boo house
2E - castle bricks
2F - weird balls
30 - mushrooms stars and flowers (bonus)
31 - rainbow bricks (bonus)
32 - blue stars (bonus)
33 - green, lavender and cyan blocks
34 - cave 2
35 - pipe network 2
36 - many hills
37 - dark red rocks 3
38 - hills above the clouds 2
39 - blue minihills above the clouds
3A - castle walls
3B - long high waterfalls
3C - glowing red castle walls
3D - dark vegetation 2
3E - long high waterfalls 2
3F - very high waterfalls
-- Object data, see object lists below


e-level New Exclusive Header Data:
0 - Screen Y boundary (low)
2 -
4 - ?
6 - ?
8 - player Y start
9 - player X start
A - screen Y start
B -
C - Object Set
E - Music
10-1F - ?

Object Sets
0 - world map
1 - plain
2 - fortress
3 - hills
4 - sky
5 - pirahna plant
6 - water
7 - mushroom
8 - pipe
9 - desert
A - ship
B - giant
C - ice
D - clouds
E - underground
F - spade bonus

Music
0 - plains
1 - underground
2 - underwater
3 - fortress
4 - boss
5 - airship
6 - hammer bros
7 - mushroom house
8 - hilly
9 - help
A - sky
B - underground
C - SMB overworld
D - SMB underground
E - SMB underwater
F - SMB fortress
10- SMW Boo House
14- SMA Menu

Links:
00 - number of links
02 - link data goes hre
Link Data (0xC per link):
00 - Entry X
01 - Entry Y
02 - Scene ID
04 - Exit X
05 - Exit Y
09 - ?
0A - Exit Type

Exit Types:
00 - Shit-all
01 - Pipe Up
02 - Pipe Down
03 - Pipe Right
04 - Pipe Left

Block-Path Data (eat/create) (uses Block-Path Sprite 0xBA):
First byte: ILLLLLSSS
All following bytes: TTTTTTDD
I = Initial Direction of Platform (0 = right, 1 = left)
L = Length of platform
S = Speed
T = Distance to travel
D = Direction (0 = right, 1 = left, 2 = up, 3 = down)

Auto-Scroll Data:
format for each co-ordinate:
XX YY SS, end with FF FF FF

X = x position
Y = y position
s = speed

If speed is too fast, the camera might scroll past it's destination and try to go back to it, which will result in an 'elastic' type of scroll. Don't scroll too fast or it will drag the player through walls.

---------------------------------
Object Data
LL YY XX OO [MM]

LL = ddllllll

dd = domain
llllll = length (ignored in domain 0)

YY = Y position
XX = X position

OO = object number

MM = secondary length (for five byte objects)



Domain 0:
(length does not effect domain 0 objects)
(all domain 0 objects are 4 byte)

hill backdrop
00 - medium
01 - small
02 - large

04 - door
05 - purple door
06 - vine

07 - ??

? blocks
10 - fire flower
11 - leaf
12 - star
13 - continue star
14 - multicoin

15 - munchers

bricks
16 - fire flower
17 - leaf
18 - star
19 - continue star
1A - multicoin
1B - 1up
1C - vine
1D - p-block

invisible blocks
1E - coin
1F - 1up

note blocks
20 - invisible

21 - normal
22 - leaf
23 - star

loose blocks
24 - fire flower
25 - leaf
26 - star

27 - invisible pink note block
28 - p block

29 - stage finish

? blocks
43 - kuribo's shoe
44 - feather

45 - weird pole thing
46 - brown thing

? blocks
47 - directional coins

48 - single spike right
49 - single spike left

4A -

4B - SMW right sign
4C - SMW left sign

4D - instant death spike ball

4E - screeen fucker

4F - bonus block

corner blocks
50 - bottom right
51 - bottom left
52 - upper right
53 - upper left

? blocks
55 - pwing
56 - empty

57 - weird, makes ground not scroll

59 - POW block



Domain 1/3:
* = 5 byte object
** = 4/5 byte object, length 2 is optional
(domains 1/3 are identical)

stretch platforms
00 - white
01 - orange
02 - green
03 - blue
floating platforms
04 - white
05 - orange
06 - green
07 - blue


08 - shrubs
09 - gap
0A - clouds
*0B - stretch ground
*0C - red stretch ground
*0D -
0E - water gap

**0F - bricks (width, height)

10 - ? coin block
11 - brick coin block

**12 - block (width, height)
13 - 4way note block
14 - note block
15 - loose block
**16 - coins (width, height)

pipes
17 - down exit
18 - down
19 - down end of level
1A - up exit
1B - up
1C - right exit
1D - right
1E - left exit
1F - left

20 - bullet bill machine
6E - upside down bullet bill machine


21 - bridge

*23 - waterfall
*24 - water waves
*25 - water
*26 - water waves 2
*27 - ?
*28 - castle blocks
*29 - harmless quicksand
*2A - ?

