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05-16-24 04:50 PM
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Acmlm's Board - I3 Archive - SMW Hacking - A new idea for creating SMW hacks New poll | |
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Simion32
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Since: 04-29-06
From: Christopher,IL (United States)

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Posted on 12-02-06 07:55 PM Link | Quote
I am not sure wether this was the right place to post this, but it's related to SMW hacking nevertheless.
----------------------------------------------------
Ok, about a week ago I was sitting at my computer fooling around with lunar magic and seeing what the limits of it were, and I thought of several things that would be great to have but almost impossible to make a hack for. Quite a few prime examples being:

1) Custom sprites not limited by the size of the sprites you are replacing
2) Support for wav music (obviously not possible w/a SNES ROM since they use SPC's)
3) Better GFX (in formats such as .bmp that are NOT pallete-based) that can open in a regular image editor and have more than 16 colors
4) able to load more GFX at once, intead of being limited to only one "GFX.bin" file each for FG1-FG3, BG1, and SP1-SP4
5) more room for animated tile GFX, as well as support more complex animation with more than 4 frames
6) Able to add level effects like rain/snow/lightning by checking a box instead of complex coding

...there are countless reasons I can think of. Basically things COULD be easier.

So I thought I might program an entirely new SMW engine and editor. It would only work on windows, though, since I would like to create it using GML (Game Maker Language). I know that GML isn't as professional as C++ or whatever, but newbies or people who don't know much about programming could adapt to it easier. It would certainly be easier than ASM; you wouldn't need a hex editor and half a million other things just to get the result you wanted.


NO PART OF THE engine/editor will contain ANY PART of ANY SNES ROM. Or any ROM at all, for that matter.
Also - SMW's engine is glitchy, this engine's purpose is NOT to fully replicate SMW, it is only BASED on SMW. That does not necessarily mean it should be used for creating SMW remakes.


I will begin working on this project!

[ EDITED - Some things needed clarification.]


(edited by Simion32 on 12-03-06 02:22 PM)
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

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Posted on 12-02-06 08:26 PM Link | Quote
If you code something entirely by yourself, I don't see how it can in any way be deemed illegal. But yeah, if you plan on doing all of those, if any, odds are you can not get that to work on a Snes emulator.
Joshua368

Shyguy








Since: 11-12-06
From: South Carolina, USA

Last post: 6319 days
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Posted on 12-02-06 08:31 PM Link | Quote
Originally posted by Simion32
6) Able to add level effects like rain/snow/lightning


While I don't know anything about coding and therefore cannot answer your questions, I'd justl ike the point out that this feature can be done. At least, I've seen snow/rain/lightning on some SMW hacks.

(For example, snow in Super Demo World: TLC and rain and lightning in Oddesey.)


(edited by Joshua368 on 12-02-06 07:32 PM)
Simion32
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Since: 04-29-06
From: Christopher,IL (United States)

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Posted on 12-02-06 08:41 PM Link | Quote
Originally posted by ibz10g
If you code something entirely by yourself, I don't see how it can in any way be deemed illegal.

Ok, so the game engine would be legal.

Originally posted by ibz10g
But yeah, if you plan on doing all of those, if any, odds are you can not get that to work on a Snes emulator.

I sort of figured that . ASM code is limited, as is every other programming language.


(edited by Simion32 on 12-02-06 07:43 PM)
(edited by Simion32 on 12-02-06 07:45 PM)
(edited by Simion32 on 12-03-06 02:23 PM)
Kailieann



 





Since: 11-18-05

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Posted on 12-02-06 09:25 PM Link | Quote
I'd be interested in knowing whether or not you plan on creating a new system for this to run on, seeing as the bulk of these ideas far exceed the capabilities of the SNES.
Stephan Reiken

Blipper








Since: 11-17-05

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Posted on 12-02-06 09:40 PM Link | Quote

ASM code is limited, as is every other programming language.

If you can code something, you can code it in ASM. If you can somehow manage to add, subtract, multiply, divide, and do If Then statements, you can program anything. It may prove difficult to program in in ASM, and you have to get the right version of ASM for you platform, but if a program is possible on a certain machine, you can create it with ASM.

And... personally I do not consider this a SMW Hacking topic, while it does involve SMW hackers. But, also personally, I believe you have this in the right forum. Self-conflict .

Well, you should consider using C++. You'd have to know it of course, but if you plan on having it just like SMW then C++ is the best way to modify every conceivable aspect of your new engine, and some that you could not conceive.
Simion32
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Since: 04-29-06
From: Christopher,IL (United States)

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Posted on 12-02-06 09:46 PM Link | Quote
Originally posted by Kailieann
I'd be interested in knowing whether or not you plan on creating a new system for this to run on, seeing as the bulk of these ideas far exceed the capabilities of the SNES.


