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Smaghetti, a new Super Mario Advance 4 editor, is currently in development! Check out the thread HERE!

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

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copyRIGHThunter
Posted on 08-06-09 04:49 AM (rev. 2 of 08-06-09 10:29 AM) Link | Quote | ID: 112185


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If/When someone writes a program to hack SMA4, will he need to have a bunch of icons/sprites for the GUI so it's user friendly??? I know Lunar Magic can animate levels, and it'd be cool if this proposed editor had that too.


If so, I'd be happy to start ripping a bunch of GIFs.



Also, with all of this talking about map hacking, would it be possible to add the "World-e" locked doors to the original game maps perhaps??? These locked doors don't open when a fortress is beaten, but when enough A-Coins are collected. Would it also be possible to alter the engine so that when a level is beaten, it can be replayed immediately, instead of after when the whole game is completed????? It would be like NSMB or SMW???

Just a thought, but it could add a dimension that never existed in SMB3 before. A map that is an easy grid, but it essentially has the functionality of the SMW or NSMB map!! For once the A-Coins or Dragon Coins in a level actually mean something!!!!

Also, another idea i'd like to pitch is locked doors on maps that only go away when a coin counter requirement is met. It could be something based off of the system to make white mushroom houses appear, but it'd be used to open up parts of a map.

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Raccoon Sam
Posted on 08-06-09 03:13 PM (rev. 2 of 08-06-09 03:13 PM) Link | Quote | ID: 112366


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Those are cool ideas; maybe you should do dummied layouts for the possible editor? Smash MS Paint open and doodle around.
We looked into the World-e map with Treeki and apparently we couldn't find anything. The worls maps are all stored in a single byte array, but the e-map is nowhere to be seen. Maybe it's stored somewhere else..

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Kawa
Posted on 08-06-09 05:11 PM Link | Quote | ID: 112368


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Raccoon Sam
Posted on 08-06-09 08:49 PM Link | Quote | ID: 112400


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Excellent.

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zbyte
Posted on 08-07-09 08:47 PM Link | Quote | ID: 112738


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I downloaded the .sav file. It does not work!

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KP9000
Posted on 08-07-09 11:50 PM Link | Quote | ID: 112765


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Oh, it does indeed work. Perhaps you should tell us what's wrong or what you are doing that way we can actually help you.

So, Kawa, how far into this editor are you? Treeki, are you also working on it? As far as I could tell in IRC you were both working on stuff... Is this a joint project between the two of you or are you both making two separate editors?

Also, Kawa, those screens seem to imply that the game is being emulated and the viewer is imposed on the emulator... what exactly is going on here?

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Kawa
Posted on 08-07-09 11:54 PM Link | Quote | ID: 112767


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Well, Treeki's working on a hack that replaces the Mario-style object-based level format with raw tilemaps, which the game uses internally anyway. That part is easy as it involves replacing the level renderer with a simple LZ77Uncomp call. He will apparently write a tilemap-based editor.

I, meanwhile, am working on a level renderer to convert the original object-based levels into said tilemaps.

That screenshot is a shop to demonstrate how the other shot's output matches the game's.

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zbyte
Posted on 08-08-09 02:42 AM Link | Quote | ID: 112807


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VisualBoyAdvance, SMA4 Independent.gba, and the .sav are in the same folder. When I run it, it has the GAME BOY PLAYER screen, then says "Your saved data is corrupted."

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copyRIGHThunter
Posted on 08-08-09 08:39 AM (rev. 3 of 08-08-09 08:46 AM) Link | Quote | ID: 112829


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Posted by zbyte
VisualBoyAdvance, SMA4 Independent.gba, and the .sav are in the same folder. When I run it, it has the GAME BOY PLAYER screen, then says "Your saved data is corrupted."


That's just a problem w/ the rom. Google that error message. You need to change a setting in VBA save flash type or something to like 64K or 128k or something. Google that. Also, make sure the ROM and SAV are in the same folder and that they have the same name.

Also, I played around w/ MSPaint and developed perhaps some of what I think you be great in a final GUI...




...It'd really be great to have a tip/warning appear when objects are selected in the hopes people make fewer shitty hacks. It'd kinda be like the tips that appear on SMW central, but they're built into the editor.

