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Main - ROM Hacking - General SMB3 Hacking Thread | New thread | New reply |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 187/417 EXP: 674648 Next: 37126 Since: 02-22-07 Last post: 3490 days Last view: 3410 days |
Oh yeah, it will definitely take up more space, a lot more space. The editor will force the MMC5 mapper patch and expand the PRG ROM to 1 Meg. After a few compression ideas, I've decided on one that would take the first "page" of the first level and compressed down to 109 bytes (which expands to 416 bytes). It's just a command based compression routine I'm working on. The big advantage is just the fact you'll be able to design much much more complicated levels. By my calculations, on average, you should be able to create about 150 levels that are 15 pages long, which you know is a long level. |
zbyte |
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Boomerang Brother Z is Superior! Level: 66 Posts: 391/1016 EXP: 2387951 Next: 73900 Since: 06-10-09 Last post: 4435 days Last view: 2914 days |
Posted by DahrkDaizNice. Are you still working on that editor? I've also figured out why World 5 doesn't animate. If you place some of the tiles that are in World 5 into other animated Worlds, then they'll look like wheels and stuff, right? It appears that maps and Tanks share some of the same tiles, so if you add inappropriate objects into a Tank level, then you'll see some map stuff. Is it possible to have pointers, all in one level, to lead to 2 or more other levels? ____________________ No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 188/417 EXP: 674648 Next: 37126 Since: 02-22-07 Last post: 3490 days Last view: 3410 days |
The old editor I've discontinued. I'm working on a new editor that's more project based that will save everything outside of the rom then you can "commit" the changes to the rom later.
The editor and new level format will allow for the following: Unique palette for each level More than one level pointer, limit not sure of yet. Tile based level design with complete level design freedom Being able to set any graphics bank to be used for the level skin Custom background animation definitions per level Completely custom time for each level More accurate pointer exit placement (go to any point of another level) Cross bank levels No limit on level types (i.e. levels are not constrained to certain banks) so if you want 150 ice levels, you can do that. Edit 1: I hope to expand the functionality to maps as well. While I'm working on this, any suggestions would be great. Enemy support will for the most part remain unchanged. Also, chances for level glitches will be much more minimal. Also, it will be MUCH easier to program for than the original SMB3 format. Edit 2: I'm coming up with my new level header format. For the pointers, I decided to allow you to have as many pointers as you want, but each pointer takes up 11 bytes as of right now, so they can be costly. But you can use 1 pointer to cover an entire level. For documenting purposes, here's what I have so far for the level header: Edit 3: I'm not sure how much space will be available to keep pointer information so I may have to set a limit of number of pointers allowed on a level. CC GG BB PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP PP ML TT YY NN PP....FF CC = Fill the entire level with this value, it's sort of the "sky" tile GG = Graphic bank for the tile skin BB = Background color PP = Palette data (for sprites and objects) M = Music L = length (up to 15/0x0E) TT = Time x 10 (that's ten) so a value of 0x10 would be 160 seconds. Up to 999 YY = Starting Y position, MAY include X position if I can get it to work right. NN = Number of pointers PP = Pointer data FF = end header info, start data decompression Pointer format: LL LL LL SS SS ET XX YY AA AA LL = direct rom address of next level, a value of FFFFFFFF would exit the level SS = direct sprite address E = exit type (coming up a pipe, coming down a pipe, etc) T = level type (grass, hilly, etc) XX = X position to exit from YY = Y position to exit from AA = The "area" of the level covered. Example 0x24 0x98 would me if you were betwee page 2, tile 4 and page 9, tile 9, then this pointer would apply to it. Edit 4: Aw hell I'll go ahead and put my custom compression routine in here too: Edit 5: Seems I found an even better compression routine. I may create 2 or 3 routines and have the editor choose which compression is used, whichever makes a level smaller. This routine compress the data to about 20% smaller than before. WW DD SS WW = how much data you're about to write DD = the data you're writing SS = how far to move the "pointer" forward to skip writing so yeah, like I said, I may implement a few and have the editor to make a best choice for compression. |
Kawa |
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CHIKKN NI A BAAZZKIT!!! 80's Cheerilee is best pony Level: 138 Posts: 2569/5344 EXP: 30953877 Next: 709104 Since: 02-20-07 From: The Netherlands Last post: 4502 days Last view: 2637 days |
Somebody's having way too much fun brainstorming. Keep it up. ____________________ Wife make lunch - Shampoo Opera - give it a spin Spare some of your free time? <GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered Kawa rocks — byuu |
Mineyl |
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Ninji Level: 35 Posts: 54/243 EXP: 276962 Next: 2974 Since: 09-10-09 From: World 5 Last post: 4282 days Last view: 466 days |
Personally, Dahrk, I love your editor ideas. My only concern is an unshakable fear that it is so revolutionary or easy to use that people no longer have to think when hacking SMB3. *glares at Super Mario World* ____________________ Back from the beyond. |
KP9000 |
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Boomboom Level: 90 Posts: 995/1975 EXP: 6955375 Next: 233234 Since: 02-19-07 Last post: 3583 days Last view: 3207 days |
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DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 189/417 EXP: 674648 Next: 37126 Since: 02-22-07 Last post: 3490 days Last view: 3410 days |
Maybe as an ASM pluging, low priority
Duely noted, I do want variable sized maps as well
Well, with the ability to completely customize all maps, will world order really matter for the maps?
