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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 08-17-11 12:34 PM Link | Quote | ID: 146297


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Posted by copyRIGHThunter
Anyways, here's the point of this post (besides encouraging you guys ) I'm not a coder at all, but would it be helpful if we made the project open source and post the project to Google Code or something similar? It could be easier for the new guys to get up to speed with all the documentation and discoveries, and maybe the guys with more programming acumen could easier get help.

I did that with 0.4, but it's not worth it.
But i will still do that with 0.5, but with GIT.

Project Page is still there:
http://code.google.com/p/smagicadv/
(But it's going under major changes, changing from SVN to Git. And trying to keep Wiki pages.)

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H4ck3r
Posted on 08-17-11 01:33 PM Link | Quote | ID: 146298


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Posted by H4ck3r
Decided to write my editor in java, so im going to do my project over.



First, i must tell that i am sorry i have to say this, but it's to difficult for me to instantly write a editor if i dont even know how to make my program so that it can edit a rom. So my level editor will be a level viewer first for Super Mario Advance 4 levels.
Second, i have to tell that i am going to write my level viewer ( and maybe in the future also a editor ) in ( Please do not laugh me off ) GML, which means i am going to write it in Game Maker ( if possible ).


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14159
Posted on 09-10-11 12:25 AM Link | Quote | ID: 146758


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I agree with some of the sentiments here that it has been taking a long time for progress to be made. Unfortunately, the editor is not as high on my priority list as I would like it to be. The good news is so far my semester is looking to be less intense than expected, so I'm hoping to be able to release a beta version sometime in the next few months.

I know I said the same thing over the summer, and that clearly didn't happen. But right now rather than building the editor up to where I would like it to be for a public release, I am going through my list and cutting certain features and determining which are vital for a working test product.

As for where it all currently sits, All the basic functionality is there. Roy lets you add, remove and change sprites and objects, regardless of sizes. It just might not be as easy as some would like. It also supports autoscroll and block path editing, and support for multiple areas, including music, graphics, and backgrounds of each. It also allows the editing of names, icons and numbers for levels. So far it cannot create new levels, only editing existing ones.

The biggest area where it is coming up short is with the objects. There are several banks for each graphic set, and a good majority of these objects are unknown. If I do manage to release a version this year, my hope would be for users to test out the objects and report their findings for all.



This is the current look of Roy. Gone is the visual display for now (too many headaches), and now is a probably too confusing layout of lists and buttons.
Descriptions of each red numbered area are below:
1: The current item editor. For both objects and sprites, this is where you change the location and values for the selected item. You can also remove or clone the item. The text tip would ideally explain the extra bits for such objects and sprites, but that hasn't been done yet.

2:Addition menu. You can select a sprite or object from the appropriate banks and add it into the level.

3:Existing item lists. This is where you select the sprite or object you want to edit from the list of all items in the area. Split between objects and sprites. The sort buttons aren't implemented yet but would be used for arranging the list for ideal placement before saving.

4: Location Pointer editor. Used for changing the pointers between areas. This includes the pipes, doors, etc that transition you from area to area.

5: Block Path/Autoscroll editors. Block paths are working, autoscroll, not so much. They let you create/delete/edit the paths for the current area you are editing.

6: The multipurpose window. Shown is the Area settings tab, but also allows control of level start conditions, time limit, background. The eCoin tab so far displays the data values for the eCoin graphics if present. Eventually this would become an eCoin editor to craw your own eCoin for your level. The layout tab was designed to be a text display of the level area (like an ascii image but color coded). This has not been started yet, and would require the most work and as such would not be included in any releases in the near future.

7:Level Settings Menu. Controls details of the level aside from the actual level itself, such as name, number, icon, and shows Ace and eCoins.

8:Area buttons. Allows you to switch between areas and delete or add as appropriate (max of 4 areas per level).

Then above are mostly empty or useless tools and menus which will be filled in later.

So, what features do all of you, the potential users, think would be necessary for a usable release? I'm not sure how much I'll be able to complete over the next few months, but a somewhat working editor available is better than a non-existent one or one I keep to myself.


I'm intrigued by Kiiro's project as well, and hope to see the full power of Solar Core once it is ready. I'm sure it will put what I'm working on to shame. And good luck H4ck3r with your editor, is it for e-levels or the in-game SMA4 levels?

LimeMaster92
Posted on 09-10-11 02:03 PM Link | Quote | ID: 146763


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Maybe drag & drop if your able to do it
Your editor looks promising so far
Can't wait to use it


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Kiiro
Posted on 09-10-11 03:09 PM (rev. 2 of 09-10-11 03:10 PM) Link | Quote | ID: 146764


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SMA 0.5 will be in this style, and Solar Core won't be used yet.
I planned however a simpler GUI, and can make new level cards of nothing.
Also, C# will be used.

