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

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eddine67
Posted on 10-11-09 10:00 AM Link | Quote | ID: 116917


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Bon la, j'ai pas le choix, j'écris. J'ai testé GBA Backup Tool comme je l'avais marqué dans un message que vous n'avec guère retenu ...
La jouabilité est parfaite sur cartouche et si vous n'avec PAS de cartouches, ni un li*ker, mais vous avez une DS/DS Lite/DSi, vous pouvez vous acheter un IPlayer et utiliser un émulateur GBA pour IPlayer (Télécharger le logiciel sur Google evidemment) bon ... quand j'aurai l'IPlayer, je vous dirais si c'est bien !
Bon, sur ce, à la prochaine !
(désolé, Kiiro si je te dérange et tout mais tant pis Kiiro t'est quand même cool !)

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era64
Posted on 10-11-09 12:34 PM Link | Quote | ID: 116918


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3 moths ago CopyRightThunder started this thread. And there are BASIC progress. But this is competely acceptable, Lunar Magic (to v. 1.60 and without counting Sailor Moon RPG editor, because later version was small versions taked 4 years).

But if we are on subject on SMA4 here are few nice features which shows in both released and unreleased levels. (debut of features)

Nearly all levels takes more level size than SMB3 can store (in NES and SNES version)

e-1: Custom Autoscroll. Diagonal Bullet Bills, Possibilty of no displaying some part of level (below goal should be nothing or blocks but we don't see this)
e-2: Blue boomerang. Triangles. Pinball Flippers. Easy method to make bonus rooms.
e-3: Vegetables, e+ coin, Chargin Chuck, Poison Mushrooms, Bubble
e-4: Key, Locked Doors, Big Boo Boss, rechargeable switch
e-5: Tricky secret, 110 COINS FOR 5UP
e-6: More objects combatiable with vertical levels
e-7: nothing?
e-8: Roulette Block, Sideways Venus Fire Plant
e-9: SMB1 Fireball, Bony Beetle, Thwimp, Lil' Sparky
e-10: HATED BY MANY PEOPLE LEVEL, contains custom behaviors for these... Parabettles
e-11: again nothing, but these blocks may get annoying
e-12: again nothing
e-13: SMW Springboards
e-14: Grey and "invisible" blocks
e-15: Cape Feather (!), Rip Van Fish
e-16: Question Block with Kuribo Shoe. You can SHOE the Thwomp.
e-17: Bumpties. These strange SMW blocks which... I don't remember how they are named, VERY STRANGE AUTOSCROLL
e-18: Nothing
e-19: Nothing
e-20: Custom Behaviors for travelling SMW blocks, these strange lifts
e-21: Spiked balls which kills with one touch (they would be overused by Kaizo fans), the blocks which makes P-Meter goes FASTER, POKEY FASTER!
e-22: Rotating Platforms
e-23: nothing
e-24: SMB Platforms, also lifts, ? block with e+ coin
e-25: Monty Moles, SMB2 Spinies
e-26: nothing, but fireballs in water are strange
e-27: Spikey Donut Lifts, Falling Spikes, MagiKoopa, Bowser Statues
e-28: Fake Ludwig
e-29 (part 1): nothing
e-20 (part 2): nothing

----------------

PROMOTIONALS:
Airship - NOTHING
Fortress - THIS ICE ENEMY IN SMB2
B-Dash - nothing, but 20-second time limit made it hard
e-22: Wiggler, Hopster, Checkerboard platforms, Ropes

Mineyl
Posted on 10-11-09 06:43 PM Link | Quote | ID: 116924


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


Ah, no. I'd rather not mess with my DS like that. If I mod anything, it'll be my PSP...and only after games stop coming out for it.

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Kiiro
Posted on 10-11-09 06:57 PM (rev. 2 of 10-11-09 07:00 PM) Link | Quote | ID: 116927


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Mod ? You can't mod the DS. A linker (R4, M3 Real...) can do all the things you want without modding the DS.
If i can advise you which linker you should take, it would be the M3 Real, or the M3i Zero, the R4 got too many clones, and is obselete, and don't get the N5.

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Mineyl
Posted on 10-11-09 08:47 PM Link | Quote | ID: 116953


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Sorry, I was still groggy when I made that post. I'm so used to people talking about hacking homebrew onto these new age systems, though, so I guess I assumed you might've been speaking of the DSi.

Anyway, that sounds interesting, so I might check it out later. Thank you. :3

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brotherhack
Posted on 10-13-09 04:02 AM Link | Quote | ID: 117061

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Getting back on topic now... It seems I'm also mad that Mushroom 29 is experiencing this glitch, since I would have to get stuck playing the shift-jis version instead of the English version. I noticed that the two are different though, as it might relate to why it's scrolling weird.

But I'm still a novice at eReader RAW hex editing, though I still know how to use the Windows Command Line to do the conversion stuff.