Yes that is EXACTLY what plan on doing. Self-quote:
Originally posted by Simion32
So I thought I might program an entirely new SMW engine and editor. It would only work on windows, though, since I would like to create it using GML (Game Maker Language). I know that GML isn't as professional as C++ or whatever, but newbies or people who don't know much about programming could adapt to it easier. It would certainly be easier than ASM; you wouldn't need a hex editor and half a million other things just to get the result you wanted.


Well... I don't mind if anyone else has something to say, but I will just begin working on this new engine and editor. I will deal with the "game distribution" legality issue later... ...but for now, I want to actually get the system working.

I encourage everyone to post their ideas here! Anything you can't already do in LM, or an extension of one of its features, is a good idea.

EDIT:


Well, you should consider using C++. You'd have to know it of course, but if you plan on having it just like SMW then C++ is the best way to modify every conceivable aspect of your new engine, and some that you could not conceive.

That's why I'm going to use GML - I don't know C++.
GML, as far as I can tell, can do everything needed to replicate SMW. And others will be able to adapt to GML more easily; it is easier to understand (that is, until you learn something more complicated XD ). I already have experience with GML, so I may as well go with that...


(edited by Simion32 on 12-02-06 08:54 PM)
ibz10g

Spiny


 





Since: 08-10-06
From: Altoona, Iowa

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Posted on 12-02-06 10:35 PM Link | Quote
If you were going to do this, I don't think you should remake SMW, actually. Since writing a game can and will take a lot of time and effort, I think you should just make an entirely new game. And editor, like you stated. Maybe that will catch on even better than SMW. Maybe not.
Simion32
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Since: 04-29-06
From: Christopher,IL (United States)

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Posted on 12-02-06 10:50 PM Link | Quote
Originally posted by ibz10g
If you were going to do this, I don't think you should remake SMW, actually. Since writing a game can and will take a lot of time and effort, I think you should just make an entirely new game. And editor, like you stated. Maybe that will catch on even better than SMW. Maybe not.

Well... I had thought about it. But, the reason I posted this here is because:
1) the first game that I release to demonstrate the engine's abilities WILL be a mario game
2) its level editor is going to be based on Lunar Magic
3) the game engine is based on the way that SMW works

So it doesn't have to be just SMW hacks - you could create a game using my percived engine, it could be ANYTHING as long as it's a platformer.

THANK YOU FOR THE IDEA!!!!!!

I have started ripping SMW GFX to be used in testing (for collisions and whatnot).


(edited by Simion32 on 12-03-06 02:27 PM)
icegoom

Cheep-cheep








Since: 03-06-06
From: United States

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Posted on 12-02-06 11:22 PM Link | Quote
You could use original graphics instead of ripping from the original game if you wanted to get around that particular copyright issue. (You'd still be using Nintendo's characters, though...) I throw that out there mainly because of my hatred for SMW's original graphics.
Simion32
Newcomer








Since: 04-29-06
From: Christopher,IL (United States)

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Posted on 12-03-06 01:10 AM Link | Quote
Well, as for the legality of LEGALLY distributing ILLEGAL games, it seems that good 'ol Lunar IPS works with just about anything you can throw at it. I did a simple test:

1) create a new text document and put "1234567890" inside of it
2) modify this one to say "0987654321" and save it as a new file
3) use lunar ips as if you were making a patch for a rom, exept use "all files" for the file type
4) re-apply the patch to the first file and see if it worked

So we can use Lunar IPS for distributing questionable content because it only would contain the data needed to modify a distributable file... you know the rest.
Glyphodon



 





Since: 11-18-05

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Posted on 12-03-06 01:21 AM Link | Quote
I'm getting sick of this crap.

First, ASM isn't magic. You're limited by the processor speed, you're limited by the SNES's graphics modes and layers, and you're limited by SNES's RAM. You think you can do anything because it can do math? So can a calculator.

Simion, your idea is beyond stupid. SMW is glitchy and poorly designed, and Lunar Magic, I suspect, is the only reason it's so popular for hacking. If you have the talent to make a halfway decent engine, why not an original one? The point is moot, though, because if you had talent of any sort you clearly wouldn't make a Game Maker SMW just because you don't like paletting.


(edited by Glyph Phoenix on 12-03-06 12:22 AM)
Simion32
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Since: 04-29-06
From: Christopher,IL (United States)

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Posted on 12-03-06 01:41 AM Link | Quote

The point is moot, though, because if you had talent of any sort you clearly wouldn't make a Game Maker SMW just because you don't like paletting.


No, I'm NOT upset because of pallete useage or whatever, I just thought I might introduce the idea here because it was RELATED to SMW HACKING.


Simion, your idea is beyond stupid. SMW is glitchy and poorly designed, and Lunar Magic, I suspect, is the only reason it's so popular for hacking. If you have the talent to make a halfway decent engine, why not an original one?


