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Main - ROM Hacking - SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts | New thread | New reply |
Kiiro |
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Red Paratroopa Level: 30 Posts: 56/161 EXP: 157137 Next: 8732 Since: 01-06-08 Last post: 2486 days Last view: 277 days |
There's something that is interesting for me :
[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 I can't seem to get that effect on a Switch Card, well, i mean, i somehow got this effect, but there's something wrong, Random Item Box is there too. Effect 3e = Three 1-Ups spawn from blocks + Random Item box I can't seem to get that effect alone... ____________________ My Website on Neocities |
Upaluppa |
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Paragoomba Account taken over, please contact admins to reclaim Level: 21 Posts: 11/73 EXP: 45039 Next: 4904 Since: 12-08-09 From: Germany Last post: 2992 days Last view: 1270 days |
I have just begun working on a first experimental e-level editor:
(I don't know how to show the level as a picture yet, so the Mad Dash image is only a placeholder for now) Let's hope all goes well, and I can get this thing to work someday... Edit: I just noticed, that I don't have the offsets for Marios X and Y starting positions in my doc. Does anyone happen to know where they are located? ____________________ |
Kiiro |
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Red Paratroopa Level: 30 Posts: 57/161 EXP: 157137 Next: 8732 Since: 01-06-08 Last post: 2486 days Last view: 277 days |
Look at DJBouche's doc :
e-level New Exclusive Header Data: (Level Settings from CaitSith2's doc) 0 - Screen Y boundary (low) 2 - 4 - ? 6 - ? 8 - player Y start 9 - player X start A - screen Y start B - C - Object Set E - Music 10-1F - ? ____________________ My Website on Neocities |
Upaluppa |
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Paragoomba Account taken over, please contact admins to reclaim Level: 21 Posts: 12/73 EXP: 45039 Next: 4904 Since: 12-08-09 From: Germany Last post: 2992 days Last view: 1270 days |
Thanks!
Testing all those music offset values was so time consuming, that I've totally forgotten to examine the rest of the e-level extra header... I've added the missing info to the file: http://acmlm.kafuka.org/uploader/get.php?id=2581 ____________________ |
Kiiro |
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Red Paratroopa Level: 30 Posts: 58/161 EXP: 157137 Next: 8732 Since: 01-06-08 Last post: 2486 days Last view: 277 days |
The Music byte is actually very interesting. ^^
Anyway, i hope you can get anything on your experimental eLevel Editor ^^ ____________________ My Website on Neocities |
Upaluppa |
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Paragoomba Account taken over, please contact admins to reclaim Level: 21 Posts: 13/73 EXP: 45039 Next: 4904 Since: 12-08-09 From: Germany Last post: 2992 days Last view: 1270 days |
Posted by Kiiro So far it acts like a normal hex editor, but with the additional feature to add or delete some premade objects/enemies into the .level file. I know, that this is not, what you'd expect from a real editor, but it's better than nothing at all... I also wonder, why the Game Select music is repeated every two values, with two different tracks located between... ____________________ |
Kiiro |
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Red Paratroopa Level: 30 Posts: 59/161 EXP: 157137 Next: 8732 Since: 01-06-08 Last post: 2486 days Last view: 277 days |
I rather see something like that :
Sprites List in the eLevel : - Goomba, B:0, S:72, X:14, Y:19, P:0 (0x1BA: 00 72 14 19 00) - Buzzy Beetle, B:0, S:70, X:16, Y:19, P:0 (0x1BF: 00 70 16 19 00) And Select one of that list, and edit it with a window showing all the things. But well, that's just what i did think of ^^ ____________________ My Website on Neocities |
Upaluppa |
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Paragoomba Account taken over, please contact admins to reclaim Level: 21 Posts: 14/73 EXP: 45039 Next: 4904 Since: 12-08-09 From: Germany Last post: 2992 days Last view: 1270 days |
Posted by Kiiro That's what I wanted to do. I don't know how to show the level as an image with changeable sprites, so picking and easy editing of objects in the machine code is the best I can do for now... I'll add level header editing in the same way Marionator does it, and for objects and enemies your suggestion should do fine. I wish we had some more experienced programmers working on a level editor, but considering the soon the be released Reuben by dahrkdaiz, which has drawn all attention to it, it won't happen... So SMA4 is - once again - going to be ignored... Well, I'll do my best to get this editor finished on my own. Edit: About the 3 1-up e-switch effect: I have just tried a codebreaker cheat which does the very same thing, and the item box is not there! Not sure, if this is of any help to your problem, but here is the code: CB 83002D52 0004 ;3 1-up Mushrooms ____________________ |
Kiiro |
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Red Paratroopa Level: 30 Posts: 60/161 EXP: 157137 Next: 8732 Since: 01-06-08 Last post: 2486 days Last view: 277 days |
Upaluppa |
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Paragoomba Account taken over, please contact admins to reclaim Level: 21 Posts: 15/73 EXP: 45039 Next: 4904 Since: 12-08-09 From: Germany Last post: 2992 days Last view: 1270 days |
Posted by Kiiro Maybe it's because of your rom? I am using the US V1.0 one. I've added a save fixing ips patch to it, but the code worked regardless... In case you're using multiple of the e-switch activating codebreaker codes at the same time, that could very well be the reason it did not work! You can only have one of them activated anytime. If you use two e-switch codes at the same time none of them will work... Here are all of them: e-Switches' Effects Activator 83002D52 ???? 0001 - Vegetable Sprouts 0002 - Short Power Meter 0004 - 3 1-up Mushrooms 0008 - Random Power-up Box 0010 - Slow Timer 0020 - 4000 Pts From Enemies 0040 - Fireball Coins 0080 - Small When Hit 0100 - Luigi Low Gravity 0200 - 2x Score 0400 - 3-up Moon 0800 - Harder Enemies 1000 - Life Saver 2000 - 2x Health Boom-Booms & Koopalings 4000 - Luigi's Replays 8000 - UNKNOWN (nothing?) I've tested them in no$gba and vba, and they all do work. ____________________ |
Kiiro |
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Red Paratroopa Level: 30 Posts: 61/161 EXP: 157137 Next: 8732 Since: 01-06-08 Last post: 2486 days Last view: 277 days |
It's US v1.0.
