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Main - SMW Hacking - Super Mario Advance 2 editor update New thread | New reply

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RANDY Ruler of Zexernet
Posted on 03-03-08 04:33 PM Link | Quote | ID: 79662


Shyguy
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I started making an editor for SMW: SMA2 last fall, but I somehow got distracted by school & such. Last time I was going to write it in Visual Basic, but since it was too slow (noticeable pauses during rendering) & I am using Linux I decided C & GTK+ would be better since it then will work on both Windows & Linux. Since I have a greater portion of the ROM map completed, I have less of an excuse for not working on it this time.

The GTK+ version now supports displaying the overworld (but not editing it yet - hopefully that will be done this week). After overworld editing is in place I will make the title screen editor (since it is the same other than having an extra layer & no paths) & editor(s) for the other world maps. The actual level editing part is pending me writing definitions for all the objects or else figuring out how to extract them from the ASM automatically. (I would rather do the latter since it would support custom blocks, but it seems a bit infeasible right now.)

If you have any feature requests, feel free to tell me, but I might already have them planned , & I cannot guarantee I will implement them if I do not.

Buu-Huu
Posted on 03-03-08 08:24 PM (rev. 2 of 03-03-08 08:26 PM) Link | Quote | ID: 79672


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Super Mario Advance 2... Which game is that? I always get confused of the Super Mario Advance series. If this game is Super Mario World, then you shouldn't go ahead because we have Lunar Magic and it is really easy to use and SNES emulation is tons better than GBA emulation.

Edit: Is this game Yoshis Island? If yes then go ahead. ^^ Eggvine, the hacking tool for Yoshis Island on SNES is really confusing and not easy to use so a new editor for that game would be nice although on SNES it would be better but I would be glad if atleast, a tool for the GBA version would come out.

Skreeny
Posted on 03-03-08 08:44 PM Link | Quote | ID: 79674


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Posted by RANDY Ruler of Zexernet
SMW: SMA2
It's GBA SMW.

I don't remember what all was on that version that's not easily ported to the SNES version, but it's good to see an editor for it anyway. You can never be sure what's hidden in the game.

Besides, the version of Luigi you could play in that one was pretty cool.

Smallhacker
Posted on 03-03-08 09:34 PM Link | Quote | ID: 79676


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A better idea might be to make a program that can copy levels, overworld and some other stuff to (and possibly from) an SMA2 ROM... The level formats are extremely close (two additional header bytes is all I've found), so copying a level from SNES to GBA would simply be to find free space in the GBA ROM and paste (a very slightly changed) SNES level into it.

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RANDY Ruler of Zexernet
Posted on 03-04-08 02:32 AM Link | Quote | ID: 79693


Shyguy
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I know Lunar Magic exists. We already discussed whether this was redundant when I started last fall, & I concluded that there was enough demand to warrant it (in addition to it being one of my pet projects, of course).

Also, I am hoping to have some sort of "extract levels from SNES IPS" feature, but even so, an editor would be nice to fix things that did not quite make it (such as ASM hacks or custom blocks) or to take advantage of GBA-only features.

Raccoon Sam
Posted on 03-04-08 07:22 AM Link | Quote | ID: 79715


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From what I've seen, LM had something to do with SMA2, with the Demo World easter egg and descriptions of SMA2-only items in the application.
But yeah, I say go for it. SMA2 editor would be pretty swanky and bring a slight change to the usual SMW-SNES-scene.

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Legomen
Posted on 03-04-08 11:00 AM Link | Quote | ID: 79719


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And also I heared that Lunar magic dont run well on Linux......:\

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RANDY Ruler of Zexernet
Posted on 03-04-08 04:53 PM Link | Quote | ID: 79722


Shyguy
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Another thing: Since you guys are my primary user base, would it be better to have one window with tabs for the overworld, levels, etc., or a separate window for each component of the game? I am leaning toward one tabbed window, but there is no difference in difficulty of coding, so which looks (& works) best for the community?

Buu-Huu
Posted on 03-04-08 07:53 PM (rev. 2 of 03-04-08 07:55 PM) Link | Quote | ID: 79733


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I would say, you should use two different windows for the Overworld and for level editing. I guess it would be a little bit confusing if the Overworld editor and the level editor would share the same window but if that would take too many time then don't do it, we can learn it the other way too. BTW, about that "more space" thing, is it possible to add more levels to that game and/or expand it in any way? It would be cool to have more possibilities like easier editing of music, more levels, bigger Overworld and such but this is just pure speculation.

Maybe you can go for it that was planned for Lunar Magic but wasn't finished and support Super Mario Brothers 2 (the game with the vegetables) for the GBA aswell? It would be really cool to hack that game since the NES version is crappy and the SMB2 Discombobulator don't works for me for the SNES version.

