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HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6530 days
Last view: 6530 days
Posted on 11-19-05 01:58 PM Link | Quote
This is the Official SMW Dev Environment Thread.
Could someone re-sticky this?

By the way I have started working on the Palette editor and should have it completed shortly which will mean version 1.0 is coming soon!
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6294 days
Last view: 6292 days
Skype
Posted on 11-19-05 02:14 PM Link | Quote
STICKY'D
mikepjr

Red Paragoomba


 





Since: 11-18-05
From: votaw texas

Last post: 6362 days
Last view: 6292 days
Posted on 11-20-05 07:30 PM Link | Quote
Is SMW Dev Environment a new Mario world editor much like what Lunar magic is?

Sorry, i have heard about this allot, I'm just making sure that it is what i think it is.
Kailieann



 





Since: 11-18-05

Last post: 6292 days
Last view: 6292 days
Posted on 11-20-05 08:10 PM Link | Quote
As I recall, SMW Dev Env is nothing like LM. It's more high-end, with lots of emphasis on creating and inserting custom code.
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6530 days
Last view: 6530 days
Posted on 11-20-05 10:39 PM Link | Quote
Originally posted by Kailieann
As I recall, SMW Dev Env is nothing like LM. It's more high-end, with lots of emphasis on creating and inserting custom code.


Your right although anyone should be able to customise the player's multiple palettes in theory anyways...
spel werdz rite









Since: 11-19-05

Last post: 6293 days
Last view: 6291 days
Posted on 11-21-05 05:45 AM Link | Quote
Can someone give me some info on this? It keeps closing after I run it.
Plus, a little bit on what it does.
Blue Falkon

Hoarder


 





Since: 11-18-05
From: Canada

Last post: 6499 days
Last view: 6499 days
Posted on 11-24-05 03:06 PM Link | Quote
I've never heard of this before... what is it? An editor like Lunar Magic? That seems pretty interesting...

However, what kind of stuff will it have? Will it be similar to Lunar Magic? Will it be as easy to use as Lunar Magic? Or will it have to do with more coding and not drag-and-drop work...? Most importantly, will it be able to cross-over with Lunar Magic? If I use this program but also use the other one for something, it won't break the ROM, will it?
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6530 days
Last view: 6530 days
Posted on 11-25-05 07:35 PM Link | Quote
I will be trying to make it as compatible with Lunar Magic as possible although I wont be able to take care of everything...it will be up to people to report issues they have when they use both tools in tandem.

There is more coding at the moment than drag and drop work but that's going to change over time. I'm hopping by having it open source I can get people to help with adding features over time...wether they be drag & drop or whatever else....

The next release (1.0) will include a Player Palette Editor build in which a non-advanced user can use but also includes an assembler/deassembler for the more advanced people

Older thread about this...latest one i could find that was archived anyways but it does have screenshots...

http://board.acmlm.org/archive/thread.php?id=19093
---------------------------------------------------------------------------------
Added Friday, November 25, 2005 @ 4:06PM:

I'm finally done version 1.0! It should be released sometime this weekend...could be as early as tonight or as late as sunday night...I will at the very least put up screenshots later today of the palette editor.

---------------------------------------------------------------------------------
Added Friday, November 25, 2005 @ 6:35PM:
A screenshot of the Palette Editor At work...:





I probably wont publish tonight...there's a slight bug when a value is black to begin with in the palette editor although it shouldn't take long to fix
Kailieann



 





Since: 11-18-05

Last post: 6292 days
Last view: 6292 days
Posted on 11-25-05 08:11 PM Link | Quote
Two things to keep in mind for the next version:

The option to use hexadecimal RGB values in the palette editor (as in C0C838)
And the option to use SNES color values in the palette editor (as in 76A3)

Just a thought
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6530 days
Last view: 6530 days
Posted on 12-08-05 11:19 PM Link | Quote
This release is getting delayed...possibly by a week until i work out some bugs i found with the palette editor...

