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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 12-17-09 06:00 PM Link | Quote | ID: 123221


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There will be a Level Card Editor in Solar Magic Advance 0.3.
(0.2 = Save Edit support)

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copyRIGHThunter
Posted on 12-17-09 06:06 PM Link | Quote | ID: 123224


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Ah exciting Kiiro!

Are you working with Upa on this? Or are you guys doing separate things?

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Kiiro
Posted on 12-17-09 06:18 PM (rev. 4 of 12-17-09 09:40 PM) Link | Quote | ID: 123225


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I actually do everything on my own ^^

Anyway, 0.2 is almost finished.
(Finally got how switches work in the save.)

EDIT 2 :
Solar Magic Advance 0.21 is already released (That was fast...) :
http://www.mediafire.com/?ntnze3toeny

Changelog :
0.21 :
- Support Demo Cards to SAV. (Copy Replay from Demo Card to the SAV)

0.2 :
- Support for RAW, BMP eCard Format (Conversion Only)
- Save Edit Support. (Saved Replays can be changed in 0.21)

Thanks to :
- purplebridge001 to make the SMA4 SAV Checksum FIX.
- CaitSith2 for his e-Reader DLL.

Next version :
0.3 with Level Card Support !!!

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Xeruss
Posted on 12-18-09 03:14 AM Link | Quote | ID: 123276


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Sun Icon

Just made a sun icon in Irfanview. It was a quick endeavor and I'm sure something better could be done, but it's here if you want it.

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Kiiro
Posted on 12-18-09 04:19 PM Link | Quote | ID: 123315


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Xeruss > Guess what ? I'm using it right now.



Even though it's LM-like, don't expect an editor with a preview of the level on 0.3. Expect that for 0.4.

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Upaluppa
Posted on 12-18-09 04:53 PM (rev. 3 of 12-18-09 07:04 PM) Link | Quote | ID: 123320


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@copyRIGHThunter:
Your tutorial was a good idea!

It took me quite some time to get No$gba to start SMA4 and the e-Reader in linked mode, but I figured it out on my own eventually.
(That was before your video, so I can't judge, if your tutorial is better than the previous ones found on youtube)

Anyways, all I wanted to say is, that there's a way to add or remove levels to a .sav file without the uncomfortable way of using no$gba!

There's the sma4savtool, which allows for easy - DOS based (hope that's no problem for you) - inserting of level cards into your save file.

The download link is here:
http://acmlm.kafuka.org/board/thread.php?pid=114053#114053

It was made by purplebridge001.

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copyRIGHThunter
Posted on 12-18-09 07:18 PM Link | Quote | ID: 123338


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@Xeruss:
The Angry Sun was brilliant for this!

@ Kiiro:
I'm excitied to see the start of a GUI for level cards!

I suppose the initial version of may loosely resemble the basic one that Treeki's editor for NSMB did...



...before the vastly improved one for version 4.

I'm no programmer, but it is interesting to see how some projects tackle the GUI first, while others work on editing the rom first.

@Upa:
I'll look at purplebridge's tool and try to make a video for it too. I'm going to post as many ways to input level cards as possible. Once Solar Magic Advance produces level cards, its important that people know how to use and distribute them.

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Kiiro
Posted on 12-19-09 03:05 PM (rev. 2 of 12-19-09 06:05 PM) Link | Quote | ID: 123452


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Development is going well, because of this :


If you know what it means, then you must be happy.

EDIT :
Solar Magic Advance 0.3 :
http://www.mediafire.com/?ly42i3gzhmq

This zip must contain :
- Solar Magic Advance.exe
- Solar Magic Advance.txt
- sma4savfix.exe (Thanks to purplebridge001 to make this.)
- nedclib.dll (Thanks to CaitSith2 !)

My Comment about this version :
It ONLY READS Uncompressed eLevel Files.
It can maybe help you on making Level Cards manually.
Anyway, it shows how it's going.

Changelog :
0.3 :
- Uncompressed eLevel Support. (View Only)

Thanks to :
- purplebridge001 to make the SMA4 SAV Checksum FIX.
- CaitSith2 for his e-Reader DLL.

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Upaluppa
Posted on 12-19-09 06:05 PM (rev. 14 of 12-19-09 07:54 PM) Link | Quote | ID: 123472


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Posted by Kiiro
Development is going well, because of this :


If you know what it means, then you must be happy.

It shows the objects and enemies of the level card in a list.
This will be fantastic, if we can actually select them from that list and edit them directly!

Do you think it is possible to display the name of the object/enemy in the list?
Of course not right now, but maybe someday later, when your editor is ready for use...

Since your progress is going so well I have decided to stop working on my own editor, as it's pointless to have two people doing the same thing independent of each other.
Besides, my editor would be inferior to yours anyways, as yours has all the e-switch related stuff, which I have no clue how to add...


Instead I am now working on a remake of the lost promo level Mad Dash!

Here are some pictures of my current progress:



Things are going well so far!
What you can see on the pictures is pretty much all I have done at the moment, but I'm still working on the level and I hope to get it finished soon.