Other tips could be:
-don't build slopes that go into holes. Have at least one tile of wall before a hole. Also, be careful of hills cutting off other tiles.

OR

-don't make warp pipes or doors that send players directly into holes, lava, or enemies. The player should have a second or two to avoid a hazard.

also, when the hacker selects the type of scrolling that's used in W5-3, W2-Fort, W5-Tower, or W1-1 in my NES hack a good warning would be...

-note that enemies like boo didley and fire chomp can enter the screen from an inaccessible part of the screen. Be careful when stacking the level.

That was a problem in some of schwaWarriors levels.

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era64
Posted on 08-08-09 10:28 AM Link | Quote | ID: 112833


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Well, CopyRIGHTThunter. This GUI looks very good, but, well... it's possible to insert something other than ? with this GUI? Also - where is invisible coin blocks like in 7-5 (OMG, invisible blocks labiryth). Also, w/ seems to me a laziness. Here IS a place to insert with (two lines are available). Also, please note that sprites and objects may be tileset-specific. Kuribo's Shoe was tileset-specific in SMAS, not sure about SMA4 (because here was level with Kuribo's Shoes in castles). Anyway, programming of this GUI will be propably hellg. (offtopic: you're videos are very good )

Kawa? You're system in Linux? Because I also have Linux? This may be problem because SDL edition of VBA doesn't have debugging features (at least I think this). However, good luck with SMA4 editor. Actually it's look like crap, but who knows... Maybe it will have good GUI.

And I don't have any data about hacking of SMA4! Sorry!

Also... level 14 (world-e) is interesing. Is both vertical and horizontal (WITHOUT AUTOSCROLL!). This isn't possible with SMW (the only known way to have this is unused autoscroll command).

Kawa
Posted on 08-08-09 10:57 AM Link | Quote | ID: 112834


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era64: It's not Linux. The app looks like crap because all it does is draw those little rectangles.

©H: Didn't you get the memo about doing this on a tilemap system? Still, the only part that would be different is the main level panel.

An interesting thing to know is that the second set of question mark blocks, the one with the coin and leaf, is actually one 2-tile strip of coin block with the second block on top of that. You can tell because, in my (crappy) level viewer, the first block is too wide.

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Kiiro
Posted on 08-08-09 08:15 PM (rev. 3 of 08-08-09 11:48 PM) Link | Quote | ID: 112849


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This is really interesting, with SMA4, it looks like you can do many things that SMW can't ^^
Looking forward to that SMA4 Editor if one day it would be released ^^

EDIT :
I just did remember about something...

http://acmlm.kafuka.org/board/thread.php?id=2701

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Treeki
Posted on 08-10-09 02:00 AM Link | Quote | ID: 113063


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So anyway, this is probably a stupid question - but I've never done anything like this before; I'm used to DS hacking.

Which of these would be the best choice?

Right now, the level data in the ROM is just an 11-byte level header along with objects. Assuming that my editor can expand a ROM and convert it to the new format (similar to SM64 hacking with the ROM extender) I could do either of these...

Choice 1
I'd remove the original level data and leave just the level headers. I'd end up with a bunch of extra free space this way. The only problem - what would I put there? It wouldn't be big enough to fit the converted levels (or at least not all of them), so I'm not sure..

Choice 2
This might be the easier method, both to plan and to edit. I'd use the free space on the end of the ROM and also make the ROM file bigger (tested it; it works)
I'd add on a pointer table for the tilemaps. Then I'd just append the tilemaps to the end of the ROM.
The only thing I'm worried about is that I'd be wasting the original level data's space, seeing as the object data there would be unused.

Anyone with more experience want to clear this up for me?

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copyRIGHThunter
Posted on 08-10-09 06:42 AM Link | Quote | ID: 113083


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Posted by era64
Well, CopyRIGHTThunter. This GUI looks very good, but, well... it's possible to insert something other than ? with this GUI? Also - where is invisible coin blocks like in 7-5 (OMG, invisible blocks labiryth). Also, w/ seems to me a laziness. Here IS a place to insert with (two lines are available). Also, please note that sprites and objects may be tileset-specific. Kuribo's Shoe was tileset-specific in SMAS, not sure about SMA4 (because here was level with Kuribo's Shoes in castles). Anyway, programming of this GUI will be propably hellg. (offtopic: you're videos are very good )



The image i posted of a GUI was just some ideas i threw together in MS Paint. It's not a program of any kind. I can't program very well at all. I just wanted to see what people are putting in a potential editor, and I wanted to add my .02.