FreeDos: I'll PM you shortly back so I can get the source code to you before this release is out


Added December 6, 2005

Things are a little crazy right now so instead of delaying this any further I will release this version without the Palette editor this week although a version will come out with the Palette editor as soon as I have taken care of the bugs on that part of it. Things are just too busy right now to get the bugs fixed quickly


Added December 8, 2005

I lied...I got the palette editor working and it is in this release after all.
You can download the source code or windows program here:

https://sourceforge.net/project/showfiles.php?group_id=125248


Here is this version's readme file:



______________________________________________________________________
Super Mario World Development Environment
December 8, 2005
Version 1.0

For the latest version, Home Page, Donations, questions or to
contribute visit our website:
http://sourceforge.net/projects/smwdev/
The homepage (when ready) will be available here:
http://smwdev.sourceforge.net/

You can also email me at:
armand_rock@hotmail.com
Please ensure you mention the Super Mario World Development
Environment in the subject line or I might mistake your email
for spam.
______________________________________________________________________

CONTENTS
______________________________________________________________________
1. Legal Notice
2. Introduction
3. How-To Guide
4. What's New
5. Release History
6. FAQ
7. Credits

______________________________________________________________________
1. Legal Notice
______________________________________________________________________

Always back up your ROM before making changes to it using this tool,
this way you can always go back to a previous version!

The Super Mario World Development Environment program (hereafter
referred to as the "Software") is not official or supported by
Nintendo or any other commercial entity.

The Software is freeware thus it can be distributed freely provided
the following conditions hold:(1) This document is supplied with the
Software and both the document and Software are not modified in any
way (2) The Software is not distributed with or as part of any ROM
image in any format, and (3) No goods, services, or money can be
charged for the Software in any form, nor may it be included in
conjunction with any other offer or monetary exchange.

The Software is provided AS IS, and its use is at your own risk.
Anyone mentioned in this document will not be held liable for any
damages, direct or otherwise, arising from its use or presence.

If you would like to contribute to future versions please go to the
website on Source Forge:
http://smwdev.sourceforge.net/


______________________________________________________________________

2. Introduction
______________________________________________________________________

Super Mario World Development Environment is a multi-purpose tool
to allow the customization of the American version 1.00 of
Super Mario World SNES ROMs.

It currently supports the following functionality:
GUI (Graphical) interface now in use
Export of chunks of code/data from a ROM to a binary file
Import chunks of code/data from a binary file to a ROM
Copy or Move a chunk of data from one location to another
Replaces/Clears chunks of code/data within a ROM
Export chunk of ROM as Disassembled Source Code
Import chunk of ROM as Assembled Source Code
Patch to allow Mario & Luigi to use 4 different Palette each instead of the standard 2 palettes each
Edit Palette Mario & Luigi Palettes for up to 16 marios & 16 luigis (only 4 are currently active)

The project was first started in March of 2005 although the idea
first came up back in 2004. There are still many features
that will be added to this software including an upcoming
IDE & Command Line version.


______________________________________________________________________

3. How-To Guide
______________________________________________________________________

1. File
Open ROM (Ctrl-o)
Opens the Super Mario World ROM
Export Binary
Exports a chunk of binary data from the ROM to a file
Here you can select the binary file to save as,
the bank # to export from, the address within the
bank to export from, and the # of bytes to export.
Import Binary
Imports binary data from a file to the current ROM
Here you can select the binary file to import from,
the bank # to import into, the address within the
bank to import to, and the # of bytes to import.
Copy Binary
Copies or movies a chunk of code/data from one
location of the current ROM to another.
Select the source bank & address, select the #
of bytes to copy/move, enter the destination
bank & address, select wether you want to copy
or move data. The Op Code field is only required
if a move is done. Source data will be replaced
by whatever value you put as the Op Code.
Clear Data
Clears a chunk of code/data as a repeating Op Code
value.
Select the bank & address to start clearing at
along with the # of bytes to clear and the Op
Code value to clear as.
Save (Ctrl-s)
Saves the current changes to the currently opened
ROM.
Save As (Ctrl-a)
Saves the current changes to a different as a
different ROM.
Exit (Ctrl-x)
Exits the program. You will be prompted to either
save or discard your changes if you have made
any changes since you opened the ROM.
2. Asm
Export Source Code
Exports a chunk of the ROM to a source (.asm) file.
Select the .asm file to export to, bank & address to
start export from, # of bytes to export, and the
value of the Process Status Register at the start
of this chunk of code (usually 48).
Import Source Code
Imports source (.asm) file to the current ROM.
Select the .asm file to import from, bank & address
to start import to, # of bytes to import, and the
value of the Process Status Register at the start
of this chunk of code (usually 48).
3. Player
Apply Palette Patch
Select this if you would like to split the Mario &
Luigi Palettes up. The default game only allows
a single palette for the fire power and shares
a palette for ever other power up. With this you
can further customize the palettes so that they
are different for every power up.
Edit Palette
Allows you to edit Mario & Luigi's palette. You will
notice that there are 16 entries for Mario & 16 for
Luigi. This is actually for later expansion and
currently only the first 4 are used:
Mario 00 (Small Mario)
Mario 01 (Large Mario)
Mario 02 (Cape Mario)
Mario 03 (Fire Mario)
Luigi 00 (Small Luigi)
Luigi 01 (Large Luigi)
Luigi 02 (Cape Luigi)
Luigi 03 (Fire Luigi)
______________________________________________________________________