I had uploaded a short video of the level to youtube yesterday, but I have reworked the level since then, as you can see on the pictures: http://www.youtube.com/watch?v=OKOWSZnl-q4
A new video will follow, when the level is finished!


Edit:
I was writing this before you added the download link.
I can't wait to try out the new version!

I wish you the best of luck with this project, Kiiro!

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Kiiro
Posted on 12-19-09 06:07 PM Link | Quote | ID: 123473


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Solar Magic Advance 0.3 :
http://www.mediafire.com/?ly42i3gzhmq

This zip must contain :
- Solar Magic Advance.exe
- Solar Magic Advance.txt
- sma4savfix.exe (Thanks to purplebridge001 to make this.)
- nedclib.dll (Thanks to CaitSith2 !)

My Comment about this version :
It ONLY READS Uncompressed eLevel Files.
It can maybe help you on making Level Cards manually.
Anyway, it shows how it's going.

Changelog :
0.3 :
- Uncompressed eLevel Support. (View Only)

Thanks to :
- purplebridge001 to make the SMA4 SAV Checksum FIX.
- CaitSith2 for his e-Reader DLL.


Upaluppa :
It's looking VERY good ^^

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Upaluppa
Posted on 12-19-09 06:21 PM (rev. 12 of 12-19-09 07:51 PM) Link | Quote | ID: 123474


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@Kiiro:
I think your program will be a great help for my Mad Dash remake!
It's giving me a great overview of which objects I currently have in my level.
It's so easy to get lost between all the objects of the level when looking at it in a hex editor, if you know, what I mean.

I'll give some feedback on Solar Magic Advance later, when I have tried it out!


Edit:
Yes, I have tried it out!
And all I can say is, that I absolutely love you for creating this, Kiiro!

Seriously, thanks to Solar Magic Advance I should be able to finish the Mad Dash level in no time!
If you're going to make it possible to edit the level, instead of just looking at it's contents, then this is going to be the definitive SMA4 level editor!


Edit2:
For sprites everything seems to be displayed fine, but objects are not displayed correctly for me.
For Object: it displays the object bank and the first length byte, for Bank: it always displays 0, and the x and y values are also incorrect.

I guess it's simply not completely programmed yet, but I thought I let you know, just in case...

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eddine67
Posted on 12-19-09 07:17 PM Link | Quote | ID: 123475


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Uh ...
How we can put the level Mad Dash without deleting a level?
Because we cannot put that 32 levels.
Thank you =)

(I discovered a French translator - > English! You will not any more need to support my French !)

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Upaluppa
Posted on 12-19-09 07:20 PM (rev. 3 of 12-19-09 07:38 PM) Link | Quote | ID: 123476


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Posted by eddine67
Uh ...
How we can put the level Mad Dash without deleting a level?
Because we cannot put that 32 levels.
Thank you =)

(I discovered a French translator - > English! You will not any more need to support my French !)
You can have up to 33, not 32 e-levels saved at the same time, so that shouldn't be a problem!

On the pictures of my Mad Dash level I have 33 e-levels saved at the same time and it works without any problems!

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copyRIGHThunter
Posted on 12-19-09 07:38 PM (rev. 2 of 12-19-09 07:42 PM) Link | Quote | ID: 123480


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I am VERY happy to see another new version of SMA----er Solar Magic Advance. Same acronym as Super Mario Advance. Thank you for all of your hard work Kiiro! I'm excited to see later versions of this!!!!!!

Upa, your level's looking true to the original!

As for the 32 level limit. I talked with Upa about deleting the Multiplayer Super Mario Arcade game that comes with SMA4 to free up room. I think it was also discussed earlier in this topic. Upa didn't know where it was on the rom and decided against it.

Kiiro, Do you know where the Mario Bros Arcade is on the rom? If it gets deleted, I could think of 2 ways SMA4 could work...

When you select "Single Player" on the main screen, it goes straight to SMB3's title, no matter what. Or instead, leave the "Choose a Game" screen intact, and route both options to SMB3.

:-/ Just a thought. I'm not 100% sure it matters though. A "low tech" solution is that you could just copy your SMA4 rom and add more cards to it.



EDIT: I have decided to rename the topic as Solar Magic Advance, as Kiiro's work has emerged as the most likely SMA4 editor.

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Kiiro
Posted on 12-19-09 07:45 PM (rev. 2 of 12-19-09 07:50 PM) Link | Quote | ID: 123481


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I'm sorry to say this, but i don't know GBA's THUMBS or ARM, so, i can't do anything about it.

EDIT:
Upaluppa, about Objects Data List and Sprites Data List, Objects are working good for me, but the Sprites List doesn't work very well.

I found out that there's a 4 bytes Sprite Data, a 5 bytes Sprite Data, and a 6 bytes Sprite Data !