Thanks about my videos

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Bond697
Posted on 08-10-09 06:44 AM (rev. 4 of 08-10-09 06:52 AM) Link | Quote | ID: 113084


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just for the record, there is an sma4 editing tool. i'm not sure if it's entirely complete(or how much it can actully do), but it looks decent. i had to harass a bunch of people for it, but eventually i tracked it down awhile back. i'll post it in a little bit along with all the other notes and saved webpages that people passed on to me/referred me to.

this is one good reason why i make sure to have massive amounts of hard drive space and try to make it a priority to archive most anything that is of a small enough size and i find interesting. the program would've pretty much been lost along with a bunch of notes.


edit
-----

ok, here's everything:

http://bond697.110mb.com/SMA4

btw, 110mb doesn't allow for .rar files to be uploaded so i knocked off the file extension. go ahead and rename the file and add a ".rar" at the end to make it complete.

roxahris
Posted on 08-10-09 10:31 AM Link | Quote | ID: 113092


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Posted by copyRIGHThunter
I know Lunar Magic can animate levels, and it'd be cool if this proposed editor had that too. If so, I'd be happy to start ripping a bunch of GIFs.
Lunar Magic pulls the graphics straight out of the ROM. There'd be no point in ripping GIFs, if the editor worked like that...
Also, most of your posts seem to be thinking a bit too far ahead. You should try to focus on the here and now...

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Treeki
Posted on 08-10-09 02:48 PM Link | Quote | ID: 113102


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Posted by Bond697
edit
-----

ok, here's everything:

http://bond697.110mb.com/SMA4

btw, 110mb doesn't allow for .rar files to be uploaded so i knocked off the file extension. go ahead and rename the file and add a ".rar" at the end to make it complete.

Your link just gives me a corrupted RAR file when I try downloading it, where only one file is accessible.
Try uploading it here: http://acmlm.kafuka.org:81/uploader/

Posted by roxahris
Posted by copyRIGHThunter
I know Lunar Magic can animate levels, and it'd be cool if this proposed editor had that too. If so, I'd be happy to start ripping a bunch of GIFs.
Lunar Magic pulls the graphics straight out of the ROM. There'd be no point in ripping GIFs, if the editor worked like that...
Also, most of your posts seem to be thinking a bit too far ahead. You should try to focus on the here and now...

This. You seem to be focusing a lot on stuff which is possible but unfeasible in our current state.
Let's not get too far ahead of ourselves. At first the editor will probably use ripped tiles (I've already ripped 1-1's tileset) in order to make it easier, but I'll work on adding "real" graphics support later on.

Anyway, anyone got any idea about the question I asked in my earlier post?

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Bond697
Posted on 08-10-09 04:27 PM Link | Quote | ID: 113105


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i just tried downloading the file, as i did to test it last night also, and it worked quite well. i grabbed it from the http link i posted as well as over ftp from ftp14.110mb.com and they both work fine. odd that you had trouble?

anyway, board uploader links:

editor and docs:
http://acmlm.kafuka.org:81/uploader/get.php?id=1993

e-reader stuff:
http://acmlm.kafuka.org:81/uploader/get.php?id=1994

vba 1.7.2 modified to support e-reader card dumps:
http://acmlm.kafuka.org:81/uploader/get.php?id=1995

Treeki
Posted on 08-10-09 05:35 PM Link | Quote | ID: 113107


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That editor is pretty interesting; I had downloaded it before but I only just got it to work (I realised I had the wrong version of the ROM back when I first tried it)

I might do something similar to that UI with my editor (at least for the worldmaps), I'm not sure yet though.

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era64
Posted on 08-10-09 08:03 PM Link | Quote | ID: 113113


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I used this editor, set uped Warp Zone. At right of Warp Zone is debug room. Interesing...
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