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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 12-19-09 10:43 PM Link | Quote | ID: 123504


Red Paratroopa
Level: 28

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Solar Magic Advance 0.31 :
http://www.mediafire.com/?jwilelfi5yv

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

Changelog :
0.31 :
- Better Support of Sprites Data.
- Adding Offsets to Datas.

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

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Xeruss
Posted on 12-20-09 12:52 AM (rev. 3 of 12-21-09 09:56 PM) Link | Quote | ID: 123516


Sledge Brother
Xeruss has dysentery.
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Kiiro, I'm glad to see you liked the icon. The editor is looking great!

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eddine67
Posted on 12-20-09 09:52 AM Link | Quote | ID: 123546


Tektite
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When I want to put Demo Card in my save, he says to me that it is not a Demo Card!
While I converted well the .raw file there .bin

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Upaluppa
Posted on 12-20-09 02:38 PM (rev. 9 of 12-23-09 11:00 AM) Link | Quote | ID: 123555


Paragoomba
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Thanks for the update, Kiiro!
I can't wait to try it out!


Edit:

Here's some new footage of my level edit:

I know, that the wooden blocks I have used are solid platforms in the original level, but I am having trouble getting the platforms to work, because they are 5 byte objects...
I will finish the basic level layout (platforms, bushes etc.) first and add the enemies/coins later, when I'm done with that.

More updates will follow!

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Kiiro
Posted on 12-20-09 04:29 PM Link | Quote | ID: 123563


Red Paratroopa
Level: 28

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Solar Magic Advance 0.32
http://www.mediafire.com/?ygdzn2no2oy

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

Changelog :
0.32 :
- Supports all datas in an Uncompressed eLevel.

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

____________________

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Upaluppa
Posted on 12-20-09 05:27 PM (rev. 3 of 12-20-09 05:32 PM) Link | Quote | ID: 123566


Paragoomba
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Posted by Kiiro
Solar Magic Advance 0.32
http://www.mediafire.com/?ygdzn2no2oy

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

Changelog :
0.32 :
- Supports all datas in an Uncompressed eLevel.

Thanks to :
- purplebridge001 to make the SMA4 SAV Checksum FIX.
- CaitSith2 for his e-Reader DLL.
Most data (leave alone the object data) is displayed correctly now, but I still get problems with sprites:


Also the Level Icon info in the Level Header does not work.
It always says No Icon, even tough there is an icon set for the level.

____________________



Kiiro
Posted on 12-20-09 05:34 PM (rev. 2 of 12-20-09 05:36 PM) Link | Quote | ID: 123567


Red Paratroopa
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Sprite FA (Ace Coin) is 5 bytes, and you got it wrong.

That's why you don't have it right.

What is the Icon Number ?

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Upaluppa
Posted on 12-20-09 05:46 PM (rev. 5 of 12-21-09 10:21 AM) Link | Quote | ID: 123568


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Posted by Kiiro
Sprite FA (Ace Coin) is 5 bytes, and you got it wrong.

That's why you don't have it right.

What is the Icon Number ?
Err... sorry about that, it was my own mistake, not yours.
I have replaced an enemy with an ace-coin, but must've messed up the parameter byte of it.
So the sprite data is displayed correctly, as long as the data is not messed up, because of my mistakes.

Anyways, what I meant is this:


Edit:
The icon number is 11 ( Plains type level)

____________________



Kiiro
Posted on 12-20-09 05:50 PM (rev. 6 of 12-20-09 07:55 PM) Link | Quote | ID: 123570


Red Paratroopa
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Posted by Upaluppa
Posted by Kiiro
Sprite FA (Ace Coin) is 5 bytes, and you got it wrong.

That's why you don't have it right.

What is the Icon Number ?
Err... sorry about that, it was my own mistake, not yours.
I have replaced an enemy with an ace-coin, but must've messed up the parameter byte of it.
So the sprite data is displayed correctly, as long as the data is not messed up, because of my mistakes.

Anyways, what I meant is this:



Well, i guess the Icon Number is 1F ?
1F was supposed to be No Icon, right ?
(Your doc on Classic Level 1-1 says that.)

EDIT :
I guess i got something wrong...

