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

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14159
Posted on 06-10-11 07:59 AM Link | Quote | ID: 143586


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Posted by H4ck3r
How do you actualy make a progam that can edit levels or world maps in roms?
Because i'm planning to make my own Super Mario Advance 4 editor after i got enough proggaming experience ( i can only make hello world progams now).



Well editors take lots of work and coding. You'll have to select a language that is capable of everything you need it to be. If you are at the 'hello world' stage, I would recommend learning how to do file input/output next, and learn Object Oriented Programming. Encapsulation works nicely on levels made up of objects.

On top of that you need to actually be able to manipulate the file for the game, so you should know how to work with bytes in your given language, and understand hexadecimal and offsets.

If you are specifically interested in SMA4, you're lucky as a lot of the information for level format has been discovered and documented, which means you don't have to figure it out for yourself and you can verify your programming since you can know what to expect.

Of course to bring it all together you will need to know how to code a user interface of sorts. Command Line works alright for a lot of tools, but not so well for an entire editor. Sort sort of windowed or graphical system will need to be designed and implemented to work with the data manipulation and file input/output. This is the part that is taking me so long, and probably the hardest.

In other news, i'm still progressing on the e-level creator/editor. I have a list of 25 tasks of varying difficulty and length still to do before I want to release it. I'm getting in the bad habit of just coding functionality without designing first, and it's come to haunt me right now for the block train path editing.

Right now it works for deleting, creating and editing objects and sprites (though most objects haven't been identified or cataloged). It also does the same for location pointers between areas. It theoretically handles the removal and addition of more areas into a level, but I'm having issues with the level/area settings so I can't say that it is complete yet.

I'm currently working on block train editing, and autoscroll controlling is next. Other things to take care of include undo/redo ability, ecoin/ace coin support, and user support in the way of descriptors for various objects and sprites.

I'm not doing a graphical point and click interface yet (that will be after this release), but I'm hoping to at least have a grid of text characters to try to help the user visualize the level without having to constantly test.

H4ck3r
Posted on 06-10-11 04:22 PM (rev. 2 of 06-10-11 04:26 PM) Link | Quote | ID: 143590


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Thank's for all the info you gave, but i think this won't be easy at my age because im 11 XD. But though i like coding very much.
Now back on topic: how's your editor going? And when are you planning to publish the editor?


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14159
Posted on 06-11-11 03:06 AM Link | Quote | ID: 143638


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Don't let age stop you, it's about commitment, both with time and dedication. I'm pretty sure I'm older than most here and I've seen some people do incredible things.

The editor is going alright, as I said all the basic functionality is done. Now it's all about the interface. I'm hoping to do a beta release this summer (probably August).

H4ck3r
Posted on 06-11-11 08:29 AM Link | Quote | ID: 143641


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Well, I've decided to learn hex, because from what i saw on tutorials, hex is much easier to learn. Now im trying to do the simpelst thing in hex, change text. I change text now in SMA4 e-levels, cause SMA4 intrest me alot to hack. Well i also try object replacement but that's still to difficult for me. After i got enough experience im going to try to ( for example ) make from world 1-1 a whole different level instead of only doing object replacement. if i got enough time ( which i dont know cause i have homework etc. you know what i mean ) maybe i can write a tutorial on hex editing on this forum.

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erpster2
Posted on 06-16-11 06:08 PM (rev. 2 of 06-16-11 06:11 PM) Link | Quote | ID: 143863


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Posted by Upaluppa
Posted by Kiiro
Don't know why, but the code doesn't work...

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.


It's true that if you try to use two different e-switch codes at the same address (3002D52), they both won't work.

BUT, Upaluppa, have you tried using any of these codes with some unusual numbers/letters:

83002D52 0F03

OR

83002D52 0E52
-----------------

The code "83002D52 0F03" activates the following FIVE e-switch effects:
3up Moon, Vegetable Sprouts, Half Power Meter, Luigi Low Gravity & 2x Score + Harder Enemies

(ALL FIVE of those eSwitch effects ALL IN ONE CODE!)

