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

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ShadowDog
Posted on 07-02-10 12:11 AM Link | Quote | ID: 132559

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Argh, SRAM and pointers. How did that work again? Is SRAM appended to the end of the ROM? Something like that?

Also, I saw a guy on YouTube who said he had B Dash. I linked to this thread and asked him to post it. Cross your fingers, everyone. Also

Kiiro
Posted on 07-02-10 12:14 AM (rev. 3 of 07-02-10 12:20 AM) Link | Quote | ID: 132560


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SRAM is accessible from address 0x0A000000 (GBA Memory).
So the pointers must have A on it.

Anyway, e-Levels are special to me.
I really want to add the e-Level format in the ROM, it can have customized Block Path, Auto-Scroll, etc...
Hacking SMA4 would be perfect with this.

Anyway, i'm interested about that Mad Dash/"Break through with the B-Dash!!!" e-level. It might be funny to say, but it's officially the second promo level card (i know that because i saw the header of the other two, it's level 1 and 3).

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eddine67
Posted on 07-02-10 05:38 PM Link | Quote | ID: 132570


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Hello,
I wish to know how "to take" an e-level of a save.
I do not know if that exists but well.
Thanks

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ShadowDog
Posted on 07-04-10 09:38 PM Link | Quote | ID: 132637

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You mean how to extract an e-level from a save file? I'm not sure it's been done yet, but I think we have the tools to do it if we find the offsets. Then again, do a small elevel and a large e-level take up the same space in the .sav?

Kiiro
Posted on 07-06-10 02:34 PM Link | Quote | ID: 132689


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e-Level Data in the save is compressed and all of them uses the same size.

ShadowDog, who is this guy who seems to have Mad Dash ?

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14159
Posted on 07-09-10 03:34 AM Link | Quote | ID: 132787


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Hi all, glad to see this is still alive and kicking!

I'm here to announce that I am also working on an e-level editor/maker. I haven't been able to bring myself to tedious testing to work on the sprite list, and was bored at work. I've been working on it for about 2 weeks. Nothing to show yet, but so far it reads in the files (though not very well - I haven't even begun to interpret the object data), and allows editing and adding/removing objects/sprites/pointers (but doesn't save). I'm just working on reading in 5/6 byte sprites and hope to use it to help test out the rest of the sprite list.

Regarding the sprite list, is there a compiled one somewhere? The google docs one only has the first 16. Sorry if I missed it but where is Upa's sprite list? So far I'm using my outdated copy cross referenced with one posted a long time ago in this thread.

For level settings, that is the thing I plan to work on next in my editor, and will hopefully be able to report back any findings I have playing around with the values.

Similar to objects, I would like to work on sorting a lot of those out. Right now my program just lists the number it is, which is not very useful to anyone.

And excellent job on the documents Kiiro, they are very well done and quite handy!

Kiiro
Posted on 07-09-10 07:02 AM Link | Quote | ID: 132790


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Posted by 14159
Hi all, glad to see this is still alive and kicking!

I'm here to announce that I am also working on an e-level editor/maker. I haven't been able to bring myself to tedious testing to work on the sprite list, and was bored at work. I've been working on it for about 2 weeks. Nothing to show yet, but so far it reads in the files (though not very well - I haven't even begun to interpret the object data), and allows editing and adding/removing objects/sprites/pointers (but doesn't save). I'm just working on reading in 5/6 byte sprites and hope to use it to help test out the rest of the sprite list.

Regarding the sprite list, is there a compiled one somewhere? The google docs one only has the first 16. Sorry if I missed it but where is Upa's sprite list? So far I'm using my outdated copy cross referenced with one posted a long time ago in this thread.

For level settings, that is the thing I plan to work on next in my editor, and will hopefully be able to report back any findings I have playing around with the values.

Similar to objects, I would like to work on sorting a lot of those out. Right now my program just lists the number it is, which is not very useful to anyone.

And excellent job on the documents Kiiro, they are very well done and quite handy!



Sprites List from Upa :
http://acmlm.kafuka.org/uploader/get.php?id=3020

My discoveries :
Bank 0 Sprite E0 : Camera Shift Up (Begin Shift)
6 bytes Sprite
Parameter 1 : Byte Link (links to E1, so the game doesn't mix up)
Parameter 2 : Camera Shift to how many pixels up.

Bank 0 Sprite E1 : Camera Shift Up (End Shift)
6 bytes Sprite
Parameter 1 : Byte Link (links to E0, so the game doesn't mix up)
Parameter 2 : Camera Shift to how many pixels up.

Bank 0 Sprite EA : Camera Block (Can't go Left)
5 bytes Sprite
Parameter : ???

Bank 0 Sprite C8 : Vertical Scroll Effect
6 bytes Sprite
Parameter 1 : ???
Parameter 2 : ???

