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Main - ROM Hacking - The *official* MushROMs (SMAS Editor) thread New thread | Thread closed

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spel werdz rite
Posted on 03-13-09 10:55 AM (rev. 2 of 03-14-09 12:51 AM) Link | Quote | ID: 102759


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Edit1: Here's the link to World 1 demo if you're bored.

Anyone who goes on IRC or reads the SMAS dis thread, knows that I've been working on an editor for Super Mario All-Stars. The editor has been an idea of mine ever since I started collecting SMAS data back in '06, but only recently did I gain momentum when I decided to write it in C#.

Stuff I have done so far:

-A full palette editor which can edit all colors in the game,
save them to external files, and, of course, load palettes from
them too.


-A GFX editor very similar to Tile Layer Pro and Lunar Magic's (which was based off of TLP). Once again, GFX pages can be saved to and loaded from external files.


-A Map16 editor with very similar functionality to that of LM's.

Stuff I still need to do:
-An objects editor
-Enemy tile editor
-Animation data
-Property data (like enemy speed, jump height, etc)
-Levels (duh)

Stuff I plan to do, but probably won't for difficulties:
-ASM Editor
-ExGFX
-Extended Map16

Click here or here to see the editor at its current power.

Stuff I've done to the ROM:
-I've completely re-written the level pointers to allow up to 256
levels
-I've edited header data for custom (or infinite) time, starting on
any XY in the first page, selectable Layer 2 BG, and other goodies

Stuff I'm still working on:
My biggest problem with the SMB1 ROM is the "No more than 5 objects in a vertical line" limit. If you ever hacked SMB1 NES, you'd remember it was three. It's five in SMAS, but I don't like any limits.
The picture below shows what I mean.

To fix this, I had to completely erase how level data is written (it was hardcoded), so I am currently re-writing the level ASM routine to get rid of this. The plus side of this is that I'll be able to add something similar to SMW's LevelASM feature which can be integrated to the editor later on.

Another thing you SMB editors may remember is that you could only expand something across X or across Y, not both. So if you wanted to make large, rectangular objects, it'd be a tedious pain.

Well, I am not done with the work yet, but I can finally write individual Map16 tiles into rectangular shapes up to 16x16 in size in any position without stuff disappearing.


Think of it like making levels in LM with only the Map16 tiles. While this means levels can be made, I still want to make whole objects like pipes, castles, flagpoles, etc. and ASM like pageskips, bullet bill screen generators, and castle loops. So everything is still very WIP.

Finally, to wet your appetites just a little bit more, here is a Kaizo-like, level-only hack, TAS speed run of World 1 of SMB1 and SMB3. The levels were made painstakingly in a hex editor back in '06.


I will release the editor when I finish the SMB1 portion (expect it by the end of '09 hopefully) and will continue to release it for every game the editor can work with. As you can see in the vid, I already have data on SMB3 (and of course the Lost Levels since it's so similar to SMB1).

I'm open to suggestions or features you guys would like to see in the editor.

boingboingsplat
Posted on 03-13-09 12:01 PM Link | Quote | ID: 102761


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Looks awesome. Seems like some serious hacking that you're doing.

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blackhole89
Posted on 03-13-09 12:31 PM Link | Quote | ID: 102762


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Posted by spel werdz rite

-A GFX editor very similar to Tile Layer Pro and Lunar Magic's (which was based off of TLP). Once again, GFX pages can be saved to and loaded from external files.


They actually wrote "BG transfer area" into the tileset, and in a manner that could be outright considered pretty no less? That's quite a cute find.

Anyway, I commend your efforts on this. You are doing quite a nice job at replicating LM's interfaces (and the SMW hackers will thank you for it, undoubtely...) - are you using BC++ for writing it like FuSoYa did or some other compiler/programming language?disregard that, I just noticed the "C#" part.

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Quick Curly
Posted on 03-13-09 12:34 PM Link | Quote | ID: 102763


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I think I remember this! It looks awesome! This will definitely get a lot more people who have stuck to hacking the NES versions of those games to give SMAS hacking a try!

I know Insectduel will really look forward to this editor too. Best of luck with it!

Insectduel
Posted on 03-13-09 07:24 PM Link | Quote | ID: 102777


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Wow, you're pretty learning this #C stuff already.
I'm suggesting for the ExGFX ASM support for SMB3 like Super Mario World. It's hard to setup GFX manually in level headers.

RetroRain
Posted on 03-13-09 08:58 PM Link | Quote | ID: 102782


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I love All-Stars. Brings back memories, playing it on the big TV when I was a kid. I love the remade versions of those classic Mario games. Awesome work. Good luck with it.

