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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 05-12-09 08:41 PM Link | Quote | ID: 106875


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Let's try to not stray into LM and SMW.


Anyway, here's some stuff I've been working on as of late.

Here's a little patch I made which replaces the SMB1 1UP with a poison mushroom. They act just like you'd expect. As a note, I did not point this to the SMB:TLL Poison Mushroom, but just rewrote the 1UP routine and tileset/palette info.

Also, is a Continuous Star patch, which act just like the continuous stars in SMB3/SMW (gives you a star if you have one, or a coin otherwise).

This patch replaces the 10 coin block.

Feel free to download these patches here.

And now, for the main distraction!
As some of you may or may not know, I've mentioned a few times that over 50% of the ROM data in SMAS is just Raw GFX. For me to want to build an editor, this causes a problem, as Custom GFX will surely nom an entire game if not handled well. "So SWR, what ever will you do? Will you just give up on MushROMs?" you may be asking. Well, at first, I was going to exclude any custom GFX, this may have made a whole lot of you upset I can imagine. However, a few weeks ago, I had the pleasure of learning the LC_LZ2 compression format, the one SMW uses on its GFX. I managed to build a decompressor with some trial and error. But this wasn't too hard, because I just have to follow the rules of the compression format. Sadly, this tool is useless because my goal is to compress the GFX, and that means looking for optimal ways to do this. In time (a lot of time), I finally built a compressor which, so far, has been working.

This photo showcases what a normal SMAS ROM would look like versus what their compressed GFX look like. In SMB1 alone, the game with the fewest GFX by far (SMB2 and 3 have about 2x and 3x as much), I've managed to save up 54.4 KB (about two whole banks). So one can imagine how much space this will save. However, I could not just slap this in the ROM and hope my emu would know the difference. That never happens (sadly).

You'd get that if you'd have tried.

Fortunately, at this similar time did I start learning what VRAM was, purely by accident I may add, and began reading up on it. I learned about DMA transfers and the like and then peeked in the SMW ROM to see ASM's style of decompressing GFX. I used something similar for SMAS and the result is this screencap

This took a little longer than expected because SMAS has a really creative (lame) way of drawing the Mario/Luigi sprite in VRAM which I had to account for.

What does this mean for you? What else? Custom ExGFX are no longer a question or hope, but a certainty! I will begin rewriting the MushROMs GFX class to make all the changes. Thankfully, because I already built a (re/de)compressor in C#, this will not take too long.

For those curious, the ASM file I wrote for the custom ExGFX totaled 971 lines and 144 KB with the compressed bin files.

-SWR

MathOnNapkins
Posted on 05-12-09 08:55 PM Link | Quote | ID: 106876


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Not going to release a WIP version of the editor, I take it?

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Insectduel
Posted on 06-09-09 10:14 PM (rev. 2 of 06-09-09 10:16 PM) Link | Quote | ID: 108362


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I've been hacking SMB3 for SMAS since 2005. I used to have my official hack back in July 2005 but deleted in November 2007 due to infringement levels and lack of difficulty. I'm officially will make Frank15's 2nd SMB3 hack using Super Mario All-Stars for future reference.

For now, I'm hosting my last Mario hack for this year only. I have other projects to start.

This IPS patch is SMB3 the lost levels the one that MEGABYTE made as a NES version. Comes with 2 for SMAS, no header and header for each lost level.

NOTE: You must patch with the Super Mario All-Stars (U) ROM with header. Not Super Mario Collection or any SMAS rom without header.

Download from Board Uploader NOW!

Corruptendo
Posted on 06-17-09 06:06 AM Link | Quote | ID: 108824


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How about the ability to block access to certain games, like if you only have SMB hacked, and want to avoid people playing the other games, then this is my suggestion, I'd also like an in-built hex editor, and a checksum maintainer.

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spel werdz rite
Posted on 07-26-09 03:09 AM (rev. 2 of 07-26-09 03:10 AM) Link | Quote | ID: 111203


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Ok guys, after much work (and procrastination), I've finally made some good progress on MushROMs.
Over the last few weeks, I've been doing finishing touches to remove several bugs in the smas smb1 hack of compressing all the GFX for etc. purposes.
I even made a nifty little standalone program which can take raw GFX bin files for you to open, edit, and save into raw or compressed format.


Ok, so I finally had the asm in the rom and mostly bug free (some things still need work, but I'll look into it later). So now I needed to rewrite a lot of the GFX code in MushROMs to be compatible with the new compressed GFX. It took a few days and many bugs, but now MushROMs has full support to load the compressed GFX and do everything you need or want to do.

I also decided to put the "Load GFX file bypass" boxes in the same window as the GFX editor. Note that because each combo box has 0x1000 indexes, it takes a while for the window to load. Like two seconds. You guys think it'd be wiser to have them in separate windows? This would make a lot of changes quite a bit easier really and loading time for a lot of things would be shortened to milliseconds.

Here's a pic of what I have so far. (Huge image warning: screen cap of my 1920x1200 screen)

You'll also notice I have the level toolbutton available on the Main window now. It doesn't do much beyond changing the level number if you hit PgUP or down. It also changes the index of the GFX indexes so you can see which GFX files are loaded for which levels.

