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

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DahrkDaiz
Posted on 07-04-08 10:51 PM Link | Quote | ID: 86827


Nipper Plant
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It's not a single byte it's actually in the ASM code that checks a range of values. Those ranges determine what blocks have items in the, what's water, what's a slope, etc etc. I looked into it a while back but don't remember what I changed to work, I do know I had to actually implement an ASM hack.

New Screen:


JaSp
Posted on 07-04-08 11:15 PM Link | Quote | ID: 86832


Shyguy
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Nice progress
I'm paying close attention to this editor as you might already guess (no I'm not dead yet!)

Well, I'm a bit worried though, what if I already expanded my ROM keeping MMC3 mapper with a lot of bank switching subroutines ? Will I have to change these ? Will the mapper switch act transparently ?
One suggestion, which is rather a request actually : adding .m3l export ? so that I can use the handy interface of your editor to design my levels and use SMB3WS to order all my levels in my rom, etc

Keep up the good work, it's nice to have almost live progress update!

DahrkDaiz
Posted on 07-06-08 06:46 AM Link | Quote | ID: 86916


Nipper Plant
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The fun never ends! I got worn out writing level editing code, so I started to implement what I like to call "Power Toys". Editing features that let you edit almost anything in SMB3 without a lick of ASM knowledge. Here's the first one I pumped out:



This is really fun to mess with outside of just hacking. Plan to see a LOT of stuff like this in my editor

felineki
Posted on 07-06-08 08:16 AM Link | Quote | ID: 86920


Micro-Goomba
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Now I've got this surreal image in my head of Small Mario flying. Good to hear that you're planning lots of features like this, they seem like they'll be a lot of fun.

Raccoon Sam
Posted on 07-06-08 02:16 PM Link | Quote | ID: 86940


Cobrat
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Does the editor read graphics from the ROM? Those blocks with a translucent powerup on them got me wondering :X

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Googie
Posted on 07-06-08 06:07 PM Link | Quote | ID: 86945


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Heehee nice, I can see small Mario flying in the air too.
I can't wait to see more progress... ^^'

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DahrkDaiz
Posted on 07-06-08 09:46 PM Link | Quote | ID: 86958


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Posted by Raccoon Sam
Does the editor read graphics from the ROM? Those blocks with a translucent power up on them got me wondering :X


Yes, it reads the graphics, tiles and sprites both, from the ROM. Heck, the special labels you'll see are taken from a .CHR file, editable in YY-CHR hehe.

KP9000
Posted on 07-07-08 01:42 AM Link | Quote | ID: 86967


Boomboom

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What if a user were to make significant changes to the ROM itself where the level/pointer/graphics data location changes? Maybe if the editor fails to load data from the ROM at its usual spot, the editor would then ask you to point it to its correct spot and save the settings in a .cfg file for future reference?

That brings up a different question... What if someone has already started a hack and has made changes to it? The user would have to lose all ASM changes he has made to it and would have to just settle for level/graphics importing. They would also have to possibly recode it a different way due to the MMC5 mapper.

Now, I'm not all ASM-savvy, but it sounds like your approach to loading a ROM this way also has some technical issues.

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DahrkDaiz
Posted on 07-07-08 01:53 AM Link | Quote | ID: 86968


Nipper Plant
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I abandoned the idea of forcing users to change their mappers and clearing out level data.

However, remember, I've hacked SMB3 more than anyone and I know what to watch out for when making the editor. This is why everything is loaded from the ROM in case the user does modify things. If it worked with SMB3 Workshop, it will work with my editor.

NightKev
Posted on 07-07-08 02:29 AM Link | Quote | ID: 86969


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Posted by DahrkDaiz
I abandoned the idea of forcing users to change their mappers and clearing out level data.
So it's optional or gone completely?

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KP9000
Posted on 07-07-08 10:16 AM Link | Quote | ID: 86998


Boomboom

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Posted by DahrkDaiz
This is why everything is loaded from the ROM in case the user does modify things. If it worked with SMB3 Workshop, it will work with my editor.
There was a thread asking of editors could render the level data using subroutines within the ROM. I forgot where this thread was, but is that how you are going to do it?

