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Main - The Landfill - Ultimate SMB3 Editor (Coming soon...) New thread | Thread closed

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DahrkDaiz
Posted on 12-31-07 06:54 AM Link | Quote | ID: 72435


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I wanted to go ahead and announce my new project. After many months of wanting to get back into the scene, I decided it was best for me to do an SMB3 editor that can editor so many parts of the ROM, people will be making Mario Adventure clones left and right (ok maybe not that great of an editor ) Anyways I finally got the very basic NES graphics displaying library in C# complete. The source will be available upon every release so people can work on it if they want, but I plan to make this editor as etensive as time allows me. Just to show I have some progress:



This basically loads the TSA and palette data from the rom along with the graphics. This also loads for expanded roms without any trouble. I plan to keep offsets and stuff in XML so people can create very dynamic hacks and let the editor fit their own needs. Flexibility and power are my goals with this 8)

ghettoyouth
Posted on 12-31-07 08:54 AM Link | Quote | ID: 72436


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Wow that's great! Can't wait to see the final editor :3
Will your editor support the european and japanese version as well?

Kawa
Posted on 12-31-07 10:28 AM Link | Quote | ID: 72440


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Posted by ghettoyouth
Will your editor support the european and japanese version as well?
Posted by DahrkDaiz
I plan to keep offsets and stuff in XML
I think it will.

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Googie
Posted on 12-31-07 03:31 PM Link | Quote | ID: 72451


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This is cool DahrkDaiz, this'll be the kick I need to get back into the scene too. Lemme ask you something, will this editor have sprite support? I wanna change the big bullet to the bullet from SML2, I'm willing not to use the screws in the airship. Other than that, I can't wait to tinker with it... (^^')

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DahrkDaiz
Posted on 12-31-07 04:12 PM Link | Quote | ID: 72453


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Oh yes, this will have sprite editing support like you wouldn't believe Including animation, TSA, properties. I also plan to include a lot of ASM hack plugins

Celice
Posted on 12-31-07 11:41 PM Link | Quote | ID: 72485


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This might sound like a weird question, but are you also going to allow use to provide our own palette for the editor to utilize, or are you going to just have an NES.pal lying around or something? I use YY-CHR's for my hacking, and my emulator, and so any edits I do graphically will have different colors in your editor.

No big deal if it doesn't--I like hearing this news in any case ^^

Hamtaro126
Posted on 01-01-08 02:25 AM Link | Quote | ID: 72494


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Since: 05-02-07
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Posted by DahrkDaiz
I wanted to go ahead and announce my new project. After many months of wanting to get back into the scene, I decided it was best for me to do an SMB3 editor that can editor so many parts of the ROM, people will be making Mario Adventure clones left and right (ok maybe not that great of an editor ) Anyways I finally got the very basic NES graphics displaying library in C# complete. The source will be available upon every release so people can work on it if they want, but I plan to make this editor as etensive as time allows me. Just to show I have some progress:



This basically loads the TSA and palette data from the rom along with the graphics. This also loads for expanded roms without any trouble. I plan to keep offsets and stuff in XML so people can create very dynamic hacks and let the editor fit their own needs. Flexibility and power are my goals with this 8)


Hey DahrkDaiz: I can supply most of the Sprite attribute data for most sprites, PM me at Romhacking.net or Email me for them if you want. As a bonus, I figured out how to modify the SMB3 koopa attributes to only have one specific attribute (What I meant about Attribute for the sprites is Palette attributes, So do not expect any other stuff).

If you have a last chance, I wanted to put the Question block TSA and the Brick TSA in a seperate Attribute page (Format is like in SMB1, 4x15x4. as in 4 rows, 4 of seperate TSA attributes (the current attribute setup) and 15 (F in hex) for the columns) like SMB1, What I want to modify for SMB3: Question Blocks move to either Attribute column 0 or 3 and Bricks stay in Attribute column 3 (Current/Unmodified Attribute).

What I meant is I need one last help to have the TSA set up for one of my hacks. If you figure out the above stuff in HEX, then I am done letting you give me help.

Other than that, Good luck on making the ULTIMATE (I mean it.) SMB3 utility in Romhacking history!

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Ailure
Posted on 01-01-08 03:30 AM Link | Quote | ID: 72495

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Guess I pretty much give up plans on my ideas about starting on a own SMB3 editor of my own in another language. I might contribute to it later, but I'm really not fond of C# myself. xD

Still. This might be the start of the mother of all SMB3 editors. And it's open source! Which is a rarity for game editors...

