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

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KTurbo
Posted on 08-14-12 03:39 PM Link | Quote | ID: 152053


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What language is it programmed in?

Kiiro
Posted on 08-14-12 07:52 PM Link | Quote | ID: 152055


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Well, from Liberty Basic, I then used Visual Basic, then Python, and now it's planned to use C#. And it's not really programmed, just the GUI is like 50% finished.

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KTurbo
Posted on 08-15-12 08:02 AM Link | Quote | ID: 152061


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I'm a moderate C# programmer. I haven't used it for making PC programs berfore, just websites and Windows phone apps, shouldn't be much difference though. But I'm interested in helping as much as I can. I too have a lot of personal things going on and other project right now. But when you pick up this project again, you could drop me line if you want.

LimeMaster92
Posted on 08-20-12 03:38 PM Link | Quote | ID: 152109


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Posted by KTurbo
I'm a moderate C# programmer. I haven't used it for making PC programs berfore, just websites and Windows phone apps, shouldn't be much difference though. But I'm interested in helping as much as I can. I too have a lot of personal things going on and other project right now. But when you pick up this project again, you could drop me line if you want.


Programming Windows applications in C# is a different compared to programming for Windows Phone 7x as it's like learning a new language

Also hope you can help make the level editor progress

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KTurbo
Posted on 08-20-12 07:13 PM Link | Quote | ID: 152111


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Posted by LimeMaster92
Posted by KTurbo
I'm a moderate C# programmer. I haven't used it for making PC programs berfore, just websites and Windows phone apps, shouldn't be much difference though. But I'm interested in helping as much as I can. I too have a lot of personal things going on and other project right now. But when you pick up this project again, you could drop me line if you want.


Programming Windows applications in C# is a different compared to programming for Windows Phone 7x as it's like learning a new language

Also hope you can help make the level editor progress


What do you mean by that? I can't imagine it being so much different than programming a Windows application in any other language. But what do I know, I wish I studied more application programming.

LimeMaster92
Posted on 08-20-12 11:25 PM Link | Quote | ID: 152117


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Posted by KTurbo
Posted by LimeMaster92
Posted by KTurbo
I'm a moderate C# programmer. I haven't used it for making PC programs berfore, just websites and Windows phone apps, shouldn't be much difference though. But I'm interested in helping as much as I can. I too have a lot of personal things going on and other project right now. But when you pick up this project again, you could drop me line if you want.


Programming Windows applications in C# is a different compared to programming for Windows Phone 7x as it's like learning a new language

Also hope you can help make the level editor progress


What do you mean by that? I can't imagine it being so much different than programming a Windows application in any other language. But what do I know, I wish I studied more application programming.


Windows Phone apps are based off WPF (http://en.wikipedia.org/wiki/Windows_Presentation_Foundation)
Normal Windows apps are based off Windows Form (http://en.wikipedia.org/wiki/Windows_Forms)

See if you compare the two you will see that they are a completely different programming language


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KTurbo
Posted on 08-21-12 07:15 AM Link | Quote | ID: 152123


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I agree it's a bit different to code but I think to call it a another language is a bit of a stretch. Also, what I am referring to is that I don't think it can by too much different than coding windows application in any other programming language. I don't think that came out to clearly, and I apologize.

LimeMaster92
Posted on 08-21-12 11:43 AM Link | Quote | ID: 152124


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Posted by KTurbo
I agree it's a bit different to code but I think to call it a another language is a bit of a stretch. Also, what I am referring to is that I don't think it can by too much different than coding windows application in any other programming language. I don't think that came out to clearly, and I apologize.