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Upaluppa
Posted on 12-19-09 07:49 PM (rev. 3 of 12-19-09 07:50 PM) Link | Quote | ID: 123482


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Posted by copyRIGHThunter
I am VERY happy to see another new version of SMA----er Solar Magic Advance. Same acronym as Super Mario Advance. Thank you for all of your hard work Kiiro! I'm excited to see later versions of this!!!!!!

Upa, your level's looking true to the original!

As for the 32 level limit. I talked with Upa about deleting the Multiplayer Super Mario Arcade game that comes with SMA4 to free up room. I think it was also discussed earlier in this topic. Upa didn't know where it was on the rom and decided against it.

Kiiro, Do you know where the Mario Bros Arcade is on the rom? If it gets deleted, I could think of 2 ways SMA4 could work...

When you select "Single Player" on the main screen, it goes straight to SMB3's title, no matter what. Or instead, leave the "Choose a Game" screen intact, and route both options to SMB3.

:-/ Just a thought. I'm not 100% sure it matters though. A "low tech" solution is that you could just copy your SMA4 rom and add more cards to it.



EDIT: I have decided to rename the topic as Solar Magic Advance, as Kiiro's work has emerged as the most likely SMA4 editor.
I have thought about the size limit for some time now, but I'm not sure if deleting Mario Bros. is even a solution to the problem, as the limit is in the .sav file, not in the rom itself.
So removing stuff from the rom is not going to change anything on the size limit of the .sav file, if I am not completely wrong with my theory...
It would be better, to find a way to expand the size of the .sav file, altough that also might create problems, as the game might have trouble reading the save file correctly, if we change it's size limit.

I don't have the knowledge to seriously judge on this subject, but for now the 33 level slots shouldn't be our biggest concern.
A working level editor and a complete collection of all e-levels are more important, if you ask me.

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copyRIGHThunter
Posted on 12-19-09 07:52 PM Link | Quote | ID: 123484


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Posted by Kiiro
I'm sorry to say this, but i don't know GBA's THUMBS or ARM, so, i can't do anything about it.


That's okay. I figure part of e-Level hacking is that it is for the casual hacker anyways. Making some levels here and there, instead of making a full-blown 90 level hack. It seems that very few hacks are full ones. A lot of hacks are short, or they die 2 worlds in. SMA4 hacking would be great for these abbreviated hackers.

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Upaluppa
Posted on 12-19-09 08:02 PM (rev. 5 of 12-19-09 08:03 PM) Link | Quote | ID: 123487


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@Kiiro:
5 and 6 byte sprites?
I know about 5 byte objects, but I have never seen any sprites with more than 4 bytes so far.
In what level have you found these?

Do you have any ideas what those additional sprites are used for, or can you show me an example of such a sprite data?

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Kiiro
Posted on 12-19-09 08:14 PM (rev. 2 of 12-19-09 08:14 PM) Link | Quote | ID: 123489


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Sprite Data :
4 byte :
AA BB CC DD (Found on Star 1-1 : Offset 0x1BA: 00 72 14 19)
AA = Sprite Bank (00 or 01)
BB = Sprite Type
CC = X-Position
DD = Y-Position

5 byte :
AA BB CC DD EE (Found on Star 1-4 : Offset 0x16E: 00 B9 1E 18 03)
AA = Sprite Bank (00 or 01)
BB = Sprite Type
CC = X-Position
DD = Y-Position
EE = Parameter

6 bytes :
AA BB CC DD EE FF (Found on Star 1-1 : Offset 0x1C6: 01 1D 34 19 00 18)
AA = Sprite Bank (00 or 01)
BB = Sprite Type
CC = X-Position
DD = Y-Position
EE = Parameter
FF = 2nd Parameter

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Upaluppa
Posted on 12-19-09 08:24 PM (rev. 4 of 12-20-09 02:21 PM) Link | Quote | ID: 123491


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Posted by Kiiro
Sprite Data :
4 byte :
AA BB CC DD (Found on Star 1-1 : Offset 0x1BA: 00 72 14 19)
AA = Sprite Bank (00 or 01)
BB = Sprite Type
CC = X-Position
DD = Y-Position

5 byte :
AA BB CC DD EE (Found on Star 1-4 : Offset 0x16E: 00 B9 1E 18 03)
AA = Sprite Bank (00 or 01)
BB = Sprite Type
CC = X-Position
DD = Y-Position
EE = Parameter

6 bytes :
AA BB CC DD EE FF (Found on Star 1-1 : Offset 0x1C6: 01 1D 34 19 00 18)
AA = Sprite Bank (00 or 01)
BB = Sprite Type
CC = X-Position
DD = Y-Position
EE = Parameter
FF = 2nd Parameter
5 byte sprites are nothing new, I didn't think about it when posting.
They are things like Ace-coins, which have an additional value for specific things.

But what's with the 6 byte ones?
Any ideas, what the second parameter value could be used for?

If my sprite bank lists are correct, then 1D should be this:
1D - stops free scrolling (SMB1 rising platform)

I have no clue what this thing is supposed to be.
I'll add it to a level, to see, what it looks like ingame!
Maybe I can find out what the second parameter is used for on this object!

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