**2B - ice bricks (width,height)
2C - 2 way pipe vertical
2D - clouds
2E - bonus room top

hill backdrop
2F - large

56 - ! switch blocks
57 - conveyor
58 - smw platform
59 - rope

grass
5A - grass - large veggie
5B - grass - small veggie
5C - grass - turnip
63 - grass - coin
64 - grass - multicoin
65 - grass - 1up
66 - grass - nothing
67 - grass - poison mushroom
69 - grass - bobomb
7E - grass - giant turtle shell

boo house blocks
**5F - boo house blocks (width,height)
60 - boo stairs left
61 - boo platform
62 - boo platform supporter (in between square)
6C - boo stairs right
6D - boo platform supporter
79 - slope left
7A - slope right
7B - horizontal
7C - horizontal right edge
7D - horizontal left edge

5D - smw spikes
5E - spikes
68 - invisible wall
6B - bonus room vertical dbl edge
**6A - digging sand (width,height)
6F - ?
70 - ?
**71 - coin line (direction/pattern,length)
72 - ?

73 - invisible ledge

tileset fucker upers
76 - ???
77 - ???

*78 - stage finish blackness

7F - smb flag pole
**80 - smb block (height,width)

hill backdrop
81 - medium
82 - small
83 - large

85 - door
86 - purple door
87 - vine

88 - ??

89-A9 - ??

*AA - stage finish

C4 - crash game block

C5 - invisble water

C6 - weird pole thing
C7 - brown thing

C8 - crash game block

C9 - invisble water

CA - crash game block

CB - crash game block

CC - weird
CD - weird
CE - weird

CF - invisible water

D0 - bonus room upper left corner

D1 - invisible water

D2 - RACSAH GAMOEM BOKC

D3 - invisible water

D4 - bottom right of smw sign

D5 - ?

D6 - ? p wing

D7 - empty ?

DA - top of brown thing


-----------------
Sprite Data:

