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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 12-24-09 02:46 PM (rev. 2 of 12-24-09 08:28 PM) Link | Quote | ID: 123974


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Why not to make Solar Magic Advance's update to be able to "inject" one card level. How his, we could to put levels without crossing $NOGBA (and I as I have a Japanese game) In passing, for Mad Dash, I can put the Japanese characters in the level? (In Japanese, Bダッシュでかけぬけろ!)

EDIT 1 :
And also, Merry Christmas and happy New Year 2010 in all =)

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Upaluppa
Posted on 12-26-09 08:43 PM (rev. 8 of 12-26-09 09:13 PM) Link | Quote | ID: 124191


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Merry Christmas and a happy new year to all of you as well!


@eddine67:
You don't have to worry, I'll release the level in two versions.
One with the English name, one with the original Japanese title.


@Kiiro:
I'll start working on the new sprite list tomorrow!
I hope you understand, that I could not work on it during the Christmas days...


Edit:
I have got a new hacking idea just recently!
Aside from Mad Dash I will try to recreate some of the beta e-level scenes seen in the E3 Preview of SMA4!

It's going to be easy, most of the things don't even require much work, but the effects have quite a coolness factor, if you know what I mean...

Some of the stuff seen in that video was great and it's a shame it never made it into the final release: http://www.youtube.com/watch?v=_V9GiKdN3Lw
Especially the the Cape flight scene was much better than what we got in the end, if you ask me.

Here's a first shot of my hack in progress:

(My restoration of the original grassy version of Slidin' the Slopes)

(Mario meets the SMW Goomba's in the level with the noteblocks)


Edit2:
Don't start complaining, I know, that I got the clouds wrong in Slidin' the Slopes.
And I also know, that the Goomba pic is a "bit" too small.

I did this in less than 5 minutes, just to show what I mean.

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Kiiro
Posted on 12-27-09 12:29 AM Link | Quote | ID: 124206


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Upaluppa > It's not that bad, i couldn't even work on Solar Magic Advance...
I did some SNES ASM on Flashback for fun (i felt like doing that) to make it support the 21fx device. But i won't talk more about it because it's off-topic.
I will work again on Solar Magic Advance tomorrow too.

Anyway, your new level cards are looking good ^^

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Upaluppa
Posted on 12-27-09 05:08 PM (rev. 3 of 12-27-09 05:10 PM) Link | Quote | ID: 124258


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Posted by Kiiro
Upaluppa > It's not that bad, i couldn't even work on Solar Magic Advance...
I did some SNES ASM on Flashback for fun (i felt like doing that) to make it support the 21fx device. But i won't talk more about it because it's off-topic.
I will work again on Solar Magic Advance tomorrow too.

Anyway, your new level cards are looking good ^^
Thank you!
You know ASM?
I've always wanted to learn it, but never found the time (or motivation) to actually do so...

Anyways, I have got a problem, and a question related to it.
I've tried to pm 14159 about it, but he doesn't seem to be around here too often...


Is there a sprite limit for each of the levels, and can it be changed somehow?
I'm asking, because whenever I try to add more enemies to a level by copying and pasting an already existing sprite a second time into the level the additional sprite does not appear ingame.

The level does start without a crash, but the sprite I have duplicated is just not there.
I guess I'm doing something wrong, but I just can't figure what it is...

I'm feeling really stupid right now.

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Kiiro
Posted on 12-27-09 06:39 PM Link | Quote | ID: 124270


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Well, i got the logic of the SNES ASM ^^ It's actually very easy.

About the sprite limit, i don't think there's one, but to be honest, i don't know, check with Solar Magic Advance and see if there's something wrong or check if there was some parameters that you missed.

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Upaluppa
Posted on 12-27-09 07:03 PM (rev. 9 of 12-27-09 08:22 PM) Link | Quote | ID: 124276


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Posted by Kiiro
Well, i got the logic of the SNES ASM ^^ It's actually very easy.

