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Main - ROM Hacking - SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts New thread | New reply

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Kiiro
Posted on 09-30-09 09:09 PM Link | Quote | ID: 116392


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eddine67 > ...
Je ne te cache pas que je trouve que t'es un peu chiant...

Avec VBA, oublie les switchs, tu ne peux pas en mettre.
Pour le SAV, donne lui le meme nom que la ROM, par exemple :
Si la ROM s'appelle :
Super Mario Advance 4 (E).gba
La sav doit s'appeler :
Super Mario Advance 4 (E).sav

Par contre, s'il te plait, ne pose plus de questions, j'aimerais que tu comprennes par toi même, grandis un peu !

Kawa > I would be happy if i could do a level editor... I hope someone will be interested.

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Kawa
Posted on 09-30-09 09:10 PM Link | Quote | ID: 116393


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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Go right ahead. Would you like some specifics on the tilemap format?

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Kiiro
Posted on 09-30-09 10:26 PM (rev. 2 of 09-30-09 10:27 PM) Link | Quote | ID: 116398


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I think i didn't say it right (Well, my english have some problems, but at least i don't speak french all the time like the other one)...
I meant i want to do a level editor, but well, i can't because i can't program anything...

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Kawa
Posted on 10-01-09 05:05 PM (rev. 2 of 10-01-09 07:36 PM) Link | Quote | ID: 116412


CHIKKN NI A BAAZZKIT!!!
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Well, that's no good. I guess I'll have to do it myself then

Edit: here's an explanation of the tilemap format specifics. http://helmet.kafuka.org/sma4tilemaps.svg

As for more details, me and Treeki came up with the following idea: a level editor would read the header (12 bytes, IIRC), which is followed by either a pointer to the new LZ77-compressed tilemap data and the ASCII string "LZ77COMPRESSED" (followed by irrelevant stuff) or unaltered object-based level data. If the string matches, the pointer is assumed valid and the level is loaded from there. If not, the editor could inform the user that the current level is still object based and offer to append some space at the end of the ROM and insert a pointer and that string.

If a level is saved and ends up taking more space when compressed than before, clear out the part of the ROM it was stored in before and find the next best fit, starting at the 4 MB mark (the end of the original ROM). To properly clear out the original level, the editor should remember both starting offset and total compressed data length.

One other thing we came up with: clear the object list as you install the pointer and token, then move the sprite data for that level to just after the token, which would supposedly give some slack space to add more sprites to a level.


I am giving this entirely too much thought.

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copyRIGHThunter
Posted on 10-03-09 08:52 PM Link | Quote | ID: 116508


Shyguy
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Posted by Kawa
If a level is saved and ends up taking more space when compressed than before, clear out the part of the ROM it was stored in before and find the next best fit, starting at the 4 MB mark (the end of the original ROM). To properly clear out the original level, the editor should remember both starting offset and total compressed data length.


Thank you for your work on this Kawa!

Does this mean that you wouldn't get that problem that occured in SMB3WS, where you'd get "Object Size Exceeded"? I think that's what it was, but somehow, it'd totally erase or screw up another room? That'd be AWESOME if I didn't have to deal with that crap.

Are you also ripping out the MBArcade Game and multiplayer? Please do, as I figure it's just wasted space....

I've been in contact with hukka, and no updates to report. I'll check up in a week or so. I don't want to pester him too much.

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Kawa
Posted on 10-03-09 11:06 PM Link | Quote | ID: 116511


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Posted by copyRIGHThunter
"Object Size Exceeded"
Considering there's no "objects" to speak of, save for the sprites, this error message is less than irrelevant.

As for thanking for my work, save that for when there's an actual level editor. All the above was just planning.

As for the arcade game, I agree it's wasted space but it's difficult to just up and erase. Too easy to overshoot your target and kill a part of SMB3, or to do the opposite and leave parts in.

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copyRIGHThunter
Posted on 10-05-09 01:49 AM (rev. 2 of 10-05-09 01:51 AM) Link | Quote | ID: 116547


Shyguy
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My bad. I just fired up SMB3WS and reproducecd the error. When a level is "full" and you try to add an enemy or a 3-byte / 4-byte object, It reads...