Also, some suggestions when there IS an editor for this game in the future. There should be BIN/RAW editing compatibilities, or just RAW, depending on the decision, but that is the important part, since a few like to print out dot codes to use them on real hardware. Also, I think SRAM editing is a bit unorganized in my opinion; since the BIN/RAW format is smaller, and much easier I think.

Anyway, I might not work on a fix for Mushroom 29, but hopefully caitsith can fix the glitch so we can have proper wording instead of being stuck with shift-jis.

Thank you for your time.

Kiiro
Posted on 10-13-09 01:07 PM Link | Quote | ID: 117070


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BIN and RAW are different format.
For now, you can only create Level Cards in BIN format via Hex Editor, a decompressor and a compressor.

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brotherhack
Posted on 10-14-09 06:23 AM (rev. 3 of 10-14-09 07:42 AM) Link | Quote | ID: 117100

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Posted by Kiiro
BIN and RAW are different format.
For now, you can only create Level Cards in BIN format via Hex Editor, a decompressor and a compressor.


Yeah, I already understood that, but thanks for reminding me. Anyway, I corrected the bug by using a different level other than caitsith's glitched level. But however, one of the questions remains unanswered... I need to convert either a .level file or a .sav file with the level data to the appropriate level card format, so it can possibly be used in the real hardware, or for people who prefer RAW's and/or BIN's over SAV files. Here are the levels, and the "improved" level names:



I thought Mushroom 12's name was too bland, so I changed it to a more appropriate title. All I need now is a way to convert the Level Data that's used in the SAV, preferably the Level ID's that are used in the SAV for easier referencing, to a compliant BIN or RAW format so people can scan them in a legit way. Due to the fact that I can't find a Level File Decompressor, I would have to give up at this point, but it IS possible though. It might be a stupid thing I should of known about earlier, but meh.

Still, if I get a little help with this, I'll gladly provide the fixed level cards to all. =)

Spoiler:
I'm sometimes an idiot. Feel free to laugh at me. -.-

eddine67
Posted on 10-14-09 02:43 PM Link | Quote | ID: 117114


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Euh ... brotherhack, comment as-tu changer le nom du niveau ? Car moi aussi j'aurai voulu changer le nom des niveaux ^^
Merci et désolé alors ne me grondez pas !

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brotherhack
Posted on 10-14-09 04:46 PM Link | Quote | ID: 117120

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Posted by eddine67
Uh ... brotherhack, how did you change the level name? For myself I wanted to rename levels ^ ^
Thank you and sorry so do not scold me!


It was simple once I found ties between the hex that listed numbers. However, I only tweaked the .level files, so the format is a bit different than the usual BIN and RAW. The name header applies to offset 0x40, or 00000040, and ends at 0x55, or 00000055. That means you can only have up to 21 characters to use as the level name data. The reference to these characters is on page 6 if you're interested.

Hope this helps.

Sonic Hachelle-Bee
Posted on 10-15-09 01:03 PM Link | Quote | ID: 117184

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Posted by brotherhack
Posted by eddine67
Uh ... brotherhack, how did you change the level name? For myself I wanted to rename levels ^ ^
Thank you and sorry so do not scold me!


It was simple once I found ties between the hex that listed numbers. However, I only tweaked the .level files, so the format is a bit different than the usual BIN and RAW. The name header applies to offset 0x40, or 00000040, and ends at 0x55, or 00000055. That means you can only have up to 21 characters to use as the level name data. The reference to these characters is on page 6 if you're interested.

Hope this helps.

Actually, if you add more characters from the old name, you also have to fix all header pointers, so that the level data remains correctly accessed. It is also a bit different for levels with e-coins, as the offset if from 0x180 to 0x195, right after the e-coin data.

eddine67
Posted on 10-15-09 05:25 PM Link | Quote | ID: 117195


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O_o
Euh ... désolé mais c'est BEAUCOUP trop compliqué pour moi ^^
Bon alors je vais attendre d'avoir plus de connaisance car c'est ... trop dur ^^

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brotherhack
Posted on 10-15-09 10:59 PM (rev. 2 of 10-15-09 11:03 PM) Link | Quote | ID: 117222

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Posted by Sonic Hachelle-Bee
Posted by brotherhack
Posted by eddine67
Uh ... brotherhack, how did you change the level name? For myself I wanted to rename levels ^ ^
Thank you and sorry so do not scold me!


It was simple once I found ties between the hex that listed numbers. However, I only tweaked the .level files, so the format is a bit different than the usual BIN and RAW. The name header applies to offset 0x40, or 00000040, and ends at 0x55, or 00000055. That means you can only have up to 21 characters to use as the level name data. The reference to these characters is on page 6 if you're interested.

Hope this helps.

Actually, if you add more characters from the old name, you also have to fix all header pointers, so that the level data remains correctly accessed. It is also a bit different for levels with e-coins, as the offset if from 0x180 to 0x195, right after the e-coin data.