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Kawa
Posted on 03-15-09 12:00 AM Link | Quote | ID: 102975


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How symbolic, making it look like Lunar Magic. "MushROMs" makes my inner linguist giggle, so that's also nice.

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KP9000
Posted on 03-17-09 12:29 AM Link | Quote | ID: 103327


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I gotta give you props on this, it is truly epic. Though, I gotta ask, is there support for the other games as well? We've only seen support for SMB1 so far... are the other games done? Are they planned?

The reason I ask is the fact that I've got a SMB3 hack in progress and its early enough in production to reconstruct it in SMAS instead. I've got new graphics in it and I have been contemplating doing tilesets on the SNES instead; it lets me be a lot more creative with it...

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spel werdz rite
Posted on 03-17-09 12:54 AM Link | Quote | ID: 103330


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Posted by spel werdz rite
I will release the editor when I finish the SMB1 portion (expect it by the end of '09 hopefully) and will continue to release it for every game the editor can work with. As you can see in the vid, I already have data on SMB3 (and of course the Lost Levels since it's so similar to SMB1).

KP9000
Posted on 03-17-09 07:58 AM Link | Quote | ID: 103351


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...I guess I just pwnt myself there. I don't know how I missed that...

Anyway, all these SMB3 editors around don't seem to edit *every* aspect of the game... I use SMB3 Workshop to edit levels, SMB3 Map Editor for overworld maps, and SMB3W has some palette and graphics editing support, but it's broken.

Every time I see a potential SMB3 editor in development, I can't help but hope for something easier to use than the last editor...

I'm totally grateful for all the editors I have by the way

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felineki
Posted on 03-28-09 03:00 AM Link | Quote | ID: 104153


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Looks very interesting. I'll be looking forward to following the progress and trying it out!

spel werdz rite
Posted on 04-20-09 04:52 PM Link | Quote | ID: 105557


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This is another SMAS SMB vid.
It's Acmlm's The New Strange Mario Bros. This video shows all the bugs and crap I still have to work on before releasing the editor. I did not show all the bugs, just some of them.

Mariofan0
Posted on 04-21-09 12:01 AM Link | Quote | ID: 105573


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Might I highly recommend allowing the editor to split the SMAS into multiple ROM files.

It would probably take quite a bit of coding so I'm not sure If it can be done right now but If you can get the SMB1 part working and have it load both SMAS and allow it to load the game when its split it might be possible for users to create an SMB3 SMAS ROM hack without having the SMAS menu or SMB1, SMB2 SMBTLL or SMW inside the Hack aswell it would also free up space for Rom hackers to add alot of stuff to it. but something like that might be quite the ways away...

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Link13
Posted on 04-29-09 03:34 AM Link | Quote | ID: 106089

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Wow! This is awesome! I always wanted to hack SMAS. I wonder if it works with SMAS+SMW?

spel werdz rite
Posted on 05-05-09 09:04 AM Link | Quote | ID: 106521


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Yes, I'm being sure to have it work with SMAS+W, Header or non-header, and hi or lo rom settings.

boingboingsplat
Posted on 05-06-09 03:54 AM Link | Quote | ID: 106557


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I personally don't see any advantages of being to support SMAS+W. I mean SMW in itself is already extensively hacked.

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Xeruss
Posted on 05-06-09 06:16 AM Link | Quote | ID: 106566


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Posted by boingboingsplat
I personally don't see any advantages of being to support SMAS+W. I mean SMW in itself is already extensively hacked.

Having four hacks in one... If you could wire it all to work together without errors, you could make a suite to showcase multiple works, or even use it for an entire series...

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spel werdz rite
Posted on 05-08-09 02:02 AM Link | Quote | ID: 106645


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Posted by boingboingsplat
I personally don't see any advantages of being to support SMAS+W. I mean SMW in itself is already extensively hacked.
I'm not planning on making any changes to the SMW part. It's just so ridiculously easy to support it, that it can't really hurt to not do it.

NightKev
Posted on 05-09-09 01:00 AM Link | Quote | ID: 106689


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Doesn't Lunar Magic work with SMAS+W?

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boingboingsplat
Posted on 05-09-09 02:05 AM Link | Quote | ID: 106696


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Posted by NightKev
Doesn't Lunar Magic work with SMAS+W?

Only Lunar Magic. Any secondary tools won't work.

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Main - ROM Hacking - The *official* MushROMs (SMAS Editor) thread New thread | Thread closed

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