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

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KDE User X
Posted on 12-08-09 07:56 PM Link | Quote | ID: 121853


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Posted by Kiiro
Well, welcome to the best of ROM Hacking forums.

Maybe you could work on a better Level Card Editor, because i'm just a beginner ^^
Even though, i will still work on my Solar Magic Advance ^^ (I got the motivation for that, but school and stuff gets in the way...)

But i have a little question, how did you play your hacked SMA4 on a GameBoy Player ?

theres "flash"(like R4 on ds) cards for gba too, one is called super card iirc

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Upaluppa
Posted on 12-08-09 07:57 PM (rev. 5 of 12-08-09 08:05 PM) Link | Quote | ID: 121854


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Posted by Kiiro
Well, welcome to the best of ROM Hacking forums.

Maybe you could work on a better Level Card Editor, because i'm just a beginner ^^
Even though, i will still work on my Solar Magic Advance ^^ (I got the motivation for that, but school and stuff gets in the way...)

But i have a little question, how did you play your hacked SMA4 on a GameBoy Player ?

The level cards are troublesome for me, because I don't know the offsets required to edit them.
And the e-levels are compressed in the .sav file, if I remember correctly...

But I've seen your videos with the custom level cards!
If you have the tools/knowledge to edit level card files, can you give me a rough explanation, what I need?

Anyways, to answer your question, I have bought one of those flashcards, which allow you to play gba roms on a real gameboy hardware, or in this case a gameboy player(because of the bigger screen, which is better for filming).

Edit:
KDE User X was faster than me.
I have a supercard, by the way.

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Kiiro
Posted on 12-08-09 08:07 PM (rev. 2 of 12-08-09 08:09 PM) Link | Quote | ID: 121855


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eLevels are compressed to a e-Reader Card, that once read on SMA4, gets copied to the save (still compressed).

All you need about Level Cards is there :
Some Tools :
http://acmlm.kafuka.org:81/board/thread.php?pid=114053#114053

Uncompressed eLevels (Japanese Names) :
http://caitsith2.net/ereader/sma4/elevel.rar

eLevel Docs :
http://acmlm.no-ip.org/archive3/thread.php?pid=117236&r=1
http://acmlm.kafuka.org:81/archive2/thread.php?id=10412

Outdated Compressor, but it have an Empty Level Card.BIN (you just need to replace bytes from the "ASR0" with the compressed level.)
http://www.mediafire.com/?ntlvgnndgzj

EDIT: All i used : A hex editor to make New Level Cards.

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Upaluppa
Posted on 12-08-09 08:16 PM (rev. 5 of 12-08-09 08:25 PM) Link | Quote | ID: 121857


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Thank you!
I can't believe I have missed all this while searching for info on the e-reader stuff.

I thought we didn't have the tools needed to decompress the level data and vice versa, but now this problem is no more, so I'll have to judge, if I should focus my editor on the normal levels, or if I should work towards a level card creator.

I'll start with a simple card edit to get used to the card editing process, and then we'll see...

I've already managed to scan .raw card dumps into my rom with no$gba, and the rest can't be that complicated. It shouldn't be much different from what I did with normal levels, except some additional card compression and scanning/emulation issues.

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Kiiro
Posted on 12-08-09 08:21 PM Link | Quote | ID: 121858


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Also, let me fix something about some docs :
From DJ Bouche's doc :
Object Data:
level header (not the ECL Exclusive one)
e-card engine: ???? ?TTT xL xx Sx ZG xx AD BB

TTT = Time Limit (01 50 = 150, 09 99 = 99)

-
From CaitSith2's docs :
AABBBBBB CC DD EE FF
A - Bank (2 bits)
B - First Length (6 bits)
C - Y (Kiiro's edit :NOT X)
D - X (Kiiro's edit :NOT Y)
E - Type
F - Second Length (Only if 5 byte object type.)

Enemy/Sprite types
NN AA BB CC DD
N - Bank (00 or 01) (Kiiro's add)
A - Enemy/Sprite
B - X
C - Y
D - Parameter, usually 0 for most purposes. However, for things like A coins, 0 is the first coin, 1 is the second, and so on.