*00: -
01: -
02: [x04] SMW hammer bros fountain
03: [x04] SMW hammer bros platform
04: [x04] Stationary bullet bill
05: [x04] UO (turning + jumpkill)
06: Noteblock (forces mario up-down)
07: -
08: -
09: Doomship anchor
0A: 3-up moon
0B: 1-up mushroom
0C: Invincibility star
0D: Power mushroom
0E: Koopa Kid
*0F: [0C] Bowser Statue
value = behavior
10: [0C] Magikoopa
11: [0C] Magikoopa's magic
12: [0B] Big boo
13: [06] Wiggler
14: [0C] Bowser statue fireball
15: [06] SMW Parachute Goomba
16: [06] Parachute Bobombs
17: [06] SMW Goomba
18: Bowser!
19: Fireflower
1A: SMW key
1B: Noteblock
1C: UO
1D: SMB1 rising platform
1E: Raccoon leaf
1F: Growing beanstalk
20: SMB1 falling platform
21: game card
22: game card
23: game card
24: Cloud platform left
25: -
26: Wooden platform (jump -> left)
27: Wooden platform left-right
28: Wooden platform up-down
29: Spike
2A: Walking spikeball piranha
2B: Kuribo goomba
2C: UO
2D: Big fish (world 3-3)
2E: Rising platform (bowser's castle)
2F: Boo
30: Walking candle flame
31: UO
32: UO
33: Nipper
34: UO (changes level background)
35: UO (game gets stuck)
36: Wooden platform (jump -> fall)
37: Wooden platform left-right
38: Wooden platform up-down
39: Nipper
3A: UO
3B: Cheep cheep (world 3-2)
3C: UO
3D: Fire spitting nipper
3E: Wooden platform drifting
3F: Dry bones
40: White block thrower
41: Card slotmachine
42: Cheep cheep pond leap right
43: Cheep cheep pond leap left
44: UO (looks like wooden platform)
45: UO (walks random)
46: Spikeball piranha stationary
47: -
48: UO (floats right + jumpkill)
49: -
4A: Fortress ? ball
4B: Boom boom
4C: Flying boom boom
4D: [0D] smw spark
4E: [0D] giant smw spark
4F: UO (jumps away from mario)
50: Bob-omb
51: surroundive boos
52: Small item chest
53: Ceiling fireball
54: UO (changes to unwalkable object)
55: Bob-omb
56: UO (jump = shell)
57: UO (jump = shell)
58: chomp thing that shoots fire and explodes
59: fire snake thing
5A: UO (moves diagonal)
5B: UO (moves diagonal)
5C: Breaking brick
5D: Tornado
5E: UO (moves diagonal)
5F: UO (moves diagonal)
60: UO (moves diagonal)
61: Blooper
62: Blooper + kids release
63: Big fish spits kid
64: Red cheep cheep
65: Bubbles up
66: Bubbles down
67: Lotus flower
68: Upside down buzy beetle
69: Upside down spiney
6A: Blooper + kids
6B: Jumping brick
6C: Green koopa troopa
6D: Red koopa troopa
6E: Green koopa paratroopa
6F: Red koopa paratroopa up-down
70: Buzy beetle
71: Spiney
72: Goomba
73: Paragoomba
74: Paragoomba + kids
75: Lemmy koopa's ball
76: Red cheep cheep
77: Green cheep cheep
78: Bullet bill
79: Flashing bullet bill
Giant world:
7A: UO (big + walks)
7B: UO (big + walks)
7C: UO (big + walks)
7D: UO (rises + jumpkill)
7E: UO (jumps)
7F: UO (rises + jumpkill)
-End Giants
80: Red koopa paratroopa left-right
81: Hammer bros
82: Boomerang bros
83: Lakitu
84: Red Spiny Egg
85: Green Spiny Egg
86: Fat hammer bros
87: Fire bros
88: -
89: Chain Chomp
8A: Thwomp
8B: Thwomp left
8C: Thwomp right
8D: Thwomp ?
8E: Thwomp ?
8F: Thwomp ?
90: Turn platform balance
91: Turn platform spin
92: Turn platform stop-spin
93: Turn platform stop-spin
94: Giant ? Block - 3UP
95: Giant ? Block - Mushroom
96: Giant ? Block - Flower
97: Giant ? Block - Leaf
98: Giant ? Block - Tanooki Suit
99: Giant ? Block - Frog Suit
9A: Giant ? Block - Hammer Suit
*9B: [09] Charging chuck
value = behaviour
9C: UO (grab + kick diagonal)
9D: Fire up
9E: UO (falls)
9F: Parabeetle
A0: Piranha plant red
A1: Piranha plant green
A2: Piranha plant red upside down
A3: Piranha plant green upside down
A4: Fire piranha plant red
A5: Fire piranha plant green
A6: Fire piranha plant red upside down
A7: Fire piranha plant green upside down
A8: Arrow platform up
A9: Arrow platform interactive
AA: airship fan
AB: -
AC: Fire left
AD: Wrench thrower
AE: Moving Nuts
AF: Sun
B0: Big Cannon Ball
B1: Fire right
B2: Fire down
B3: Turning interactive platform
B4: Podobo (follows mario)
B5: Coin
B6: Bomb
B7: Translucent block + slotmachine
B8: Bouncing star
*B9: Fire stick
Spin Type:
0 Center Spin Clockwise
1 Center Spin Anti-Clockwise
2 Clockwise
3 Anti-Clockwise
Bar Length:
0 Short
4 Medium
8 Long
C Very Long
BA: Block-Path
BB: Mobile trampoline
BC: Shuffle blocks variable
BD: Shuffle blocks vertical
BE: Shuffle blocks horizontal
BF: Clock (doesn't work)
C0: UO (grab + kick diagonal)
C1: Silver p-switch
C2: Grey coin
C3: Pow block
C4: Empty 0 block
C5: SMW goal
C6: !-switch
C7: stop screen
C8: -
C9: -
*CA: ?? scrolling things down
*CB: ?? scrolling things up
CC: -
CD: Coin status toadhouse block
CE: Keyhole
CF: Boomerang
D0: [0D] Thwimp
D1: Torpedo
D2: [0D] Boney beetle
D3: Falling spike
D4: UO (falls)
D5: UO (floats left-right + falling down)
D6: [0D] (follows wall)
D7: [0E] SMW Bat
D8: Jumping pipe piranha plant
D9: SMW hammer bros
DA: Cape feather
DB: 1-up bubble
DC: Coin Path
DD: Big checker block
DE: Small checker block
DF: SMB1 balance platform
E0: -
E1: -
E2: SMB1 fall platform
E3: UO (water sound)
E4: Big root
*E5: SMW2 Flippers horizontal
0 - left entry
1 - right entry
*E6: SMW2 Flippers vertical
0 - up entry
1 - down entry
E7: Big spike
E8: SMW2 Spin Platform
E9: WEIRDSHIT NEEDS ATTENTION
EA: -
EB: SMB2 Hooper
EC: Rip-Van Fish
ED: [0F] Flurry (unpickable)
EE: [0E] Porcupo
EF: [10] Jelectro
F0: Monty mole
F1: Poison mushroom
F2: [0F] SMW2 Baby Pengiun
F3: [0F] Stronger penguin
F4: -
F5: -
*F6: weird scroller things again
F7: -
F8: -
F9: E-coin
FA: A-coin
FB: Spin platform counter clockwise
FC: UO (falls)
FD: Coin status 1-up block
*FE: Venus Fire Trap Vertical
0 - Green Up (1 shot)
1 - Red Down (1 shot)
2 - Red Up (2 shot)
3 - Red Down (2 shot)
*FF: Venus Fire Trap Horizontal
0 - Red Right (2 shot)
1 - Red Left (2 shot)
103: P-Wing
104: flashing mushroom
*108: object chest
0 - frog
1 - mushroom
2 - flower
3 - leaf
4 - frog
5 - tanooki
6 - hammer suit
7 - jugem's cloud
8 - p-wing
9 - star
A - anchor
B - hammer
C - whistle
D - music box
E - feather
F - boomerang
10 - 1up
11 - 3up
*109: instant death spike
value = fly type
*10A: floating bubble
0 - frog
1 - mushroom
2 - flower
3 - leaf
4 - frog
5 - tanooki
6 - hammer suit
7 - jugem's cloud
8 - p-wing
9 - star
A - anchor
B - hammer
C - whistle
D - music box
E - feather
F - boomerang
10 - 1up
11 - 3up
*10B: finish the level
*10E: throwable egg
value = how many times it's been used (ie, how slow is it too)
10F: walktrhough giant tshell
117: [14] parawiggler
118: green koopa troopa
119: blue boomerang bros
11C: smb flag sprite
*11F: lakitu
00 - red
01 - green
121: weird teleport thing
122: SMW ridable cloud
125: Giant Boo Boss
128: [x02] SMB Axe
*12A: Boo
value = chasing speed
12B: score giver
12C: cheep cheep on land
*130: hammer bros platform (unridable)
*131: whuh
*132: whuh different color
*133: note block thing
138:
139: flashing crap
13A: like 138
*13B: makes you pause before entering the screen it's in
*13C:
*13F: big boo that is nothing
*140: weird bouncy thingy
142: touch it and the game resets
143: 142
*144:
147: untakable key
148: 4-way note block
14A: SMB Platform upwards