duely noted
I've actually went and modified my pointer system where if the pointer ends the level, you can decide where on the map you return to
I hope to, like with the levels, allow you to decide what graphics banks you want per-map
Duely noted, may apply to levels as well As for the editor making it super easy and it's no longer hacking anymore, hell yeah it will! But a good level editor can't make up for great ideas and level design |
Mineyl |
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Ninji Level: 35 Posts: 55/243 EXP: 276962 Next: 2974 Since: 09-10-09 From: World 5 Last post: 4282 days Last view: 466 days |
Posted by DahrkDaiz Well, I'm actually more concerned about GOOD hacks getting lost in an ocean of terrible ones. There are already a lot of bad SMB3 hacks, though, so maybe my concern is misplaced. Regardless, I look forward to seeing what you can really do with Mario 3. How old is Mario Adventure now? I'll bet you've learned a plethora of new tricks since then. ____________________ Back from the beyond. |
zbyte |
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Boomerang Brother Z is Superior! Level: 66 Posts: 392/1016 EXP: 2387951 Next: 73900 Since: 06-10-09 Last post: 4435 days Last view: 2914 days |
If you think that this editor will make you , then don't fear; a YouTube video of this editor will show deleting all objects so it's not kaizo. But I've already tried to with the current editors, and I didn't even know much with Movie Maker.
Glad you're working on it, I think I may have a few names for this editor. I would like to see vertically scrolling maps, and from how you're speaking, you sound like someone can make one that scrolls both ways! In-level pointer editing: Reducing the Entrance Range? eg, instead of 00-15, maybe user can customize it (user could put 00-04). Also it would be nice if the Entrance Range would be shown by dotted lines, green area, etc. Exit Horizontal would show up on the next level, there could be a rectangular X (if there's an object there it wouldn't show up, this resembles what shows up if Mario came out and no pipe was beneath him) and then a ↑ or ↓ (the arrows would be 2x2) to show how and where Mario will exit. Is it possible to have all enemies in one graphical bank? And is it possible to show 'Weird' objects? (such as item $63 in the Ice set) ____________________ No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 190/417 EXP: 674648 Next: 37126 Since: 02-22-07 Last post: 3490 days Last view: 3410 days |
Posted by zbyte I'm not reducing the entrance range, I'm increasing it. Right now a pointer's range is on a page bound ($00-0F, $10-$1F, etc) with my pointer, you can set the range from $00-$EF or $11-$72, any range you want and it will be indicated on the editor below/above the level display. I may also make it so you can have a pointer within a pointer (i.e. one that ranges $10 to $60 then one that ranges inside it from $30 to $41, as an example). As far as all enemies in one graphical bank, impossible. It's an NES limitation. Weird objects weird objects wills till be weird. As I said, enemy editing will pretty much remain the same. Btw, Mario Adventure is going to be 6 years old in January. Articles are still being written on it after so long Crazy. I'm considering recruiting some serious help now. I'm eying a few hackers, but I'm not sure if any of them have the time or the drive to work on a hack with me. I'm mostly looking for graphics work, hack ideas and level designing. We'll see if I'm able to recruit a serious team. |
Kawa |
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CHIKKN NI A BAAZZKIT!!! 80's Cheerilee is best pony Level: 138 Posts: 2570/5344 EXP: 30953877 Next: 709104 Since: 02-20-07 From: The Netherlands Last post: 4502 days Last view: 2637 days |
I for one would be honored.
