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04-28-24 12:53 PM
Acmlm's Board - I3 Archive - - Posts by HabsoluteFate
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HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 11-19-05 01:58 PM, in Official SMW Dev Environment Thread Link
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!
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 11-20-05 10:39 PM, in Official SMW Dev Environment Thread Link
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...
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 11-23-05 01:29 AM, in Call to make a new, LM-like SMW editor Link
Although there is more advanced stuff in SMW Dev Environment I'm planning a lot more later on and more graphical stuff..that's why i converted everything from DOS to a GUI for the next release...
The idea is that there will be more easy to use features available for beginners and for those that want to get deeper into the stuff there is also functionality for the more advanced users...


I would personally prefer having more people in on my project to help move things along but hey i guess competition cant be a bad thing although in my case i doubt i would end up spending more time than i'm already spending on it...i do fun things other than programming in life Or i like to think i do anyways
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 11-23-05 01:45 PM, in Call to make a new, LM-like SMW editor Link
I already went through all kinds of alternatives for cross platform development and the best i could find was to use Bloodshed Dev C++ for IDE and I'm using FLTK for the windowing....both are cross platform....
Before you make a decision as to what your going with i would recommend you wait until I release my next version...developing under it should be pretty straight forward and since i've already done all sort of things in there you can use what i already have as a starting point to understand the GUI side in no time...
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 11-23-05 07:16 PM, in Call to make a new, LM-like SMW editor Link
I don't use sourceforge's CVS feature since i'm currently the only one in the project. PM me and i can send you what I have right now...everything is working except for the palette which i just need to find the time to complete.
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 11-24-05 03:15 PM, in Call to make a new, LM-like SMW editor Link
Its up to you guys but there is already a SMW Editor on Sourceforge and people definetely are welcome to join in....

http://sourceforge.net/projects/smwdev

The next release should be much more impressive with a graphical interface....
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 11-24-05 11:53 PM, in Call to make a new, LM-like SMW editor Link
Originally posted by FreeDOS
Doesn't seem to be much more than a browser... may as well use a hex editor.


If your referring to my project your definetely mistaken...you can deassemble as Assembly and Re-assemble your assembly right on to the rom...anyways i'll stop talking about it in this thread considering there is an official thread already Stickied in this forum..i did edit my last post in that thread and it contains a link to an older thread about all of this with screenshots of the version that i'm currently finishing up
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 11-25-05 07:35 PM, in Official SMW Dev Environment Thread Link
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
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 12-08-05 11:19 PM, in Official SMW Dev Environment Thread Link
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)
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 12-09-05 01:37 PM, in RAT tag in LM? Link
What is that about some tag to let LM know that you have created your own custom code/data so that LM knows about it....wasn't there a RAT tag or something similar in name?
I would like to make my code changes compatible with LM as much as possible and since i'm working on the next release now that version 1.0 is out I would like to have as much support to have it work in tendem with Lunar Magic...

HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 12-15-05 03:00 PM, in Official SMW Dev Environment Thread Link
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!
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 12-16-05 03:36 PM, in Lunar Magic "Signature"? Link
Does Lunar Magic leave anything within the ROM that could be seen as a signature?
I know custom hacks are installed as well as a whole bunch of other changes by LM and I figured Maybe Y0shi installed some sort of signature so he could load a rom and quickly be able to tell if it was modified by Lunar Magic already.
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 01-28-06 08:52 AM, in Official SMW Dev Environment Thread Link
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
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 02-16-06 08:39 AM, in SMW - Seperate GFX for Luigi... Link
the SMW Dev Environment was going to split up the sprites eventually i just never got to it...although you can use it to split up the palettes with the current version...
from what i remember it was possible to split up the sprites and eventually thats what SDE was going to have functionality-wise along with everything else


(edited by HabsoluteFate on 02-16-06 07:40 AM)
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 02-18-06 05:53 PM, in Just a note to you guys Link
I wouldn't mind someone to rip the graphics from the Lost Vikings (especially the first one)...the levels look pretty diverse so there are some good tiles on there
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 02-21-06 01:19 PM, in SMW - Seperate GFX for Luigi... Link
Originally posted by Smallhacker
Okay. My idea was a lot easier than I thought.

This patch gives Luigi his own tilemap. It's not fully tested, so backup your rom before applying the patch. Also, make sure that $100000-$1001FF in the rom is empty. If it isn't, you can't use this patch.

As you might have guessed, my tilemap editor doesn't support editing Luigi's tilemap.
To edit Luigi's tilemap, make a copy of the rom. Then open your hex editor and copy the data at $100070-$1001EF to $620C-$638B. Now, edit the tilemap in the editor. When you're done, copy the data at $620C-$638B to $100070-$1001EF. Then copy the data at $620C-$638B in the copy of the rom to the same location in the real hack.


Hello Smallhacker,
Do you mind if I derive your code and add it to the SMW Dev Environment? Would it be possible to get the source code & perhaps your notes about it? I would give you as much credit as you want for it...i've been lazy working on the SMW Dev Environment but i think this is the exact kind of thing that could make me work on it again...
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 02-21-06 06:06 PM, in SMW - Seperate GFX for Luigi... Link
Originally posted by Smallhacker
I'm afraid that it's written in a sweet, but pretty unknown language called Blitz Basic. (The compiler costs money, by the way, but I got a free (but very outdated) version of it in a PC magazine.) However, if you want me to, I can give you the code and add explainations and such stuff.


If you could do that, it would be great...thank you!
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 02-25-06 07:20 PM, in SMW - Seperate GFX for Luigi... Link
Originally posted by Tweaker
Hmm... Thinking about the entire concept of the edit, it should be simple. Here's how I would do it...

First, I would track the routine that loads Mario's graphics into VRAM. Add a compare to the RAM byte that stores current character/game mode (1P or 2P, Mario or Luigi... etc). Then I would make a copy of that loading routine, and set up a branch table that chooses between the character art to load depending on character. Then I'd do the same at the routine that loads the seperate pallette for Luigi... Which should cover it all. I'd do the same for mappings if needed.

That's putting it vaguely though. I'd like to hear the methods of the rest of you who did it, in case I'm makig bad use of the engine. Truthfully, I've never touched a SMB ROM, but I figure since this is how I did it in my Sonic hack, it should work in a relatively similar way.


The way i intend to do it is pretty much what you describe there...which is the exact same way that i did the Custom Palette code i already created....I just gotta get around to it..the information SmallHacker was nice enough to provide me with should help speed things along as soon as I get a chance to work on it again
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 03-01-06 12:56 PM, in Official SMW Dev Environment Thread Link
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"
HabsoluteFate

Red Goomba


 





Since: 11-19-05

Last post: 6516 days
Last view: 6516 days
Posted on 04-01-06 10:40 AM, in Unlocked Mario Throwing Hammer Link
Check this out....
It's a little glitchy but this leaves me to believe that they had originally intended to have one of mario's powers be to throw hammers again in this game...
Remember...like I said glitchy but perhaps with some code changes we could get it to work 100%

Go to SNES address 0xA300 within the ROM
and change the bytes currently there to:

0x67 0x6F 0x74 0x20 0x79 0x6F 0x75

Mario will now spit out hammers

Enjoy guys!
Pages: 1 2
Acmlm's Board - I3 Archive - - Posts by HabsoluteFate


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