The sprite list was my updated version of someone elses', can't remember who that person is now...


(edited by DJ Bouche on 05-24-06 05:48 PM)
(edited by DJ Bouche on 05-24-06 05:51 PM)
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6286 days
Posted on 05-24-06 11:21 PM Link | Quote
now here is a question hackers may be able to find the answer to. Is there any purpose for the coin slots in the wall of the castle in the E-level? The save game that has more E-levels still do not have enough levels with those coins in them so you still come up incomplete. If you got some rom addresses to activate them please share them.
caitsith2

Micro-Goomba


 





Since: 12-11-05

Last post: 6482 days
Last view: 6314 days
Posted on 05-25-06 12:57 AM Link | Quote
The compression type is an LZ variant. There are two encrypted streams. The first stream stores the Literals and repeat runs, in the range of 0x000 to 0x1FF. Values 0x00 to 0xFF are literals, and taken as is. Values 0x100-0x1FF are repeats. When one of these are encountered, 0xFD is subtracted from that value, and the offset stream gets decoded.

The offset stream ranges are 0x000-0x1FF if Compression level is 0, or 0x000-0xFFF if compression level is 1. A value of 0 decoded from this stream means look back 1 byte, and 0x1FF (or 0xFFF) means look back 0x200 (of 0x1000) bytes in the previously decompressed data.

The encryption is the only thing I have not figured out. The basic Idea though, is you compress the data first, maintaining both of the data streams. After that, you then encrypt both streams.