The code "83002D52 0E52" activates the following FIVE e-switch effects:
3up Moon, Fireball Coins, Slow Timer, Half Power Meter & 2x Score + Harder Enemies

(AGAIN, ALL FIVE of those eSwitch effects ALL IN ONE CODE!)


can anyone of you guys dare to try using code 83002D52 FFFF? careful with that one. it may or may not work or even it may crash the game. use code "83002D52 FFFF" at your own risk. heehee!

Kiiro
Posted on 06-16-11 06:13 PM (rev. 2 of 06-16-11 06:14 PM) Link | Quote | ID: 143865


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Not worth it:


The code "83002D52 0F03" activates the following FIVE e-switch effects:
3up Moon, Vegetable Sprouts, Half Power Meter, Luigi Low Gravity & 2x Score + Harder Enemies


It's an addition of values :
0001 - Vegetable Sprouts +
0002 - Short Power Meter +
0100 - Luigi Low Gravity +
0200 - 2x Score +
0400 - 3-up Moon +
0800 - Harder Enemies
=
0F03.

So it's not worth to try.
You need to do an addition to activate more than one switch.

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erpster2
Posted on 06-16-11 07:47 PM (rev. 3 of 06-16-11 07:53 PM) Link | Quote | ID: 143875


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Posted by Kiiro


So it's not worth to try.
You need to do an addition to activate more than one switch.


which is not a big deal to me. I'm having fun with experimenting with different e-switch effects.

I did try out code 83002D52 FFFF recently. that one activates ALL 15 or 16 eSwitch effects that Upaluppa mentioned.

careful: if you use any eSwitch code AND you save your game, the eswitch effect(s) from that code will become permanent. to undo those e-switch effects after the gave is saved, code 83002D52 0000 will have to be used and then the game must be saved again to erase those e-switch effects.

Posted by Renegade X135


Save Converter
This folder contains the save converter I used to edit No$GBA's saving preferences, from 'compressed' to 'uncompressed'. It's not very necessary, as I have instantiated an alternative method for switching the save preferences. But I have included this nifty tool here for anyone who feels like using it. (Credit for this application goes to the folks who originally wrote it.)




actually, Renegade X135, there's no need to use a No$GBA to VBA save converter.
why not set SAV/SNA File Format in the NO$GBA.INI file to Raw (a third and better option, IMHO)?
no$gba creates fully compatible VBA 128k sav files when that save preference is set to RAW. a lot easier than using a save converter.

H4ck3r
Posted on 06-20-11 04:16 PM Link | Quote | ID: 143993


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Hey Kiiro, i have one question for you. What do you mean on a Youtube video from you that you made a e-level from scratch ?

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Kiiro
Posted on 06-20-11 05:41 PM Link | Quote | ID: 143999


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It made it from nothing, just used documentation to make it with a hex editor.

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H4ck3r
Posted on 06-20-11 06:41 PM (rev. 3 of 06-20-11 09:58 PM) Link | Quote | ID: 144002


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Hey 14159!
A little time ago you gave me a link about hex in SMA4, however it was a little complicated but very usefull, now anyway, could you give me a little explaining about object replacement if you get time? it does not have to be a very advanced tutorial but only the basics about object replacement.

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NightKev
Posted on 06-21-11 03:49 AM Link | Quote | ID: 144015


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I suppose this might be a bit 'off-topic', but I suggest you start a new thread that you can control the title of; I have to wonder how accurate the current title of this thread is now, after almost a year...

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Kiiro
Posted on 06-21-11 07:22 AM Link | Quote | ID: 144016


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Posted by NightKev
I suppose this might be a bit 'off-topic', but I suggest you start a new thread that you can control the title of; I have to wonder how accurate the current title of this thread is now, after almost a year...


The original topic name were about motivation on hacking Super Mario Advance 4. Then i released my Level Card Viewer and the topic name changed.

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NightKev
Posted on 06-21-11 08:34 AM Link | Quote | ID: 144018


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Is your editor still "0.33beta3" and do you still need help with whatever "spritelist" is mentioned? After a year?

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H4ck3r
Posted on 06-21-11 05:14 PM (rev. 2 of 06-21-11 05:15 PM) Link | Quote | ID: 144026


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Posted by Kiiro
It made it from nothing, just used documentation to make it with a hex editor.