About the sprite limit, i don't think there's one, but to be honest, i don't know, check with Solar Magic Advance and see if there's something wrong or check if there was some parameters that you missed.
I hope I can find out, why my sprites always keep messing up.

This wasn't the first time it happened, just think about the Ace-Coin parameter problem I had a few days ago.
I have to get used to the way those e-levels work if I want to create professional looking levels...


Edit:
At least I've managed to insert the correct background clouds into the "Slidin' the Slopes" level:

(I think it looks faithful to the original from the video, and I actually like it more than the final desert night version)

So the first one of my beta remakes is completed now.
I'll move on to the Para-Goomba version of Mushroom 11 once I got rid of the sprite problem!


Edit2:
I fixed my sprites, they all show up now!
Now let's see, if I can add objects without crashing the game...
(That's the second thing I'm having trouble with)

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eddine67
Posted on 12-27-09 08:06 PM Link | Quote | ID: 124287


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I have an idea:
If you made a editor of points (example: TOP SMA4: 9999990 and TOP MB: 9999990) and one editor of name (genre : " Wild Ride In The Sky " in " Sky Athletic! "
Finally it is just an idea! Not need to make that (finally he would be cool ...)

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Upaluppa
Posted on 12-27-09 08:13 PM (rev. 4 of 12-27-09 08:24 PM) Link | Quote | ID: 124289


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Posted by eddine67
I have an idea:
If you made a editor of points (example: TOP SMA4: 9999990 and TOP MB: 9999990) and one editor of name (genre : " Wild Ride In The Sky " in " Sky Athletic! "
Finally it is just an idea! Not need to make that (finally he would be cool ...)
What's the point of such a program?
Use Action Replay codes to change your scores and a hex editor to edit the names of the e-levels...

This should go into the "additional features" section of the SMA4 editor, in case it ever comes to existence.
Basic stuff like level editing is way more important than this, if you ask me.

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Bob Loblaw
Posted on 12-27-09 08:26 PM Link | Quote | ID: 124296

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Hey guys I love what you are doing with this game and wish I had the skills to help it along.

I am posting here cause i am trying to play the world e levels and am having a hell of a time figuring it out despite loads of research and tons of failed attempts.

If my post is not acceptable here I sincerely apologize but I couldn't find anywhere that seemed more appropriate. (At least it's in English not French, yeah I read every single post in this topic

To save me from writing it all out again, I'm going to copy and paste from a pm I sent to copyRIGHThunter, so "you"=copyRIGHThunter and "you guy's"= people in this thread.

Anyways if any of you can help me figure this out I would be greatly appreciative, if you do not have the time or are simply stumped as I am, or just dont feel like it, I totally understand.

Also if there is anyway I can support or help the efforts you guys are making with this level editor stuff I'd be more than happy to help, but though I'm pretty good with a computer, I don,t know how to program, so I imagine there isn't really anything I can do.


I am ultimately trying to play the world e levels, but am having trouble getting things to work properly.

Here is a rundown of files I have and what I have tried etc.

I originally downloaded visualboyadvance with all the Mario advance roms and all of them worked except SMA4. I got it "working" by messing with the save type settings, and a program called GBATA using its SRAM patcher. It still told me that the save data was corrupted, and I could only play the game from the very beginning.

This is when I realized SMA4 was just a remake of Mario 3, so I searched to find where the extra levels in the game that I saw on youtube were. (probly your vids) So I did some searching, found your .sav file here via a SMW hack site, tried it and it didn't work and the patching tool wont recognize your .sav file to patch it.

That's when I dug in a little deeper and noticed you guys were using No$GBA and level cards etc., so now I've been trying that way.So now I'm using No$GBA 2.6 your .sav file via this site, and have the e-reader and dot codes from Caitsith2's site.

When I try to load the SMA4 rom with your .sav it says the saved data is corrupt, then looks like its gonna let me play from the begining on a new slot, (the way it looked when I got it "working" on visalboyadvance) but it only starts with 1 life, and puts the Mario down by where the first card is on the stats bar under the world 1 castle, (cant really see the Mario but can tell that's where its trying to put him) and the map starts jittering up and down in a stuck fashion.