The source code to a decompressor I have written myself can be found at http://phpfi.com/86449
PrincessPeach

Buzzy Beetle








Since: 11-18-05
From: Rüti ZH

Last post: 6292 days
Last view: 6292 days
Skype
Posted on 05-26-06 05:25 AM Link | Quote
Originally posted by Keitaro
Originally posted by PrincessPeach
Not even DJBouche didn't get hold of the comrpession on e-Cards, but he figured out how the e-Levels are stored. And was one of the first to convert between Japanese and English saves.

And a GBA can do a lot more than a SMW for SNES can do. (A GBA is mostly a SNES with a FXII with lower Resolution and lesser Sound Hardware.)

Yeah. You know, except it isn't. The GBA sound hardware is FAR superior to the SPC700 in so many ways, and I have no idea why everyone keeps thinking otherwise. As for having an FXII..um, again, no. The super FXII was a chip used in some SNES games. While the GBA may be able to perform similar features to one, it is severly lacking in many areas there. For one, neatly resizing sprites dynamically, rotating sprites, etc...it all looks really messy and sometimes sloppy on the GBA (look at the hearts in SMA1 or for a less noticeable exaple, the chomp rock in Yoshi's Island). So uh...where did you get your information exactly?



Personal Experience, as the GBA has done Yoshi's Island with some little drawbacks and / or jerking or Doom in a hole lot better quality (also due to smaller screen size).

Yes, the GBA can do better quality sound than the SNES, but eating processor power, not having that nice low bass filter but allowing direct streaming from ROM.
insectduel

Lantern Ghost
Not welcome here anymore.








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

Last post: 6529 days
Last view: 6323 days
Posted on 06-06-06 11:56 AM Link | Quote
Bump, but can you edit e-reader levels using a Save State like the .sgm file on the Visualboy Advance. If so then what offset should I go for both Offset and Sprites for every single e-reader level in a Save State.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6286 days
Last view: 6285 days
Posted on 06-06-06 12:41 PM Link | Quote
Editor pls
FreeDOS +

Giant Red Koopa
Legion: freedos = fritos








Since: 11-17-05
From: Seattle

Last post: 6285 days
Last view: 6285 days
Posted on 06-06-06 02:55 PM Link | Quote
For all of us who have flash carts (well, at least I do!), using this information would be awesome, we could play awesome hacks on a portable system (well, besides PocketNES and its bugs in SMB3 and some of the more advanced hacks (Mario Adventure) don't work at all). For starters, it would be neat to modify the levels to once again match the originals (eg, the first obvious change is that the first pihrana in World 1-1 doesn't spit fire).
PrincessPeach

Buzzy Beetle








Since: 11-18-05
From: Rüti ZH

Last post: 6292 days
Last view: 6292 days
Skype
Posted on 06-07-06 03:11 AM Link | Quote
Originally posted by FreeDOS +
For all of us who have flash carts (well, at least I do!), using this information would be awesome, we could play awesome hacks on a portable system (well, besides PocketNES and its bugs in SMB3 and some of the more advanced hacks (Mario Adventure) don't work at all). For starters, it would be neat to modify the levels to once again match the originals (eg, the first obvious change is that the first pihrana in World 1-1 doesn't spit fire).


Mario Adventure does Work.

But as my Flashcart is defective and all, I would like to by able to creat e-Levels, so I could just write a new Save-File.
DJ Bouche

Koopa


 





Since: 11-22-05
From: Bligh Park, NSW, Australia

Last post: 6448 days
Last view: 6448 days
Posted on 06-08-06 10:02 AM Link | Quote
One annoying thing is the e-level engine is somewhat different to the engine used for the SMB3 levels. A bit of converting has to be done to transfer levels between...also there are lost levels (the "lost levels" from the original SMB3), which are still partly converted from their SMB3 form, so they don't work really well...if at all, however they are referenced in the huge SMB3 level pointer table.

And yes, I can too confirm that Mario Adventure works on PocketNES.

If you create an ASM hack that will load e-levels from the ROM, or use a different compression (such as LZ77 only), you should be right for toying with the level data (using the info I posted above). I have these..all in unsorted text files, so once I figure out what the hell is what I'll put up the source and possibly an IPS too. I also had one hack where it would load the level from a tilemap of Map16 tiles. (As well as an editor for this), except the problem with these levels, not only are they huge (even with RLE compression), but objects which have sprites as part of their placement routine (such as flag poles, etc), won't operate properly (the flag sprite won't appear, for example).
Pages: 1 2Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - ROM Hacking - Super Mario Advance 4 : Object List |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.019 seconds; used 440.95 kB (max 593.17 kB)