On another note,
Posted by KP9000
I'm sure people already know the difference, but let's state this in the thread anyways. DD, What are the advantages and features of having an expanded ROM with MMC5? What can you do with this enhanced ROM that you couldn't do before?


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DahrkDaiz
Posted on 07-07-08 04:35 PM Link | Quote | ID: 87010


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No, that would require basically building an 6502 emulator and I believe would be far too extensive for the purpose of even the most thorough of hackers.

The benefits of using MMC5 is a larger sprite area to choose from (left or right pattern tables). That is the main advantage that most people would utilize. Where as rom expansion allows for more levels, larger maps, more ASM plugin capabilities among other things I haven't thought of yet. You guys saw that demo hack I did that implemented things like triple jump, ground pound, etc? That used MMC5.

AlwaysBored
Posted on 07-07-08 04:56 PM Link | Quote | ID: 87011


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This looks good DahrkDaiz, I remember trying to use SMB3 Workshop once but I found a number of limitations. Will this handle ROM expanding, like to add more objects to levels and make longer levels?

I just hope there is an Undo function in the level editor, it has really bothered me in Lunar Magic...

DahrkDaiz
Posted on 07-07-08 06:21 PM Link | Quote | ID: 87015


Nipper Plant
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Cut, Copy, Paste, undo and redo will all be in this editor.

There will only be one way to expand/shrink levels and that's to start a "project". That would expand the rom and make add/removing more objects than what the original level had possible. Otherwise I would be force to reload every level and resave while redirecting all pointers to the changed levels and yeah, that's a pain...

EggplantPimp
Posted on 07-07-08 07:19 PM Link | Quote | ID: 87019


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Dahrkdaiz, will this editor be able to help you edit the intro screen to disable the sprites from moving & having the curtain fall after Peach's message at the end of the game? If I make like a 3 world hack, I'd hate for the credit to roll showing all 8 worlds.

Other than that, I love your progress, I can't wait for it to be finished...

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AlwaysBored
Posted on 07-07-08 07:25 PM Link | Quote | ID: 87020


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Posted by DahrkDaiz
Cut, Copy, Paste, undo and redo will all be in this editor.

There will only be one way to expand/shrink levels and that's to start a "project". That would expand the rom and make add/removing more objects than what the original level had possible. Otherwise I would be force to reload every level and resave while redirecting all pointers to the changed levels and yeah, that's a pain...


This is awesome then, I really didn't liked how the SMB3 levels were extremely short.

DahrkDaiz
Posted on 07-07-08 08:12 PM (rev. 2 of 07-07-08 08:24 PM) Link | Quote | ID: 87025


Nipper Plant
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well the maximum length a level can be will remain the same. There's nothing that can be done about that.

Edit: Actually, with MMC5....

Let's just say, with the completion of this editor, we will see a new hack by me

KP9000
Posted on 07-08-08 01:46 AM Link | Quote | ID: 87049


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Posted by AlwaysBored
This is awesome then, I really didn't liked how the SMB3 levels were extremely short.
Anybody with any kind of level design skills would know that you could just add a pipe at the end of the level that leads to another full-sized level. That'd increase the level size a bit. However, things might change with this new editor, so I'm going to just wait and see how things will go after the editor comes out.

I know a lot of problems arise when editing pointers. It's a little more obscure than simply editing a regular object. I know I had many problems when I first started editing SMB3, and was my main reason for giving up on a hack that I started a while back. How easy will editing pointers be? Will there be a GUI that is designed robust so as to help noobs like me with this?

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DahrkDaiz
Posted on 07-08-08 01:51 AM Link | Quote | ID: 87050


Nipper Plant
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Pointers are no longer going to be displayed as a level object. They will appear in a separate area in the main part of the editor.

CKY-9K
Posted on 07-08-08 03:36 PM Link | Quote | ID: 87069


Pokey
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DD, is it safe to say making such editors will make hacking easy even for the creator?

It did for me when I made Fester's Quest editor.

Also I remember seeing Game Genie codes by you on GScentral. Setting flying for every powerup. It was cool.

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