4. What's New
______________________________________________________________________

. GUI Interface
. Palette Editor

______________________________________________________________________

5. Release History
______________________________________________________________________

December 8, 2005 Version 1.0
. GUI Interface
. Palette Editor

September 20, 2005 Version 0.3
. Mario/Luigi Palette Patch
. Display Mario/Luigi Palette Location Information

April 14, 2005 Version 0.2
. Command line tool is now interactive and easier to use
. Deassemble (Export) chunk of data from ROM to Source File (.asm)
. Assemble (Import) chunk of data from source File (.asm) to ROM

March 28, 2005 Version 0.1
. Exports chunks of code/data from the ROM to a new binary file
. Imports chunks of code/data from a binary file to an existing ROM
. Clears chunks of code/data with desired Op Code

______________________________________________________________________

6. FAQ
______________________________________________________________________
If you have a question that is not answered within this
document please use the contact information at the top of this
document.

______________________________________________________________________

7. Credits
______________________________________________________________________

PROGRAMMING: Armand Rock
DEVELOPMENT TOOLS: SNES Professional ASM Development Kit v0.99
Snes9X v1.43.ep9r6 - Geiger's Snes9x Debugger.
Bloodshed Version 4.9.9.1
Win CVS Version 1.2
Super Mario World Dev Environment (Latest)

Specials Thanks to the entire Acmlm's Board Super Mario World Hacking
Community at:
http://board.acmlm.org/forum.php?id=21 (Advanced)
http://board.acmlm.org/forum.php?id=20 (Basic)

Source Forge at:
http://www.sourceforge.org/

And of course Fusoya and his wonderful
Super Mario World Level Editor Lunar Magic:
http://fusoya.panicus.org/



December 9th Edit:
The Palette Patch is only partly compatible with Lunar Magic. If your going to use both I would recommend you first do your work in Lunar Magic and when you know your done that you patch your rom with the Palette Patch. If you do the Palette Patch first and then use Lunar Magic, LM will not load properly. The next version will more than likely include full support for Lunar Magic but I just gotta figure out a few things with it first.

I can't remember who created the Icon for me and was not able to properly credit this person in this release. Could whoever created the Icon i'm using let me know so that I can add something in the following release to thank them?
Thank you


(edited by HabsoluteFate on 12-09-05 08:20 AM)
(edited by HabsoluteFate on 12-09-05 10:41 AM)
Cellar Dweller +

Red Koopa









Since: 11-18-05
From: Arkansas

Last post: 6301 days
Last view: 6292 days
Posted on 12-10-05 02:06 AM Link | Quote
I was able to get the program running on Linux on amd64, but I didn't do any extensive testing as I'm not really into SMW hacking.

I had to change some stuff in the makefile to get rid of some Windows libs that your program does not use(comctl, ole, uuid), and a few other things. Also, it uses the itoa function, which is non standard and not present in glibc. You could improve potability by replacing itoa with sprintf.
dcahrakos

490


 





Since: 11-17-05

Last post: 6509 days
Last view: 6509 days
Posted on 12-10-05 04:49 PM Link | Quote
nice work, looks good so far...

and that was me who created the icon
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6530 days
Last view: 6530 days
Posted on 12-15-05 03:00 PM Link | Quote
dcahrakos: I just updated the readme.txt to give you credit although it wont make it until the next release.