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Renegade X135
Posted on 07-14-10 09:04 AM Link | Quote | ID: 132954


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I updated my most recent SMA4 .sav file to have everyone with the raccoon powerup from the start of the file. a very minor change, but nonetheless, version 1.2 of my project files for public download

http://www.mediafire.com/?g0romgyhamjvznm

14159
Posted on 07-29-10 04:52 AM Link | Quote | ID: 133550


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Second page? That'll never do.

I worked on SMA4 a bit this week, unfortunately I'm not sure when I'll get another chance, not anytime in the near future at least.

First of all, here is a picture of my editor, named Roy (after the koopaling) in action. It's still terribly fragile and crashes a lot, but it can successfully read and save elevels, and can modify objects and sprites. Still working on reading in and modifying level settings, and ecoin data.

SMA4

I tried to investigate some sprites but it didn't go so well. Using the graphics settings of Classic 1-1 I went through the unknwon spirtes in bank 0, expecting some of them to work more than in the actual ROM levels. That didn't happen, in fact some sprites even did less than they did in the main game levels. So I wasn't able to find out anything new yet.

I am working on mapping out the objects for the sky graphics set as well, that is going pretty well. Does anyone known how many banks are actually used for objects? I thought it was mainly 0 and 4, but either my program is reading them wrong, or some come from bank 5 or 6 (which doesn't make sense).

copyRIGHThunter
Posted on 07-31-10 10:02 AM Link | Quote | ID: 133651


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Cool stuff 14159 and Kiiro! Glad to see this topic is still alive. I'm still here too. I may not check it everyday, but I will always be interested in SMA4 editing

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fishspill
Posted on 08-22-10 12:25 AM (rev. 2 of 08-22-10 12:31 AM) Link | Quote | ID: 134743

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Hey hackers! I just recently have found out about all of the 'hidden' stuff in SMA4 and REALLY want this to succeed! I'm been looking at a hex editor I have (with SMA4 opened in it) and have been also reading PurpleBridge001's post on all the stuff, however, I still don't understand WHERE this stuff is! I know hex, and I'm not really used to editing GBA games... So if any of you want to tell me "the" offsets to the level data, headers what not, PLEASE reply! The way we can get the most publicity is by MAKING hex edits, and having people play them. If we can finish this project, we have made a portable rom hack player.

Oh, and Kiiro, I can help, just ask.

Kiiro
Posted on 08-22-10 10:48 AM (rev. 3 of 08-22-10 10:49 AM) Link | Quote | ID: 134763


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I have some things to announce here :
Solar Core.
Obviously, it's the Core of Solar Magic Advance.

And probably the Core of other editors if they use it.

Anyway, here's some info (for fishspill) about where is the Level Data in the ROM :
$124970-$125283 Level Data Pointers
$125284-$12569F Enemy Data Pointers

Some notes :
http://acmlm.kafuka.org/uploader/get.php?id=1939

Also :
About e-Level Decompression in SMA4 :
r0 - Source
r1 - Destination

Code begins at $0A7BEC. Finishes at $0A800A.

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fishspill
Posted on 08-23-10 12:19 AM Link | Quote | ID: 134784

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Thanks Kiiro! I'll get hoppin' on this a little bit later.

erpster2
Posted on 08-28-10 04:35 AM Link | Quote | ID: 134961


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Posted by Kiiro
e-Level Data in the save is compressed and all of them uses the same size.

ShadowDog, who is this guy who seems to have Mad Dash ?


sorry Kiiro. I think ShadowDog meant that someone in Youtube has video footage of the Mad Dash level but not the actual e-card of that rare level.

the chances of finding someone who owns that rare mad dash level card are getting slimmer...

eddine67
Posted on 08-28-10 11:03 AM Link | Quote | ID: 134976


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CSK2E have Mad Dash.

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kauthor47
Posted on 08-31-10 01:34 AM Link | Quote | ID: 135128

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Wait, someone has Mad Dash, you say??

eddine67
Posted on 08-31-10 11:40 AM Link | Quote | ID: 135143


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Yes, CSK2E have Mad Dash :0

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PhyChris
Posted on 09-18-10 06:20 AM Link | Quote | ID: 135855

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hay the links to the sma4 e-card rich save are down is there anywhere else to get it maybe a clean one that just has the levels with with no level progress or the level e-cards them self?

Kiiro
Posted on 09-29-10 03:13 PM Link | Quote | ID: 136212


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Related to Super Mario Advance 4, everyone should read this :
http://wiki.rustedlogic.net/Super_Mario_Advance_4

It contains some interesting info. It's worth it.
(Switch Card Pics, fuck, i didn't know about it !)

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Presto99
Posted on 10-28-10 06:56 AM Link | Quote | ID: 137384

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I was wondering if there was any way I could add lots of boomerangs and cape-feathers to my (uncompressed?) sav file's inventory..? I know I can add them with the eReader stuff, but when I want to put that sav back onto my flash cart (SCDS2) then it doesn't load. Cause no$gba changes the save file somehow, right? I really want to add those powerups to my existing save, cause it's the one with all the e-reader levels.
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