Ah, so that's what happens when you bypass the character limit. Also, thanks for the additional offsets I need to know about whenever there's an e-Coin within the level. Now I just got to wait until someone creates a .level Decompressor, or in other words, being able to convert it to a BIN file, or RAW, as both of my GBA Flash Carts are very picky when it comes to the saving scheme of that one game. When there are other levels made in the future, everybody would need a way to print the dotcodes, so the Flash Carts, and the real carts, won't be so picky with the SAV's provided already, and it would be way easier to have them so the user wouldn't have that much trouble as is with the picky saving routine that SMA4 does.

I apologize, but this had to be said in order to give some sort of motiation. Still, I am waiting patiently enough for this board, and watching the messages carefully.

era64
Posted on 10-16-09 05:58 PM (rev. 2 of 10-16-09 05:59 PM) Link | Quote | ID: 117263


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Posted by KawaiiImoto-e
And as the SMA4 engine supports 4 layers, instead of 3, there is potential for really nice backgrounds out of the go.


But actually 1 layer in used to status-bar. But hopefully we have 16 palettes with 16 colors (or even 256 colors in 1 palette) so it won't be trouble to make complicated backgrounds. GBA even can rotate and resize layers like SuperFX can do. (on all 4 layers). So SMA4 would be good target.

also i know, you can just use SuperFX, but this 2MB size-limit...

Kawa
Posted on 10-16-09 06:02 PM Link | Quote | ID: 117264


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The GBA has four layers indeed. One is indeed used for the status bar. BG0 to be precise. And the amount of colors has doubled to 16 palettes of 15 colors (plus transparant) for the backgrounds, and just as much for the sprites. But your statement about rotation and such is misleading. You can only do affine maps in specific screen modes, which introduce their own limitations in number and size of background layers and stuff.

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eddine67
Posted on 10-18-09 01:04 PM Link | Quote | ID: 117456


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Désolé pour ça mais comment faire pour lancer une save .sav sur l'émulateur GBA de l'IPlayer ? Je ne l'ai pas encore reçu (De Chine en France O_o) donc je ne sais pas.
Faut-il un .gif comme snapshot ?

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KawaiiImoto-e
Posted on 10-21-09 08:29 AM Link | Quote | ID: 117669


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Posted by era64
Posted by KawaiiImoto-e
And as the SMA4 engine supports 4 layers, instead of 3, there is potential for really nice backgrounds out of the go.


But actually 1 layer in used to status-bar. But hopefully we have 16 palettes with 16 colors (or even 256 colors in 1 palette) so it won't be trouble to make complicated backgrounds. GBA even can rotate and resize layers like SuperFX can do. (on all 4 layers). So SMA4 would be good target.

also i know, you can just use SuperFX, but this 2MB size-limit...


I knew that. But it still leaves one BG layer more than SMW or SMAMB3 had.

And as Kawa mentioned, even the GBA has limitations when using SuperFX-like stuff or 'Mode7' effects.


On another node: Will it even be remotely possible to covert the LZ77 compressed levels back to the original e-Level format for use in retail cartridges? I don't think so, it's like converting vector graphics to a bitmap and try too change it back.

And as most favor the LZ77 method, the e-Level editor may not exist.

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Kawa
Posted on 10-21-09 01:44 PM Link | Quote | ID: 117679


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Well, I don't know 'bout the actual format in e-Levels, but I've been pretty much ignoring them altogether. Your "bitmap to vector" analogy is spot on though, for anything that is not a basic tile map format.

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boingboingsplat
Posted on 10-22-09 06:17 AM (rev. 2 of 10-22-09 06:19 AM) Link | Quote | ID: 117743


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Posted by KawaiiImoto-e
I knew that. But it still leaves one BG layer more than SMW or SMAMB3 had.

They had 3 layers at their disposal. Granted, SMW uses layer 3 for it's status bar so you can't go above it at all, but SMASMB3 just uses windowing and layer 2 for it's status bar, iirc.

Edit: Er, now I feel dumb. I guess your point was that the layer could still be used somehow, just like I described for SMW and SMASMB3.

/me self facepalm

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brotherhack
Posted on 10-31-09 01:01 AM Link | Quote | ID: 118300

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So, that's it? The topic is dead already? Well, I'm just gonna say this then. I'm done.

That's right, I'm done with all the SMA4 stuff, and the eReader stuff, until hope has been spawned once again, which might be never. Might as well face facts. The only way you can POSSIBLY make your own SMB3-styled levels now, is through the use of Hello Engine 3, for Game Maker. Although, I'm willing to stoop that low, to create such a game with customized levels, if I could. It's that, or Super Mario Bros. X, a fangame made by Redigit, as it's awesome in every way imaginable. Right now, I'm going to forget about SMA4, and all the bullcrap that I had to put up just to grow curiosity around the eReader cards, and Level Card Data. Believe me, I'm pulling the plug on this topic.

Also, if no activity occurs within a month, please lock this topic, as it might go in the "failbin".
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