"Cannot add object: level size limit exceeded."

or

"Cannot add enemy: level size limit exceeded."


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zbyte
Posted on 10-05-09 02:53 AM Link | Quote | ID: 116548


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Posted by copyRIGHThunter
My bad. I just fired up SMB3WS and reproducecd the error. When a level is "full" and you try to add an enemy or a 3-byte / 4-byte object, It reads...

"Cannot add object: level size limit exceeded."

or

"Cannot add enemy: level size limit exceeded."

If you have the "Limit Size" option ticked in the "Edit" column, then Workshop won't let you add more objects or enemies since your last save. If you want to add more objects/enemies that what was originally in the level, the area that is pointed from the level (which is really easy) would have to have those objects/enemies taken away from.


This progress looks fabulous! And I'm glad that I lead you in the right direction, copyRIGHThunter!

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copyRIGHThunter
Posted on 10-05-09 05:41 AM (rev. 2 of 10-05-09 02:52 PM) Link | Quote | ID: 116553


Shyguy
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Yeah. I've done that, but I'm also horrible with the pointers (that why almost all the levels I made are only 1 room long) so It wound up screwing up rooms. My W1-1 and W1-5 were supposed to be 2 rooms, but I screwed up the rooms I needed. Also, that's why the fortress I made ends abruptly.

In any event, I look forward to anything done w/ SMA4. Also, THANK YOU for the sarcasm..... i think

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eddine67
Posted on 10-06-09 06:46 PM Link | Quote | ID: 116633


Tektite
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NO$GBA beuge chez moi : affichage d'un message d'erreur puis ça ferme
Mais je voudrais mettre les switches !

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Mineyl
Posted on 10-06-09 08:08 PM Link | Quote | ID: 116639


Ninji
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Posted by copyRIGHThunter
Yeah. I've done that, but I'm also horrible with the pointers (that why almost all the levels I made are only 1 room long) so It wound up screwing up rooms. My W1-1 and W1-5 were supposed to be 2 rooms, but I screwed up the rooms I needed. Also, that's why the fortress I made ends abruptly.



If you're still interested in hacking the NES version, there are ways to get around all the problems you mentioned. Outlining this would take up far too much space here, though, so if you're interested, PM me or something.

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eddine67
Posted on 10-08-09 04:07 PM Link | Quote | ID: 116715


Tektite
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Comment je fait avec un éditeur hexadécimal ?
Il n'y a que des chiffres incompréensible


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Kiiro
Posted on 10-08-09 04:40 PM (rev. 3 of 10-08-09 04:42 PM) Link | Quote | ID: 116717


Red Paratroopa
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eddine67 > Utilise Google... Sérieusement. Et puis en plus, tu es sur un site Anglais, parle sur un site Français sur le ROM Hack, tu serais un peu mieux a l'aise.

(Guys like this, is annoying...)

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Really Snooky
Posted on 10-08-09 10:43 PM Link | Quote | ID: 116731


Micro-Goomba
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Posted by Kiiro
(Guys like this, is annoying...)


Especially when they're French.

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DahrkDaiz
Posted on 10-09-09 05:59 AM Link | Quote | ID: 116751


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Sandwich Artist
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Posted by Mineyl
Posted by copyRIGHThunter
Yeah. I've done that, but I'm also horrible with the pointers (that why almost all the levels I made are only 1 room long) so It wound up screwing up rooms. My W1-1 and W1-5 were supposed to be 2 rooms, but I screwed up the rooms I needed. Also, that's why the fortress I made ends abruptly.



If you're still interested in hacking the NES version, there are ways to get around all the problems you mentioned. Outlining this would take up far too much space here, though, so if you're interested, PM me or something.