And i did use the code as the only one code enabled. Oh well, i will redownload the US rom and i will see if it's my ROM or not. EDIT : I was using VBA-M, and the codes doesn't work, but with NO$GBA, somehow, it works. ____________________ My Website on Neocities |
Upaluppa |
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Paragoomba Account taken over, please contact admins to reclaim Level: 21 Posts: 16/73 EXP: 45039 Next: 4904 Since: 12-08-09 From: Germany Last post: 2992 days Last view: 1270 days |
Posted by Kiiro In VBA V1.8.0-beta3 they do work, and in older releases they should do so as well. I don't know about the VBA-M builds, I have never used them... ____________________ |
hdofu |
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Newcomer Level: 5 Posts: 2/3 EXP: 375 Next: 154 Since: 12-13-09 Last post: 5186 days Last view: 3270 days |
Posted by Upaluppa Glad to help in anyway I can in the support for advancement of hacking this game, particularly the release of the lost promo level. This and darkdiaz returning to the Super Mario Bros 3 hacking scene has made my holidays Merrier |
NightKev |
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Cape Luigi Level: 131 Posts: 3994/4792 EXP: 26150262 Next: 274358 Since: 03-15-07 Last post: 3696 days Last view: 3608 days |
Kiiro: What is a "Super Replay" (when making a replay card with Solar Magic Adv)? ____________________ |
Kiiro |
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Red Paratroopa Level: 30 Posts: 62/161 EXP: 157137 Next: 8732 Since: 01-06-08 Last post: 2486 days Last view: 277 days |
It just makes appear "Super Demo Play" during the replay instead of "Demo Play". ____________________ My Website on Neocities |
NightKev |
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Cape Luigi Level: 131 Posts: 3996/4792 EXP: 26150262 Next: 274358 Since: 03-15-07 Last post: 3696 days Last view: 3608 days |
Why would they even... well okay then. ____________________ |
Kiiro |
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Red Paratroopa Level: 30 Posts: 63/161 EXP: 157137 Next: 8732 Since: 01-06-08 Last post: 2486 days Last view: 277 days |
Oh well, many were waiting the new version Solar Magic Advance :
Solar Magic Advance 0.11 : http://www.mediafire.com/?odtemimzfmo Changes : + Added Multi Item Card Support. ____________________ My Website on Neocities |
copyRIGHThunter |
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Shyguy Level: 22 Posts: 62/83 EXP: 55335 Next: 3015 Since: 07-21-09 Last post: 4598 days Last view: 4598 days |
After all of this talk about the cards, I've decided to finally learn how to scan them. Especially since Kiiro and Upa are working on an editor that ultimately produces e-Cards and does NOT modify the SMA4 rom. It took a while, but I figured it out. I've created a tutorial video about this. I went through a lot of tutorials that didn't help at all. Mine has a lot of details left out from other ones.
Enjoy the e-Reader!!! ____________________ |
kauthor47 |
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Newcomer Level: 4 Posts: 1/2 EXP: 204 Next: 75 Since: 12-17-09 Last post: 4949 days Last view: 5205 days |
I hate to be a noob and come out of nowhere with this, but my curiosity is killing me so I must ask. Has anyone been able to locate a Bダッシュでかけぬけろ (Break Through with B-Dash) card, or the .raw for it? |
copyRIGHThunter |
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Shyguy Level: 22 Posts: 63/83 EXP: 55335 Next: 3015 Since: 07-21-09 Last post: 4598 days Last view: 4598 days |
Posted by kauthor47 To the best of my knowledge, nobody has it. There's gameplay videos, but not the level itself. I think as UpaLuppa and/or Kiiro build a level card editor, this would be one of the 1st levels it would make. ____________________ |
Main - ROM Hacking - SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts | New thread | New reply |
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