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boingboingsplat
Posted on 01-01-08 04:39 AM Link | Quote | ID: 72500


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Considering I don't have any knowledge of SMB3 hacking, I don't exactly understand what this is, or it's importance. Is it similar to the Map16 editor in Lunar Magic?

Sorry for being so mis-informed.

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DahrkDaiz
Posted on 01-01-08 07:10 PM Link | Quote | ID: 72526


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Hamtaro: Im not entirely sure what you're talking about. The SMB3 TSA data has been figured out long ago and I made a TSA editor for it. I appreciate your offer with data providing, but I have most all the data already and it would be extremely easy to find any data I don't have.

Celice: you can provide your own .pal file to match as close to your hack as possible. It loads from a default.pal right now but I'll allow you to change where it loads the palette file from .

Boingboing: What I'm displaying is just the TSA data for the Plains object set, it's in significant in the grand scheme of things, but I just wanted to show that I wrote a library in C# to display NES graphics and I will be starting on my editor very soon (in like, 3 minutes, I have to pee first lol). The final product will be an SMB3 editor that will allow you to modify a large part of the game right inside the editor (except for graphics hacking, no point in that imo).

Hamtaro126
Posted on 01-01-08 08:08 PM Link | Quote | ID: 72528


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Posted by DahrkDaiz
Hamtaro: Im not entirely sure what you're talking about. The SMB3 TSA data has been figured out long ago and I made a TSA editor for it.

1: I want to put the ''Question Blocks'' in some diffrent attribute. Either attribute space 1 (Palette: White with Light Blue) or attribute space 3 (Palette: Light Blue with Dark Blue)

or 2: Make a new and better ''Attribute Table'' so a certain 16x16 TSA place can have a certain PPU attribute instead of the unmodified SMB3 attribute table and it should be a seperate table from the TSA.

see your WIP editor Image to see what I mean.

the Brand new and Modified attribute table should accept:

00 for Attribute 0

55 for Attribute 1

AA for Attribute 2

and

FF for Attribute 3

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DahrkDaiz
Posted on 01-01-08 08:13 PM Link | Quote | ID: 72529


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You'd have a much easier time changing what block is recognized as a ? block. Im not modifying this for the sake of one block.

CKY-9K
Posted on 01-01-08 09:12 PM Link | Quote | ID: 72531


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Sounds brutal.

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Hamtaro126
Posted on 01-01-08 10:09 PM Link | Quote | ID: 72533


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Posted by CKY-2K
Sounds brutal.


He is not really trying to be brutal, he is just telling me that I must find it myself. so stop butting in, please.

Dahrkdaiz, I will try to do it myself then. (Not saying this to hurt you. just that i will find a way to do such a thing.)

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CyclopsCaveman
Posted on 01-02-08 02:19 AM Link | Quote | ID: 72543


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Since this is going to be open source, and compiled in C, does that mean there are going to be OS requirements shooting in the way of OS X users?

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CKY-9K
Posted on 01-02-08 03:01 AM Link | Quote | ID: 72546


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Posted by Hamtaro126
Posted by CKY-2K
Sounds brutal.


He is not really trying to be brutal, he is just telling me that I must find it myself. so stop butting in, please.

Dahrkdaiz, I will try to do it myself then. (Not saying this to hurt you. just that i will find a way to do such a thing.)


Shut up I'm not talking to you.

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EggplantPimp
Posted on 01-02-08 04:19 AM Link | Quote | ID: 72551


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This is awsome DahrkDaiz, I know with an editor like this, it'll inspire more people to hack SMB3. I'm looking foward to this editor. 8)

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JaSp
Posted on 01-02-08 08:09 PM Link | Quote | ID: 72579


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This sounds really nice Hopefully it'll help me with my current project!
I can provide a music insertion extension if you want; I just don't know anything about C# but I've got all data necessary and my custom asm hack to change music banks and add (not replace!) as many songs as needed!
So far I made a music converter in javascript (no GUI, just basic text-into-byte converter)

Mystery Gourmet
Posted on 01-03-08 12:47 AM Link | Quote | ID: 72601


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if this turns out well enough I may well start up hacking again

CKY-9K
Posted on 01-04-08 01:36 PM Link | Quote | ID: 72691


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You should make an extended version for SMB3 Workshop's object definition editor.



The one on there only edits basic objects. After that, it doesn't show the ROM addresses anymore since it appears they never bothered looking for them all. It just shows the object's pattern values but not where the valuese come from in the ROM.

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