I have tried messing with the save type settings in No$GBA. The auto setting does what I just described in the paragraph before this. The flash 128 Sanyo setting just stays on the loading screen forever. The flash 128 Macronix setting causes the program to go into an official not responding state where I can't even change the options back, (and also makes it so I cant use any other GBA roms, as when I try to load them it goes into the not responding state as well) and I have to replace the config settings that I luckily had backed up)

I can get all my other roms running with the auto setting in No$GBA just fine which leads me to suspect it is the .sav file, but others here seem to be saying it works for them, and I am perplexed.

Here are the applicable files I have, with the folder they are in. I didn't list all the dot codes as I never got that far, and are more than likely not the problem. I did notice that some of my files sizes are different than the sizes of yours when watching your e-reader tutorial video on youtube. That confuses me a little considering the .sav file is yours from here, (renamed) and the e-reader is from Caitsith2's site. (I believe you also use Caitsith2's e-reader) The SMA4 rom I have is the same size as yours is though.

No$GBA 2.6a
--------------
BATTERY
DOTCODES
SLOT
FIRMWARE
GBA.ROM
NO$GBA

BATTERY
-----------
e-reader (u).sv2 - 128kb
Mario Advanced 4 # GBA.GBA - 4,096 kb
Mario Advanced 4 # GBA.sav - 70 kb

SLOT
------------
e-reader (u).sv2 - 128kb
Mario Advanced 4 # GBA.GBA - 4,096 kb
Mario Advanced 4 # GBA.sav - 70 kb

Anyways if you can help me figure this out I would be greatly appreciative, if you do not have the time or are simply stumped as I am, I totally understand.

Also if there is anyway I can support or help the efforts you guys are making with this level editor stuff I'd be more than happy to help, but though I'm pretty good with a computer, I don,t know how to program, so I imagine there isn't really anything I can do.

Once again thanks for you effort in drumming up support and bringing folks together on this project, as something like it would have likely never happened without your efforts.

Upaluppa
Posted on 12-27-09 08:48 PM (rev. 14 of 12-28-09 11:53 AM) Link | Quote | ID: 124301


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@Bob Loblaw:
I can help you there, because I went trough the same troubles, before I found the "ultimate" way of getting the e-levels to work. ^^

Here's a rundown of what you should do:

1. Use VBA, not No$gba.

2. Download this ips patch: http://www.megaupload.com/?d=W2EMPF0B
It'll fix the corrupted save bug.
You'll need an ips patching tool, like IPSWin: http://zerosoft.zophar.net/files/IPSWin20.zip to apply the patch to your ROM.

3. Download the SMA4SavTool: http://acmlm.kafuka.org/uploader/get.php?id=2115
It allows you to insert uncompressed .level files into your SMA4 .sav file.
It's a DOS based program, the syntax is as follows: sma4savtool.exe -a FILENAME.sav FILENAME.level

You can download all the e-levels by following this link: http://caitsith2.net/ereader/sma4/elevel.rar

They have the Japanese names, but at least all of them work perfectly well.
Only the Mad Dash level is missing.

4. Start SMA4 in VBA, load up your .sav file and enter World-e...


If you still have questions feel free to ask.
Being the nice guy I usually am, I actually like to help out whenever I can.

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Bob Loblaw
Posted on 12-27-09 09:00 PM Link | Quote | ID: 124303

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Wow I can't believe I got a response with a fix in less than a half hour.

Thank you so much Upaluppa, you are the man.

I will post my results when I have applied this technique which I have no doubt will work.

Upaluppa
Posted on 12-27-09 09:06 PM (rev. 5 of 12-27-09 10:20 PM) Link | Quote | ID: 124305


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Posted by Bob Loblaw
Wow I can't believe I got a response with a fix in less than a half hour.

Thank you so much Upaluppa, you are the man.

I will post my results when I have applied this technique which I have no doubt will work.
Let's just say, that I've checked the thread for updates in the right moment, mate.
The only thing that might be a bit complicated is the usage of the sma4savtool, at least if you're not comfortable with DOS...