* Kawa dramatically bows to his superior ____________________ Wife make lunch - Shampoo Opera - give it a spin Spare some of your free time? <GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered Kawa rocks — byuu |
zbyte |
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Boomerang Brother Z is Superior! Level: 66 Posts: 393/1016 EXP: 2387951 Next: 73900 Since: 06-10-09 Last post: 4435 days Last view: 2914 days |
No problem, I've already sent you a PM. Sounds good. Can't wait!
You know what a sick tool would be? Editing graphics straight from the editor! I dunno, there would be 'graphics mode' or something, then there'd be a magnifying glass icon, user would click somewhere on their level where they wanted to edit their graphics, and boom! Simple and cheesy graphics editing. But no pressure if you don't wanna do it. Will there be stuff like editing Mario's palettes on the Map screen? ____________________ No quotes found; we apologize for the inconvenience. Commas, question marks, and semicolons are available, though. |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 191/417 EXP: 674648 Next: 37126 Since: 02-22-07 Last post: 3490 days Last view: 3410 days |
Right now I'm focused strictly getting the level editing working and implemented into the rom. Maps will come later.
Kawa: lol get up, I'm not a lord or anything. I thought you were more of a Pokemon/RPG hacker? |
Kawa |
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CHIKKN NI A BAAZZKIT!!! 80's Cheerilee is best pony Level: 138 Posts: 2571/5344 EXP: 30953877 Next: 709104 Since: 02-20-07 From: The Netherlands Last post: 4502 days Last view: 2637 days |
Oh, it's not just Pokémon for me, bossman. I'm really kind of a "jack of most trades, master of some."
I should make that my title. Anyway, I approve of your ideas and wish you good but probably superfluous luck. ____________________ Wife make lunch - Shampoo Opera - give it a spin Spare some of your free time? <GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered Kawa rocks — byuu |
DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 192/417 EXP: 674648 Next: 37126 Since: 02-22-07 Last post: 3490 days Last view: 3410 days |
Ok so I've also decided to include a bit of unused level header space for people who are able to hack to the point that having unused data in the header would be extremely useful. I'm guessing 3 bytes of unused level header data would be enough. |
KP9000 |
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Boomboom Level: 90 Posts: 996/1975 EXP: 6955375 Next: 233234 Since: 02-19-07 Last post: 3583 days Last view: 3207 days |
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DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 193/417 EXP: 674648 Next: 37126 Since: 02-22-07 Last post: 3490 days Last view: 3410 days |
Sweet, I may recruit you, we'll talk later on IRC. |
Quick Curly |
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Giant Red Paratroopa Level: 77 Posts: 654/1443 EXP: 4173669 Next: 17460 Since: 06-15-08 From: Earth Last post: 25 days Last view: 25 days |
Posted by KP9000Something else I recently noticed with SMB3 Workshop - specifically the patches that come with it - is that the "1-Player Patch", not to sound harsh or anything, is cheap and useless. It does not really disable the 2-Player option, but rather simply edits the text to make it look like you can only play with Mario. By simply pressing Select, you can still play with both Mario and Luigi. Posted by "1_Player_Only.txt"All lies. No code has been modified. The reason I'm concerned about this is because for Luigi's Chronicles 2, it's intended to be Luigi by himself. I know I've planned to look into this for some time now, but because of school I've never had enough free time to actually get around to doing it. Heck, I haven't even had time to do simplistic level editing as of late. I hate to have to bother anybody by asking, but has anyone else taken note of this before and looked into emerging with a legitimate 1-Player patch? I know that some SMB3 hacks out there like JaSp's "Mario in: Some Usual Day" and DahrkDaiz's "Mario Adventure" are 1-Player, so I'd assume so, but again I wouldn't want to bother anyone if they're as busy as I've been. |
KP9000 |
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Boomboom Level: 90 Posts: 1037/1975 EXP: 6955375 Next: 233234 Since: 02-19-07 Last post: 3583 days Last view: 3207 days |
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DahrkDaiz |
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Nipper Plant Sandwich Artist Level: 46 Posts: 228/417 EXP: 674648 Next: 37126 Since: 02-22-07 Last post: 3490 days Last view: 3410 days |
Disable 2 Player Mode
0x30C65 -> Make this A9. This is simplest way to hack this. |
Main - ROM Hacking - General SMB3 Hacking Thread | New thread | New reply |
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