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KTurbo
Posted on 12-08-09 08:24 PM Link | Quote | ID: 121860


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Posted by Kiiro
Well, welcome to the best of ROM Hacking forums.

Maybe you could work on a better Level Card Editor, because i'm just a beginner ^^
Even though, i will still work on my Solar Magic Advance ^^ (I got the motivation for that, but school and stuff gets in the way...)

But i have a little question, how did you play your hacked SMA4 on a GameBoy Player ?


I'd guess a flash card!

Upaluppa
Posted on 12-08-09 08:44 PM (rev. 10 of 12-18-09 07:00 PM) Link | Quote | ID: 121866


Paragoomba
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I guess I should add all the e-level specific offsets to the documentation for the editor as well!


I've got a nice idea, by the way!

I think I'll try to recreate the Mad Dash e-level, which is the only one left undumped:

(I know this doesn't look like the real card. It was just a quick edit to show, that I have managed to hack e-cards by now)

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Kiiro
Posted on 12-09-09 07:34 PM Link | Quote | ID: 121975


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Not bad ^^

(I still didn't program the Level Card Editor yet... School...)

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Upaluppa
Posted on 12-09-09 07:48 PM (rev. 2 of 12-09-09 07:49 PM) Link | Quote | ID: 121979


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Posted by Kiiro
Not bad ^^

(I still didn't program the Level Card Editor yet... School...)

No need to worry.
You're not the only one with this problem. ^^

I barely have time to focus on romhacking as much as I would like to...


By the way, have you ever managed to get those e-world exclusive enemies to display correctly?

I know that they are area specific, but no matter what area type I set for my level edit, enemies like the Charging Chucks always end up with messed up sprite graphics if I try to place them in a level they were not supposed to appear in...

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Kiiro
Posted on 12-09-09 07:53 PM Link | Quote | ID: 121980


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I didn't. I didn't try to make a real level card because of school...

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Upaluppa
Posted on 12-09-09 08:28 PM Link | Quote | ID: 121989


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Posted by Kiiro
I didn't. I didn't try to make a real level card because of school...

No problem.
I guess we'll have to stick to the standard enemies at the moment, or edit a level which has them in, if we want to use the new ones.

It doesn't matter that much anyways right now, as I have to get any basic level editor programmed at first, before we can start sorting out details like this.
I won't have enough time to work on it now, so don't expect anything before my winter holidays after Christmas...

For now, a small custom level card hack over the weekend should be enough to keep the fans satisfied.

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Kiiro
Posted on 12-12-09 01:45 PM (rev. 4 of 12-12-09 10:50 PM) Link | Quote | ID: 122239


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New GUI (it's like 0.01 but better).

EDIT:
Video of Solar Magic Advance 0.1 WIP :
http://www.youtube.com/watch?v=PxEHubSTWHI

Some discovery :
[e-switch related offsets]
0x0000073B e-switch effect flag 1
Format:
76543210
0:
1: Reduce Power meter to 1/2, shorter running distance to flying
2: Three 1-Ups spawn from blocks
3: Random Item box (When shrinking big to small, an item falls)
4: Slow down Timer
5: Enemies give you 4000 pts
6: Hitting Enemies with fireballs turns them into coins
7: Power down to Small when you get hurt

0x0000073C e-switch effect flag 2
Format:
76543210
0:
1: Double score on everything
2: Replace 1-Ups with 3-Up moon
3: Replace enemies with ones that are harder to deal with
4: Flying Platforms will save you from falling death twice
5:
6:
7:


Switch Card:
8 = Power down to Small when you get hurt

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hdofu
Posted on 12-13-09 12:32 AM (rev. 3 of 12-13-09 12:34 AM) Link | Quote | ID: 122319

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http://www.vgmaps.com/Atlas/GBA/SuperMarioAdvance4-SuperMarioBros3-Worlde+-Promo-MadDash.png


copyRIGHThunter
Posted on 12-13-09 01:59 AM Link | Quote | ID: 122346


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Not too much new stuff to report. I've recorded and annotated a video of UpaLuppa's hex edits to 1-1. Maybe it'll help get more traffic here... It's better quality than the old video, minus the sound lag that occurs when I record with the x-vid codec. I've detailed some of the minor stuff in the SMA4 engine. What you can and can't do, etc.... There's also some interesting stuff with the SMA1 Turtle Shell and the Blue Boomerang. Enjoy.