But other than that I consider this to be the easiest way of getting the e-levels into your game.


Edit:
Work on the "Goomba Attack" level has now officially begun:

(I'm so proud of myself, now that my sprites finally work)

Edit2:
I'm not sure, whether to place the Para-Goombas only at the end of the level, as shown in the video, or if I should "pepper it up" by placing them all over the entire level...
Maybe I'll create two versions, an accurate beta remake, and a "fun" version with more Goombas.

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Kiiro
Posted on 12-27-09 10:06 PM Link | Quote | ID: 124312


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Posted by Upaluppa
I fixed my sprites, they all show up now!
Now let's see, if I can add objects without crashing the game...
(That's the second thing I'm having trouble with)


See ? I knew you got the sprites wrong ^^


Anyway, your beta levels looks good ^^

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Upaluppa
Posted on 12-27-09 10:12 PM (rev. 9 of 12-28-09 11:42 AM) Link | Quote | ID: 124313


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Posted by Kiiro
See ? I knew you got the sprites wrong ^^
Of course you have been right.

But now that the silly mistakes are gone, I can focus on the level again!
I'll upload the beta levels in a .zip package when I've finished more of them.

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Bob Loblaw
Posted on 12-27-09 11:06 PM (rev. 3 of 12-27-09 11:13 PM) Link | Quote | ID: 124319

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Posted by Upaluppa
3. Download the SMA4SavTool: http://acmlm.kafuka.org/uploader/get.php?id=2115
It's a DOS based program, the syntax is as follows: sma4savtool.exe -a FILENAME.sav FILENAME.level files into your SMA4 .sav file.
You can download all the e-levels by following this link: http://caitsith2.net/ereader/sma4/elevel.rar


I thought I would be able to figure this out, but I have very little experiance with dos and cant figure out how to use this. Google isn't being my friend at the moment, and the readme doesnt make any sense to me.

eddine67
Posted on 12-28-09 11:13 AM Link | Quote | ID: 124359


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Posted by Bob Loblaw
Posted by Upaluppa
3. Download the SMA4SavTool: http://acmlm.kafuka.org/uploader/get.php?id=2115
It's a DOS based program, the syntax is as follows: sma4savtool.exe -a FILENAME.sav FILENAME.level files into your SMA4 .sav file.
You can download all the e-levels by following this link: http://caitsith2.net/ereader/sma4/elevel.rar


I thought I would be able to figure this out, but I have very little experiance with dos and cant figure out how to use this. Google isn't being my friend at the moment, and the readme doesnt make any sense to me.


Yes, he is not very explicit!
I have to try to take my save and a uncompressed level, Here is the result :
Nothing - _ - Any considerable change on my save.


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Upaluppa
Posted on 12-28-09 11:52 AM (rev. 6 of 12-28-09 11:56 AM) Link | Quote | ID: 124360


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@eddine67 & Bob Loblaw:
Sorry guys, I must've messed up the text when editing my post yesterday.
A whole sentence "melted" into another.

I've changed the text:

3. Download the SMA4SavTool: http://acmlm.kafuka.org/uploader/get.php?id=2115
It allows you to insert uncompressed .level files into your SMA4 .sav file.
It's a DOS based program, the syntax is as follows: sma4savtool.exe -a FILENAME.sav FILENAME.level

You can download all the e-levels by following this link: http://caitsith2.net/ereader/sma4/elevel.rar

They have the Japanese names, but atleast all of them work perfectly well.
Only the Mad Dash level is missing.


Edit:
About your problems with DOS, give me a minute, I'll post an example of how to use the program!

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Renegade X135
Posted on 12-29-09 12:45 AM Link | Quote | ID: 124399


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Hey guys, I seem to have run into a little problem, and I was wondering if one of you could help me:

Last week, I managed to archive my Super Mario Advance 4's save file from my cartridge onto my computer. (all 128 KB of it!) [US v1.0]

I downloaded the No$GBA setup, and (being the owner of an actual e-reader) downloaded an e-reader rom, the save file (.sv2) the GBA bios, etc etc etc.