Anyways, good luck with that editor. ^^

Delmaru
Posted on 03-04-08 07:55 PM Link | Quote | ID: 79734


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What about making OW editing easier?

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RANDY Ruler of Zexernet
Posted on 03-04-08 10:17 PM Link | Quote | ID: 79741


Shyguy
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As for making the overworld bigger: That would be nearly impossible, since the current overworld fills an entire BG layer. I am considering music editing (probably export/import for the PCM parts), though.

What is wrong with overworld editing? I am not sure what I should do differently from LM (mainly because LM does not seem to work that well in Linux).

Ailure
Posted on 03-05-08 12:28 AM Link | Quote | ID: 79746

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Posted by Raccoon Sam
From what I've seen, LM had something to do with SMA2, with the Demo World easter egg and descriptions of SMA2-only items in the application.
But yeah, I say go for it. SMA2 editor would be pretty swanky and bring a slight change to the usual SMW-SNES-scene.
I believe FuSoYa was working on SMA2 support at the end of Lunar Magic's life, but dropped it altogether as he was getting tired on developing his editor.

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Delmaru
Posted on 03-05-08 06:58 PM Link | Quote | ID: 79797


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Posted by RANDY Ruler of Zexernet

What is wrong with overworld editing? I am not sure what I should do differently from LM (mainly because LM does not seem to work that well in Linux).


Well, I just hate OW editing it. You have to make it tile by tile, it's just waaaay to hard for me. That and it's confusing.

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Smallhacker
Posted on 03-05-08 07:11 PM Link | Quote | ID: 79803


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Posted by Buu-Huu
Maybe you can go for it that was planned for Lunar Magic but wasn't finished and support Super Mario Brothers 2 (the game with the vegetables) for the GBA aswell? It would be really cool to hack that game since the NES version is crappy and the SMB2 Discombobulator don't works for me for the SNES version.


Wow. Just... fucking wow...



(...I was THIS close to starting a flame war.)

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KP9000
Posted on 03-05-08 09:10 PM Link | Quote | ID: 79807


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Simmer down, there... not worth it. (LOL INTERNET)

Anyway, Buu-Huu, Most editors are only built for one specific ROM. You can't just open any rom in any editor and expect it to work. Some editors are built so it takes several ROMs, but that's rare.

Back on topic: Randy, I think you should build your editor after the Lunar Magic model. It works fine, aside from some issues. Oh, and no motherfucking easter eggs.

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blackhole89
Posted on 03-05-08 11:15 PM Link | Quote | ID: 79809


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As long as only level format is concerned, relative similarities between different games (particularly ports and sequels of a series) are not unheard of... it's parts like the graphics and, of course, everything related to graphics and the processor, which includes assembly hacks as well as trivial editor functionality like mapping/address conversion, which cause the most problems.

LM's SMA2 support, I believe, was #defined out at compile time and thus never saw the light of the world outside of FuSoYa's private builds...

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RANDY Ruler of Zexernet
Posted on 03-06-08 05:59 AM Link | Quote | ID: 79836


Shyguy
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I cannot guarantee there will be no Easter eggs , but I will not hide any important functionality in them. They would be merely cosmetic. Then again, I value conciseness & small executables, so Easter eggs are unlikely.

As for overworld editing: I am not sure if LM supports copy & paste of regions of overworld tiles, but I will support that. It should make it slightly easier. I already had it in the Visual Basic prototype, so I know a reasonably efficient way to do it.

KP9000
Posted on 03-06-08 06:37 AM Link | Quote | ID: 79840


Boomboom

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Posted by RANDY Ruler of Zexernet
I cannot guarantee there will be no Easter eggs , but I will not hide any important functionality in them. They would be merely cosmetic. Then again, I value conciseness & small executables, so Easter eggs are unlikely.
Glad to hear it.
Posted by "FuSoYa"
"Yeah, let's put in codes for the editor! It'll be just like a game!"
Because that's just fucking stupid. If anything, make them like SMILE. A random STFU n00b here and there; nothing horribly irritating that impedes your hacking progress like the dickwad idea the "Chelsea" code was.

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blackhole89
Posted on 03-06-08 08:32 AM Link | Quote | ID: 79844


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Well, I can imagine the secret code thing to make sense for features that would otherwise come off as either bloat/beyond what should be part of core editor functionality or are potentially not up to the remaining program's standards in terms of stability, reliability or easiness of use. A code could act as a basic shibboleth against those who shouldn't mess with that particular feature anyway...

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KP9000
Posted on 03-06-08 08:38 AM Link | Quote | ID: 79846


Boomboom

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But why "lock" people out of something? It's not like letting the n00bs use it is going to defile the great god of hacking... Make it available, because you never know what people could do. Sure, they might make some pretty stupid shit, but it's just a design flaw to introduce editing functions as easter eggs.

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