EDIT 2 :
Yeah, i got something wrong. I fixed that. That will be for the 0.33. ^^

EDIT 3 :
Oh also, the Level Number of Mad Dash must be 2.
Why ? Because i checked the 2 others PRomo Level Cards. They are Level Number 1 and 3.

EDIT 4 :
A pic of Solar Magic Advance 0.33 :


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eddine67
Posted on 12-20-09 08:19 PM (rev. 2 of 12-20-09 08:20 PM) Link | Quote | ID: 123579


Tektite
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But it will be necessary to look all the same to increase the number of levels because let us imagine that somebody wants to put 30 mushrooms, 5 stars and 3 promo, he will have to delete levels to guard it the others (in this case, he will guard 30 mushrooms and 3 promo) but then he cannot play 5 stars! You will say to me:
Yes, but there is GBA backup Tool and Visual Boy Advance.
Yes but the lad is not going to piss off it has to change save all the time and to play constantly on the computer!
Thus it is also necessary to remedier in this probleme!

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Kiiro
Posted on 12-20-09 08:44 PM Link | Quote | ID: 123580


Red Paratroopa
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The 5 Stars Levels are not really "new". It's not really useful to have them in the save.

Anyway, about Solar Magic Advance :
What i did right now, is support more 6 bytes sprites (Mushroom 03 now loads perfectly) and more names on Sprites.

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eddine67
Posted on 12-20-09 09:11 PM Link | Quote | ID: 123586


Tektite
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I have just noticed a "bug" in Solar Magic Advance:
I want to put switchs and objects in the file 1 of my save and I test her and I notice that there is no object, no switch!
I made out a will with and without "Save and Quit Save" but nothing walks !
I took a Japanese save because I have the game SMA4 JAP.


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Kiiro
Posted on 12-20-09 09:35 PM (rev. 3 of 12-20-09 09:38 PM) Link | Quote | ID: 123591


Red Paratroopa
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Posted by purplebridge001
When I was hacking classic level 1-1, I found that some enemies such as 011D is more than 5 bytes.


Normal 4 bytes enemies:
TT TT XX YY
TT TT: Enemy Type
XX: X position
YY: Y position

Enemy 00FA (Ace-coin) is 5 bytes:
00 FA XX YY nn
nn: Ace coin number (00 is first, 01 is second)

Enemy 011D (Mostly used in classic levels) is 6 bytes:
01 1D XX YY ee xx
ee: Enemy type
00:Goomba
01:Buzzy Beetle
02:Green Koopa Troopa
03:Red Koopa Troopa
04:Spiny
05 and above: Nothing
xx: Sub-pixel offset to X position



I found this post in the topic.
REAL Proof that there's 6 bytes Sprites.

eddine67 >
The game needs to be saved before using Solar Magic Advance.
If you save the file by using "Save & Quit" option, then check that "Save & Quit Save" in Solar Magic Advance and add the switch effects, also, you need a switch color to make it work.

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14159
Posted on 12-21-09 01:32 AM Link | Quote | ID: 123598


Goomba
Level: 11

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Since: 08-05-09

Last post: 1984 days
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Wow! This is all very exciting, great work Uppa and Kiiro!

This looks far better than I imagined, and I'm very excited to try it out sometime soon and give some feedback.

If there is anything you need help with in regards to rom/sprite information let me know, and maybe I can try to help. This is great work!

Perhaps in the actual ROM hacking gets developed, and the e-level format adopted, Solar Magic could be used as the template for that as well.

Posted by eddine67
But it will be necessary to look all the same to increase the number of levels because let us imagine that somebody wants to put 30 mushrooms, 5 stars and 3 promo, he will have to delete levels to guard it the others (in this case, he will guard 30 mushrooms and 3 promo) but then he cannot play 5 stars! You will say to me:
Yes, but there is GBA backup Tool and Visual Boy Advance.
Yes but the lad is not going to piss off it has to change save all the time and to play constantly on the computer!
Thus it is also necessary to remedier in this probleme!


To be honest, that's the way it's gone since 2003 with this game, if you want more than 33 levels, you have to have multiple save files. Not such a big deal since the idea is for people to create individual levels. If people would rather make a big 30 level hack all at once, e-cards probably aren't the best way for that.

As I understand it, the level number/symbol (ie Musroom 3) doesn't actually identify the level, using the save editor, I had two levels labeled as Star 1 on the file at the same time.