Cellar Dweller: Would you be able to send me all changes you had to make to make it compile under Linux? It probably wouldn't be a bad idea to start creating Linux binaries in the future...i'm a bit too lazy to set that all up right now though



Added Thursday, December 15th @ 1:52PM EST:
I'm already working on the next release. Here is what will be new in this release (which i'm trying to finish as fast as I can given the small amount of free time i have right now because of the current incompatibility with Lunar Magic).

The new features that will be part of 1.1:

1) When you open the ROM it will now check to see if it has already been expended/patched by Lunar Magic. If it has not the user will be given the option to patch it so that it is compatible with Lunar Magic (this release will include an .ips file for that and will automatically patch the rom if the user chooses to do so).
2) A new Menu Option will be added under "File" named "Create IPS Patch (Ctrl-i)". This will allow you to export your hack quickly to an IPS file. You will be prompted to select the original SMW ROM as well as the IPS file to save as.
3) Apply Palette Patch will now be compatible with Lunar Magic.
4) I might start having Linux binaries if there is enough interest...if you are interested in such binaries speak up!

If anyone wants to help, has any comment or have any requests (new features/bugs) please speak up as well!
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6294 days
Last view: 6292 days
Skype
Posted on 12-15-05 03:31 PM Link | Quote
You know, double posts are possible (if the last post is older than 24 hours)
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6530 days
Last view: 6530 days
Posted on 01-28-06 08:52 AM Link | Quote
Sorry for not updating this thread in a while...i forgot my password and couldn't see any way of getting my password emailed to me...eventually i found it and now i'm back...

a quick update on this project...it is currently on hold and will probably for a little while...i'm not sure when it will be back but rest assured that it is not dead...

if anyone wants to join the project to ensure it still proceeds forward please PM me....

Thanks
Leo D.

Goomba








Since: 02-21-06
From: Brazil

Last post: 6628 days
Last view: 6628 days
Posted on 02-27-06 05:41 PM Link | Quote
Suggestion:
A good idea would be the ability to select one or more palletes for the star... that, together with certain block I found on Blocktool, could create a Metal Mario power.
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6530 days
Last view: 6530 days
Posted on 03-01-06 12:56 PM Link | Quote
Hi,
Thanks for the comments...it will be kept in mind for future releases...
right now the next release will include custom graphic edits for all marios/luigis...thanks go out to SmallHacker...because of his help it should speed up figuring things out from my end...

I'm hopping to start working on this "soon"
Stephan Reiken

Blipper








Since: 11-17-05

Last post: 6299 days
Last view: 6293 days
Posted on 04-04-06 10:03 AM Link | Quote
Ok, I have a slight problem...

When I attempt to save my rom after all I did was apply the Palette Patch, It just doesn't stop writting. I thought It was being slow, then got annoyed and stopped it. Guess what? Suddenely I have a no longer working rom with 591 MB!!! O.o.

I have windows XP... can anyone shead some light on this?

EDIT: A little more info... it isn't a garbled mess of a rom. I looked at it in a hex editor and its 591 MB worth of zeroes, and the tmp file is apparently my rom, but its still kinda strange...


(edited by Stephan Reiken on 04-04-06 09:05 AM)
(edited by Stephan Reiken on 04-04-06 09:09 AM)
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6530 days
Last view: 6530 days
Posted on 04-04-06 01:42 PM Link | Quote
Originally posted by Stephan Reiken
Ok, I have a slight problem...

When I attempt to save my rom after all I did was apply the Palette Patch, It just doesn't stop writting. I thought It was being slow, then got annoyed and stopped it. Guess what? Suddenely I have a no longer working rom with 591 MB!!! O.o.

I have windows XP... can anyone shead some light on this?

EDIT: A little more info... it isn't a garbled mess of a rom. I looked at it in a hex editor and its 591 MB worth of zeroes, and the tmp file is apparently my rom, but its still kinda strange...


Sounds like a bug...the only way i could fix it is if you could somehow replicate the problem and let me know how I can replicate it...
Perhaps the next release should include a log you can turn on/off and if someone feels like sending the log to me they can so I can use it to fix the problem....
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6530 days
Last view: 6530 days
Posted on 04-26-06 07:16 PM Link | Quote
I have the SMW Hacking "bug" again and will begin work in the next few days...i should hopefully have a new version soon


(edited by HabsoluteFate on 04-26-06 06:16 PM)
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