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Upaluppa
Posted on 12-13-09 02:18 AM (rev. 2 of 12-13-09 02:34 AM) Link | Quote | ID: 122353


Paragoomba
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Hey, it's great to see some updates in this thread!
There really isn't too much going on around here...

Anyways, I am done with my offset documentation of the classic 1-1 e-level card:
http://rapidshare.com/files/320072505/Classic_1-1_Offsets.txt

I hope it's of some use to those interested in creating their own levels through hex editing.
For now, this is probably the best you'll get, as a level editor isn't going to be released anytime soon...


@hdofu:

Thanks a ton for posting this levelmap!!!

I never thought someone would've mapped that whole level...
This will make it much easier for me to replicate the level-card, as I don't have to use the sh*tty video anymore.

I'm glad you posted this, mate!

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copyRIGHThunter
Posted on 12-13-09 02:36 AM Link | Quote | ID: 122360


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I've taken the liberty of putting your docs on acmlm's uploader, UpaLuppa. Good luck on the editor! Please keep us posted every now and then.


Link here:
UpaLuppa's Doc

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Kiiro
Posted on 12-13-09 12:35 PM Link | Quote | ID: 122472


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Solar Magic Advance 0.1 is released :
http://www.mediafire.com/?ujxtyminywo

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Upaluppa
Posted on 12-13-09 12:41 PM (rev. 7 of 12-13-09 12:52 PM) Link | Quote | ID: 122473


Paragoomba
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Posted by copyRIGHThunter
I've taken the liberty of putting your docs on acmlm's uploader, UpaLuppa. Good luck on the editor! Please keep us posted every now and then.


Link here:
UpaLuppa's Doc

Thanks, this is better than rapidshare in every way possible.

I have put a lot of effort into this documentation, because I want to use it for reference when building the editor.

It includes all the info needed to edit e-card levels.
Only the e-Coin graphics addresses are left out, because no e-Coin exists for the Classic 1-1 level.
It should be easy to transfer this info over to any other e-level without much trouble.

Most of the info comes from DJ Bouche and caitsith2's posts, but I've sorted it out, corrected some mistakes and added some of my own findings...
Also thanks to Kiiro for his correction on the object layout info!

If someone should find any mistakes, please let me know about it, so I can update the doc!
We don't want a level editor using incorrect offsets/values, do we? ^^


@Kiiro:

Sorry, I must've missed your post somehow.
Good job on your e-card creator!

I like the new version more than the previous, because of the new layout.
Are you planning to add e-level card support anytime soon?

Also, does demo card creation work with the Luigi's Replays e-switch?
I haven't tried it yet, but I'm just curious...

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Kiiro
Posted on 12-13-09 01:02 PM (rev. 2 of 12-13-09 01:07 PM) Link | Quote | ID: 122474


Red Paratroopa
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Level Card Support will be for later.
For now, the next thing i will work is the Multi Items Card, and Save Edit.

About Luigi's Replays, it's supposed to be working.

EDIT : Nevermind about what i said about eCoin, i didn't see that on your doc.

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Upaluppa
Posted on 12-13-09 01:12 PM (rev. 3 of 12-13-09 01:15 PM) Link | Quote | ID: 122475


Paragoomba
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Posted by Kiiro
Level Card Support will be for later.
For now, the next thing i will work is the Multi Items Card, and Save Edit.

About Luigi's Replays, it's supposed to be working.

About the eCoin offset, actually, 0 is off, and ALL the others are about where you place the eCoin in the eCoin Castle.


Save Edit?
Sounds promising, I'm looking forward to it!

The e-coin offset in the doc?

I know, that the number determines the placement of the coin in the castle.
I thought that was clear, when I added caitsith2's explanation on the floors below...

I guess that must've been a bit misunderstandable then.
Shouldn't be that much of a problem for now.
I'll try to make it more clear in the next update of the doc!

But thanks for looking mate!

Edit:
I just saw you've updated your post, so nevermind what I said there... ^^

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