I got the dual screen mode to work, and I have been able to scan cards into my ROM (using my uploaded save file), and have been saving e-reader level after e-reader level.

(I've been scanning the unreleased level with "English" names, circa August 2009 from Caitsith2)

So here is my problem: I scanned Mushroom 29 onto my game (Bowser's Airship Pt 1) and played it.

The moment I started playing, the entire level was messed up and I died 10 seconds later.

I erased the level and scanned the SAME card (Mushroom 29) but with the obsolete Japanese characters. (US region however)

That level worked fine.


So, how do I fix this problem of mine?

(A) Should I scan the working level, and then Hex Edit the name of the level, after I save it to the game? If so, HOW???

(B) Is there a way to edit the NAME of the level in the .raw file of the working/untranslated Mushroom 29 level?

(C) Is there a variable I can edit in the glitched/translated version of the Mushroom 29 .raw?


Help would be greatly appreciated!! Thank you!!!

Upaluppa
Posted on 12-29-09 11:17 AM (rev. 10 of 12-29-09 04:52 PM) Link | Quote | ID: 124451


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@Renegade X135:
Simply put, the Mushroom 29 (Bowser's Airship Pt2) e-card with the translated name is corrupted...
Here's a working version I've fixed myself: http://acmlm.kafuka.org/uploader/get.php?id=2701

Note, that it's an uncompressed .level file.


@Kiiro:
I'm currently doing a complete Sprite Bank 1 List.
I wonder why nobody did that before...
There's a lot of great stuff in Bank 1 from what I've found so far.

For example, I found those Butterfly enemies from Yoshi's Island which turn angry when you jump on them!

I've also found another unused enemy which shoots fireballs at Mario and can be stomped!
When you stomp it it'll change it's shape and fly away into the sky.
I'm not sure what enemy it could be, because it's sprite appears glitched in the level I've used...

Or what about this one:


It'll take some time to finish the list.
Especially the identification of glitched enemies and parameter effects will take me another day...

I think I'll have a complete list in about two days, so stay tuned!
By the way, I'm also taking small pictures of every (visible) sprite, for easier reference!

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copyRIGHThunter
Posted on 12-29-09 06:35 PM Link | Quote | ID: 124468


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Interesting stuff UpaLuppa. I also like the green hills against the sunset back for e-2 as well. I like the orange background in general - my NES levels used yellows and orange a lot.

If you feel like it and have the time, could you please create a quick level with some of this stuff placed in it? That way I could generate another video of the unused stuff in SMA4. It wouldn't be anything complex or even have a goal card in the level. Just a completely flat floor with these enemies placed, as well as some ? Blocks with power-ups so I can show how stuff reacts.

I think that Yoshi's Island butterfly thing is called "Flutter" if they're the things that appeared in the end of w4-1.

There are some cool things that I'd love to play with in a video...

9C - ball (mini-game 2)
C0 - ball (mini-game 2)+
C1 - P-switch that turns enemies into silver coins)+ <---- I hear that this is glitched
C2 - silver free-roam coin+
C4 - pink block ("0")+ (stick on other surfaces, each block can be "picked up" as many times as the number says <------ no idea what this is but sounds cool
D1 - propelling enemy, goes in spurts (torpedo)+ <----- Maybe SMW's "Torpedo Ted"
D5 - floats/flutters down, hurts <------- I believe this is what you played with
D7 - enemy, loop-di-loop, then straight (top kills it) bat? <---- I think this is SMW's "Swooper"
E3 - checkered rotating block, you control the rotation + <---- never heard of this one
E8 - rotating ball, when you land on it, it moves in the direction it was pointing+




I thought the last one is the "rotating directional arrow platforms" from yoshi's island. These were in w2-8 and w5-8... probably among others.




If you don't have the time, or if this will take long, then nvm. Thanks for all you work. You too Kiiro. I'm surprised there have been updates here, even during christmas and new year's.

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