While I'm sure there would be some way to expand the .sav, that would create complications for those trying to play on a flashcard, and would probably require some rom edits to make the game read the new area for more levels.

Kiiro
Posted on 12-21-09 09:47 AM (rev. 2 of 12-21-09 09:50 AM) Link | Quote | ID: 123645


Red Paratroopa
Level: 28

Posts: 77/161
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What i want to see actually, is the eLevel format in the ROM instead of in the Level Card (with some little changes, especially in the objects data).
The Sprite Data have nothing to change, there's enough things to add new sprites to the rom (Bank 2 to ... FF ?).

But well, the Level Card is good enough too (but is limited in size) ^^

Also, i found out what is that sprite 05 and 06 (Bank 1) in the Classic Level 1-1.
They are what i call it : Scroll Shifter. 05 shifts to the right, while 06 shifts to the left.
(Solar Magic Advance have ALL the names of the sprites in Classic Level 1-1 !)

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Upaluppa
Posted on 12-21-09 10:03 AM (rev. 10 of 12-21-09 10:23 AM) Link | Quote | ID: 123646


Paragoomba
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Posted by Kiiro
What i want to see actually, is the eLevel format in the ROM instead of in the Level Card (with some little changes, especially in the objects data).
The Sprite Data have nothing to change, there's enough things to add new sprites to the rom (Bank 2 to ... FF ?).

But well, the Level Card is good enough too (but is limited in size) ^^

Also, i found out what is that sprite 05 and 06 (Bank 1) in the Classic Level 1-1.
They are what i call it : Scroll Shifter. 05 shifts to the right, while 06 shifts to the left.
(Solar Magic Advance have ALL the names of the sprites in Classic Level 1-1 !)
Ah, I guess it's up to you to decide, but maybe you can stick with e-levels for now, and later, when the e-level data is fully supported in Solar Magic Advance you could additionally add support for the SMB3 levels, don't you think?
If we can find a way to get the new e-World exclusive enemies to work in SMB3, then I would fully support your focus on the main game.


About the level icon thing, I had added the icon number to the post later.
It's underneath the picture. Hope I didn't confuse you there, I've forgotten about it when I first hit the submit button.
I had the Plains/Hills type level icon, which is number 11, but it still said No Icon in Solar Magic Advance...

Edit:
I just saw, that you noticed the icon problem yourself.

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Kiiro
Posted on 12-21-09 10:09 AM Link | Quote | ID: 123647


Red Paratroopa
Level: 28

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Actually, i got something wrong in Level Icon Check.
But it's now fixed for 0.33.

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eddine67
Posted on 12-21-09 10:18 AM (rev. 2 of 12-21-09 08:18 PM) Link | Quote | ID: 123648


Tektite
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By the way, how I may convert an e-card uncompressed (.level) to .bin ?
I do not too much know how to take myself there
Thank you

EDIT 1 : Nobody to answer me ?

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Kiiro
Posted on 12-21-09 12:38 PM (rev. 2 of 12-21-09 05:17 PM) Link | Quote | ID: 123657


Red Paratroopa
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What is that 6 bytes Bank 0 Sprite C8 on the 3 pipes in Star 1-2 ?

I seriously don't get it...

EDIT :
Upaluppa, if you can help me, when you have some time to spend (else than Mad Dash), can you do the MOST completed sprite list as possible (4/5/6 bytes) ?
That would REALLY help me for the eLevel viewer ^^

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Upaluppa
Posted on 12-22-09 07:13 PM (rev. 2 of 12-23-09 10:48 AM) Link | Quote | ID: 123766


Paragoomba
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Posted by Kiiro
What is that 6 bytes Bank 0 Sprite C8 on the 3 pipes in Star 1-2 ?

I seriously don't get it...

EDIT :
Upaluppa, if you can help me, when you have some time to spend (else than Mad Dash), can you do the MOST completed sprite list as possible (4/5/6 bytes) ?
That would REALLY help me for the eLevel viewer ^^
Sure!
It's going to take some time and Christmas is ahead, so don't expect a finished list within the next few days.
But I'll try to get it finished as soon as possible.

I'll use the existing sprite lists for reference and check the yet unknown sprites myself.
I'll also try to find out, what the parameters (if there are any) of the sprites do.

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

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