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LimeMaster92
Posted on 09-11-11 12:52 PM Link | Quote | ID: 146774


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Posted by Kiiro
SMA 0.5 will be in this style, and Solar Core won't be used yet.
I planned however a simpler GUI, and can make new level cards of nothing.
Also, C# will be used.


How is the development of Solar Magic Advance going
cause you haven't updated your blog recently

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H4ck3r
Posted on 09-12-11 04:52 PM (rev. 2 of 09-12-11 04:53 PM) Link | Quote | ID: 146814


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Posted by 14159
And good luck H4ck3r with your editor, is it for e-levels or the in-game SMA4 levels?
First of all, i am making my program in Visual Studio, if i make it in Game Maker it will turn out as shit, believe me. Second, it will edit the SMA4 levels.
But i am stuck with something and i don't know if you wanna help me but here are the problem(s). How do i program my editor so that i will only open SMA4? And how do i program my editor that it can edit levels on SMA4, not like drag and drop but with hex editing like this ( i made it in paint for an example, i know it is ugly)

If you could help me with this, i would really appreciate it!
Well guy's, keep up the good work!

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H4ck3r
Posted on 09-15-11 03:28 PM (rev. 2 of 09-15-11 03:30 PM) Link | Quote | ID: 147010


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Does nobody know's how to program my editor so, that it can open ONLY SMA4, and ( at least ) view a level ( in hex codes ) and edit it ?

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Kawa
Posted on 09-15-11 05:18 PM Link | Quote | ID: 147012


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I've made a hex editor once.

It's not exactly an easy topic to teach.

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sspp03
Posted on 09-22-11 10:36 PM Link | Quote | ID: 147276


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So there are two editors, Roy and Solar Magic Advance. Wouldn't it be better for those two people working on their respective editors to combine their code to make one full-blown editor like Lunar Magic for SMW? Is that possible?

Kiiro
Posted on 09-23-11 10:41 PM Link | Quote | ID: 147311


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Not possible at all. Roy and Solar Magic Advance goes in different ways of making. Solar Magic Advance will be mostly made in mind of other editors i could make too. But i didn't work on the new version yet, i need some free time.

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H4ck3r
Posted on 10-04-11 08:11 PM Link | Quote | ID: 147790


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Previous week i started learning batch, which is pretty easy to learn, so i writed a Super Mario Advance 4 viewer in that programming language. I created a project on Google code and posted my project on that site, here's the link: http://code.google.com/p/super-mario-advance-4-level-editor/

The source is also on Google Code.

Here are some note's:

*Offset list is incomplete
*Object list is incomplete
*Sprite list is incomplete

This is version 1.0 of my sma4 editor/viewer.
In version 2.0 i want to try to make the sprite list of world 1 complete, and the offset list of world 1 complete. Maybe i can try in version 2.0 to program it so that it can hex edit sma4 levels, who knows? Also, how are your editors going Kiiro and 14159?

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Coolman
Posted on 10-13-11 04:03 AM Link | Quote | ID: 147980

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I'm looking for "Break Through With B-Dash" is the only card I need, please, someone has it? I'm from Argentina.

Kiiro
Posted on 10-13-11 06:23 AM Link | Quote | ID: 147984


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Sorry, but no one has dumped that last SMA4 card yet.

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LimeMaster92
Posted on 12-10-11 12:03 AM Link | Quote | ID: 148716


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I realize that hacking SMA4 has came to a halt but i just noticed that on the box of SMA4 there is a picture of the beta version of Vegatable Volley and instead of getting a fire flower you get the goomba's shoe

And since nintendo left the code in you can easily change one byte to get it into the level


Although the shoe did appear in a japan only level world-e level i do find it interesting how the beta levels orignally looked

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Kiiro
Posted on 12-10-11 12:15 PM Link | Quote | ID: 148721


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Beta stuff easily gets on the box, like Super Mario All-Stars with SMB1 Beta screens.

Sorry if there's no news on Solar Magic Advance, but i'm putting all my attention to another project, if you heard about BS-X Project, that's me doing it.

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LimeMaster92
Posted on 12-10-11 02:33 PM Link | Quote | ID: 148722


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I understand since i have played some of the Satellaview games


Also since everyones busy is it true that there is a SMAS level Editor if so where can i download

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Kiiro
Posted on 12-11-11 12:38 AM Link | Quote | ID: 148726


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There's one in the works, but it's not released yet.
You'll see when it will release anyway.

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LimeMaster92
Posted on 12-11-11 03:41 PM Link | Quote | ID: 148732


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OK thanks
Guess i'll just have to stick with SMB3 Workshop for the time being




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H4ck3r
Posted on 12-16-11 04:20 PM Link | Quote | ID: 148772


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Posted by Kiiro
Beta stuff easily gets on the box, like Super Mario All-Stars with SMB1 Beta screens.

Sorry if there's no news on Solar Magic Advance, but i'm putting all my attention to another project, if you heard about BS-X Project, that's me doing it.

What is the BS-X project?
And is Solar Magic Advance 5.0 almost finished, or way before that?

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