The whole idea of the engine is to be an easy-to-work-with platform engine, which COULD be used to make a MARIO remake. It is supposed to expand the abilities that SMW has into something GOOD.

I don't know any other programming language really well, even though GML really isn't one. If this is the wrong place to post this, why didn't someone tell me earlier?



I will use your advice, thank you very much.


(edited by Simion32 on 12-03-06 12:51 AM)
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^(

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Posted on 12-03-06 01:48 AM Link | Quote
Glyph, why do you bother to hack a game you hate so much? Also:
Originally posted by Simion32
So I thought I might program an entirely new SMW engine and editor. It would only work on windows, though, since I would like to create it using GML (Game Maker Language).

Maybe people will see this now?

Also this is probably doable on the SNES by someone good with ASM.
1) Expansion chips could be useful here.
2) There was a demo of an SMW hack playing MP3s or something, though at the expense of the game's sound effects. I think a nice, efficient engine (compared to the CPU-power-wasting crap that is SMW's code) designed with audio streaming in mind could do something along these lines with sound effects. The 6MB ROM size limit could be an issue though.
3) Not happening on the SNES, unless perhaps you want to get tricky with Mode7 and expansion chips (which would require tons of processing power and I think would still be paletted). Maybe on the DS.
4) This is a SNES VRAM limit. However, the available space could be better used by dynamically loading the needed graphics.
5) Easy to do when coding from scratch.
6) Already possible and done in SMW via some ASM hacks. The layer 3 status bar presents a problem though, a sprite-based YI style or bottom-of-screen SMB3 style might be better.

But the big issue I realized when planning such an engine myself is... it wouldn't be ROM hacking anymore. And Visual Basic - this was ages ago - fails at graphic effects and speed in general.


(edited by HyperHacker on 12-03-06 12:50 AM)
Simion32
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Since: 04-29-06
From: Christopher,IL (United States)

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Posted on 12-03-06 03:48 PM Link | Quote
Originally posted by HyperHacker
Also:
Originally posted by Simion32
So I thought I might program an entirely new SMW engine and editor. It would only work on windows, though, since I would like to create it using GML (Game Maker Language).

Maybe people will see this now?
Thanks for clarifying that, HyperHacker. Also edited my first post to clarify a few things.


Originally posted by HyperHacker
Also this is probably doable on the SNES by someone good with ASM.
1) ...
Yes I assumed that it was possible using ASM, just that it would be difficult. That is the whole idea behind my project- to create an easy-to-use platform engine which is BASED on SMW, and made using GML so that even noobs could change the game code to suit their needs.


Originally posted by HyperHacker
But the big issue I realized when planning such an engine myself is... it wouldn't be ROM hacking anymore.
Well, i sort of figured that, but this thread is already here. It's not going elsewhere unless a mod moves it, or something.
In which forum should the next thread that I make about my project (if there is one) go?
Chef Stef^n
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Since: 10-09-06

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Posted on 12-04-06 01:35 AM Link | Quote
Your ideas are very interesting. It sounds complicated to do what you plan to do... but I presume you have enough programming knowledge at least to attempt to program a new engine for a game. I hope you plan to follow through with your ideas - too often people get an idea, work on it for a short time, and then give up because it was too dificult or they lacked the motivation to complete it.
Simion32
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Since: 04-29-06
From: Christopher,IL (United States)

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Posted on 12-04-06 11:04 PM Link | Quote
Originally posted by Chef Stef^n
Your ideas are very interesting. It sounds complicated to do what you plan to do... but I presume you have enough programming knowledge at least to attempt to program a new engine for a game.

Yes, everything I am trying to acomplish is complicated, and without knowing GML decently, I would not have even attempted this, let alone create a thread about it.
Originally posted by Chef Stef^n
I hope you plan to follow through with your ideas - too often people get an idea, work on it for a short time, and then give up because it was too dificult or they lacked the motivation to complete it.

Well, I certainly have the motivation, but my progress may be delayed because of school work . It's a good thing this isn't C++, or I would be going nowhere fast.
Radiation

UFO








Since: 11-19-05
From: Techno City, The Moon

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Posted on 12-04-06 11:17 PM Link | Quote
hahahahaha

Have you ever heard of Zoiff? It was pretty much the same idea except with EarthBound. Hundreds of people have had the same idea except with different games. The only one that I have ever seen actually succeed is Zelda Classic.

Unless you have limitless effort, I suggest you either just make your own game off your own system and forget about SMW or don't use GML. I hate to be a negative nancy, but it is pretty much certain that you have absolutely no hope at actually finishing this. If you ever do finish it, I applaud you. But right now I can honestly say that you are no different than the hundreds of other people that tried, found it too hard or lost interest, and failed. If you are seriously considering doing this, then I suggest you get a team of people. That way you can get multiple areas of expertise and it doesn't look like it's entirely your fault when you fail.

Good luck.
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