Can you explain a little bit to me how to make a e-reader card from a clean e-reader card ( e-reader card made from nothing what you say ).

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Kiiro
Posted on 06-21-11 06:48 PM Link | Quote | ID: 144029


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Posted by NightKev
Is your editor still "0.33beta3" and do you still need help with whatever "spritelist" is mentioned? After a year?


There's a 0.4 alpha, but you know, it's on hiatus for a while...
But the most advanced version is still 0.33 beta 3.

About the Sprite List, it's not really complete though.

And anyway, i will work on a 0.5, with Solar Core editor system i'll be making.

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H4ck3r
Posted on 06-21-11 07:35 PM (rev. 2 of 06-21-11 07:41 PM) Link | Quote | ID: 144031


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Posted by Kiiro
Posted by NightKev
Is your editor still "0.33beta3" and do you still need help with whatever "spritelist" is mentioned? After a year?


There's a 0.4 alpha, but you know, it's on hiatus for a while...
But the most advanced version is still 0.33 beta 3.

About the Sprite List, it's not really complete though.

And anyway, i will work on a 0.5, with Solar Core editor system i'll be making.

Is Solar Magic Advance 4.0 Alpha a new version or not? And if it's a new version, where can i get it?
Or haven't you made it public?


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Kiiro
Posted on 06-22-11 12:23 PM Link | Quote | ID: 144049


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Posted by H4ck3r
Is Solar Magic Advance 4.0 Alpha a new version or not? And if it's a new version, where can i get it?
Or haven't you made it public?



I made it public, i even made several videos of it.
But there's only the source code :
http://code.google.com/p/smagicadv/source/browse/#svn%2Ftrunk%2Fold

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H4ck3r
Posted on 06-22-11 12:59 PM Link | Quote | ID: 144050


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Okay, i have a problem now and i don't now if anyone know's how to fix it.
The problem is: i have an empty level card and i want to made a level card from scratch, i put data on it, like: how many Ace coin's it have, or Object sets, stuff like that. if i want to scan it in No$Gba it says: "WRONG FILESIZE". Does anyone know how to make it work?


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copyRIGHThunter
Posted on 06-23-11 08:06 AM Link | Quote | ID: 144067


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Posted by NightKev
I suppose this might be a bit 'off-topic', but I suggest you start a new thread that you can control the title of; I have to wonder how accurate the current title of this thread is now, after almost a year...


Per suggestion, I've renamed the thread

It's a pleasant surprise to see 14159 & Kiiro still at this. I've been distant from this for a while, but am still very, VERY interested in SMA4. Can't wait to see what happens guys. (Also welcome new enthusiasts who posted here )

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H4ck3r
Posted on 06-23-11 03:55 PM (rev. 5 of 06-23-11 07:59 PM) Link | Quote | ID: 144069


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Posted by copyRIGHThunter
Posted by NightKev
I suppose this might be a bit 'off-topic', but I suggest you start a new thread that you can control the title of; I have to wonder how accurate the current title of this thread is now, after almost a year...


Per suggestion, I've renamed the thread

It's a pleasant surprise to see 14159 & Kiiro still at this. I've been distant from this for a while, but am still very, VERY interested in SMA4. Can't wait to see what happens guys. (Also welcome new enthusiasts who posted here )

I'm also intrested in SMA4 and i'm learning hex so i can edit SMA4, however this a little bit difficult to learn but it's also fun to learn new things. Maybe (i'm not promising anything ) i can write a tutorial on hex editing SMA4 if i completely understand hex.

EDIT:
I have some good news for you guy's!!
Im from now on also in the SMA4 hacking scene.
Today i logged in and in my inbox there was an pm with a tutorial about object replacement from 14159 . why i suddenly get the tut? I asked him.
Here are some changes i made:
[/URL

[URL=http://imageshack.us/photo/my-images/543/naamloos2j.png/]


Uploaded with ImageShack.us

So far it's nothing big, but i just have learned hex and it is a begin.
I must also thank 14159 for his great tut.

Maybe i can write a tutorial tommorow ( again i am NOT promising it! )

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