All of these problems will be solved for the NES version.

eddine67
Posted on 10-09-09 07:30 PM Link | Quote | ID: 116796


Tektite
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O.K.
On se calme, paix sur la Terre ^^
Dernier message (vous pouvez être content ^^)
Allez je part et si vous avez la solution au switches, prevenez-moi XD
Bon, Bye-Bye ^^

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erpster2
Posted on 10-09-09 11:13 PM (rev. 2 of 10-09-09 11:21 PM) Link | Quote | ID: 116824


Micro-Goomba
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Posted by Sonic Hachelle-Bee


Since I don't know where to post this, I think I will link the save game files here. These are european save game files in .sav format for SMA4, 2 files for each language (English + French, 32 levels + the other 5 star levels remaining):
http://hachelle-bee.perso.sfr.fr/Miscellaneous/SMA4eSaves.zip



I have just made 4 save game files for the US versions of the SMA4 game (the 32 levels & the 5 star levels for US versions 1.0 & 1.1). I'll post them shortly after I make a readme file for them.

copyRIGHThunter
Posted on 10-11-09 02:19 AM (rev. 2 of 10-11-09 02:21 AM) Link | Quote | ID: 116901


Shyguy
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Posted by DahrkDaiz
Posted by Mineyl
Posted by copyRIGHThunter
Yeah. I've done that, but I'm also horrible with the pointers (that why almost all the levels I made are only 1 room long) so It wound up screwing up rooms. My W1-1 and W1-5 were supposed to be 2 rooms, but I screwed up the rooms I needed. Also, that's why the fortress I made ends abruptly.



If you're still interested in hacking the NES version, there are ways to get around all the problems you mentioned. Outlining this would take up far too much space here, though, so if you're interested, PM me or something.


All of these problems will be solved for the NES version.



@ Mineyl
Right now, I'm more interested in the GBA version because or replayability issues. I like the SMA4 free replay after its 100% complete.

I like the "PlayBack" feature a LOT. It makes it a LOT easier to do SpeedRuns/ SuperPlays....





I like the better graphics and all the new stuff. Also, there's been minor tweeks to SMB3 in the SMA4 engine. Like Gooma Boots can stomp Thwomps in SMA4, but they can't in the NES version.

@ DahrkDaiz
What do you mean by this?

I know that hukka credited you for SMB3WS (I tried accessing your website from his, but it didn't work). Are you going to make a new version of SMB3WS? I asked hukka about a new version or releasing the source code, and he said he may be interested in something and to email him later. I'll probably send something soon (it's been a week or two but I don't want to sound like a pesky nag). It seems that SMA4 has been mapped, and some kind of bridge that'd make the e-world stuff available in the main game is in the works... at least conceptually.

It seems to me that all we need now is a programmer who has the capabilities to make an editor. I'd love it if you or hukka upgraded SMB3WS to edit SMA4. You'd have my eternal gratefulness. That and about a couple hundred hacked levels for SMA4. SMA4 is easily the best 2D Mario game in existance!

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Mineyl
Posted on 10-11-09 05:43 AM Link | Quote | ID: 116913


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No problem, CRH. I completely understand.

So they updated goomba's shoe, huh? I wonder if they added swimming capabilities to it, too... The NES version lacks this (a common cause of death for me in Chaos Control and especially Mario Adventure, but an understandable one seeing as the original 5-3 has no water).

I wish I could code your editor, but unfortunately, it's out of my expertise. I'd like to pick up on a real programming language someday (I'm an expert with RPG Maker, but that's about it, sadly), but that could be a year or ten from now.

Random question: is there any way to port GBA save files to actual GBA cartridges? I'd love nothing more than to play the e-reader levels on my actual GBA/DS/Gamecube without having to sit in front of my PC.

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Kiiro
Posted on 10-11-09 09:31 AM Link | Quote | ID: 116916


Red Paratroopa
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Posted by Mineyl
Random question: is there any way to port GBA save files to actual GBA cartridges? I'd love nothing more than to play the e-reader levels on my actual GBA/DS/Gamecube without having to sit in front of my PC.


If you have a DS, can you launch DS homebrews ?
If yes, use GBA Backup Tool, it does what you want.

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