I'll probably work a little more with the Comboboxes to save some loading time then move on to finishing the gfx asm and level asm. After that, I still have to do custom palette code. Then I can finally move on to something new and get close to level coding.

Sorry it's taking so long guys, but I'd rather get this thing done right than quick.

P.S. Don't advertise your hacks in my thread please.

Raccoon Sam
Posted on 07-26-09 03:40 AM Link | Quote | ID: 111207


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Looks fantastic albeit a bit confusing. I'm sure you'll include a proper help file though.
Excellent job man.

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felineki
Posted on 08-01-09 05:52 AM Link | Quote | ID: 111741


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Nice to see progress is still being made. Great work with the graphics compression.

One random question: Would you consider sound editing to be a possibility for MushROMs? From what I understand, SMAS uses one of the better-understood sound formats, one that is shared with a few other first-party SNES games.

spel werdz rite
Posted on 09-24-09 09:11 PM Link | Quote | ID: 116055


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Ok guys. Pretty major update here.

Check this out to see what's new. Can you spot them all? There are five total.

...

...

...

1) Open recent files: Saves up to 10 old files.
2) Open level: Very Lunar Magic-esque. The tool button image updates for the level. You can open a level by number or address.
3) Edit header: Edits header properties like Map type, time, start position, and enemy address

The next two are major! Like, beyond major! These are landmark achievements! I mean, c'mon, these were hell to add! D;
4) Map16 expansion supports 0x10 pages! I can't even start talking about how useful this is!
5) Tile acts like setting! Now, like Lunar Magic, you can select which tile acts like which other tile. The flexibility of editing has just increased exponentially.

These two new features have greatly opened the possibilities for MushROMs. The editor grows closer and closer to limitless.
Sadly, this does not mean I've added custom block code. This feature probably will not exist for a while (I've yet to look over it). However, with this, custom ExGFX and custom palettes, new map loading routine, and rewriting the hardcoded level load routines, I've taken away enough restrictions I believe.

Other features not shown:
6) Expand ROM up to 8MB ExLoROM
7) Maintain checksum
8) Support for header or non-header, U.S., European, or Japanese ROMs.

Insectduel
Posted on 09-24-09 10:02 PM Link | Quote | ID: 116059


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Posted by spel werdz rite


Other features not shown:

7) Maintain checksum



I easily mantain SNES roms using Windhex when editing stuff.
Keep up the good work.

spel werdz rite
Posted on 09-26-09 12:03 AM Link | Quote | ID: 116142


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Inspired by DarkData, I created a new way to edit Map16 tiles, Now you can do it all in one dialog window, as well as select tiles from a picture rather than having to write down the values. Of course, you can write too if you want.

Kiokuffiib11
Posted on 09-26-09 06:38 AM Link | Quote | ID: 116173


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Wow! Nice.

I can't wait until the finished product is out.

I'd love to do some hacking with the SNES one.

Can you take properties from one Super Mario, and bring it into another?

Or are they totally 4 (Or 5 if you have SMW) different games?

And does this extend into Super Mario World?

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spel werdz rite
Posted on 09-26-09 08:21 AM Link | Quote | ID: 116177


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They are four seperate games, and SMW is excluded, however, you can edit SMAS+W ROMs.

spel werdz rite
Posted on 09-28-09 11:19 AM Link | Quote | ID: 116285


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MushROMs can now open Lunar Magic for you. Nothing very special, but for those of you with SMAS+W ROMs, this is for you.
picture

spel werdz rite
Posted on 10-05-09 08:19 PM Link | Quote | ID: 116576


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Triple post failure.

I hope that picture counts as "content-worthy." =P

Kawa
Posted on 10-05-09 08:20 PM Link | Quote | ID: 116577


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Oh, it does.

Nice wallpaper, btw.

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Link13
Posted on 10-06-09 04:16 AM (rev. 2 of 10-06-09 07:30 AM) Link | Quote | ID: 116598

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Have you only got Super Mario Bros. to edit, are you aloud to edit other games like SMB.3? If so, prove it.

NightKev
Posted on 10-06-09 07:57 AM Link | Quote | ID: 116602


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Are levels from SMB and SMB2j in the same format (that is, if I made a level for SMB, could I import it as a level in SMB2j)?
---
Link13: "If so, prove it."? He doesn't have to prove anything to you...

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Kawa
Posted on 10-06-09 05:24 PM Link | Quote | ID: 116624


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Posted by NightKev
Are levels from SMB and SMB2j in the same format (that is, if I made a level for SMB, could I import it as a level in SMB2j)?
I'd think they were, if you ignore some object set differences and maybe some minor details that should be easily correctable...

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spel werdz rite
Posted on 10-06-09 09:20 PM Link | Quote | ID: 116645


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Yeah. They're pretty much the same. Even though I've mentioned that I'm completely overhauling the smb level design format to allow for more flexibility. But I will obviously be rewriting the smb2j format to follow something very similar. There may be a few differences like no green springboards or upside-down pipes or wind.

spel werdz rite
Posted on 10-09-09 11:41 AM Link | Quote | ID: 116771


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Oh boy! MushROMs will now make backups for you on every save (separate backups with a timestamp). Also, all three editors can be docked to the main form.

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

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