Maybe but to be honest with you I just want someone or a team of people to develop a level editor and if they are similar then you may be able to help develop one





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Zowayix
Posted on 08-28-12 04:05 AM Link | Quote | ID: 152194

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I apologize if this is a very noobish question, but I'd like to ask:

With the "unofficial release" of Mad Dash (and the A-coins properly positioned), does a clean .sav file exist out there that:

- Includes every e-level minus the five Classic SMB1 levels (IIRC there are a limited number of slots the game can hold for new levels, and there just happen to be five too many levels in existence, making the Classic levels the best ones to leave out)
- Has zero e-coins and A-coins collected
- Has an empty item inventory
- Preferably has a score and coins total of 0 (Score and lives can be reset by a game over, but the cumulative coin total with 5 digits cannot while also having zero A-coins)

I'm not asking for someone to create a save file like the above if none exists (although that would be awesome), but could someone link me to a set of steps on how to go about creating such a save file?

On another note, is it true that the e-switches can be enabled/disabled through AR codes? I'm fully aware that the level e-cards actually add data into the game, while the Cape and Boomerang Power-Up cards do not; however, do the switches also add data into the game?

LimeMaster92
Posted on 08-30-12 07:35 PM (rev. 3 of 09-06-12 09:23 PM) Link | Quote | ID: 152225


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Posted by Zowayix
I apologize if this is a very noobish question, but I'd like to ask:

With the "unofficial release" of Mad Dash (and the A-coins properly positioned), does a clean .sav file exist out there that:

- Includes every e-level minus the five Classic SMB1 levels (IIRC there are a limited number of slots the game can hold for new levels, and there just happen to be five too many levels in existence, making the Classic levels the best ones to leave out)
- Has zero e-coins and A-coins collected
- Has an empty item inventory
- Preferably has a score and coins total of 0 (Score and lives can be reset by a game over, but the cumulative coin total with 5 digits cannot while also having zero A-coins)

I'm not asking for someone to create a save file like the above if none exists (although that would be awesome), but could someone link me to a set of steps on how to go about creating such a save file?

On another note, is it true that the e-switches can be enabled/disabled through AR codes? I'm fully aware that the level e-cards actually add data into the game, while the Cape and Boomerang Power-Up cards do not; however, do the switches also add data into the game?


There are 38 e-Reader levels and SMA4 only lets you save 32 onto the Cartridge or ROM so you will need to choose which levels you want on your save file(s)

You can use sma4sav or Solar Magic Advance to insert the levels of you're choice into an empty save file

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Zowayix
Posted on 08-31-12 06:50 PM Link | Quote | ID: 152241

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Thanks for the info LimeMaster92.

I just counted; there are 30 "regular" levels, 3 promo levels, and 5 classic levels.

You can permanently save 32 levels, plus a 33rd one in an "uncleared" state, meaning you can't return to the map screen in the middle of the level, and you get asked if you want to permanently save it (overwriting one of the 32 other levels) after you beat it. Just answer No to the last question and it essentially acts as a 33rd level.

By removing the 5 classic levels, you can have a save file with all 33 other levels playable.

Also, could someone please answer the below question?

Is it true that the e-switches can be enabled/disabled through AR codes? I'm fully aware that the level e-cards actually add data into the game, while the Cape and Boomerang Power-Up cards do not; however, do the switches also add data into the game?

Kiiro
Posted on 09-01-12 02:24 PM Link | Quote | ID: 152246


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Switch Cards just activate Switch Modes from the game, it's possible to have AR codes to enable Switches. I had the code before, but I lost it.

The game supports up to 72 levels RECORD data. While it only supports up to 32 playable levels (+1 for uncleared state), a level data can be deleted, while the name and Ace Coin data, stays for record purpose. You can have a Save File with all 38 Level Record Datas.

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Zowayix
Posted on 01-16-13 02:02 AM (rev. 2 of 01-17-13 02:06 AM) Link | Quote | ID: 153291

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EDIT: Never mind.

LimeMaster92
Posted on 01-31-13 08:16 PM Link | Quote | ID: 153371


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Any updates on the progress of the SMA4 level editor would be nice


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DahrkDaiz
Posted on 02-01-13 11:58 AM Link | Quote | ID: 153376


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Posted by LimeMaster92
Posted by KTurbo
Posted by LimeMaster92
Posted by KTurbo
I'm a moderate C# programmer. I haven't used it for making PC programs berfore, just websites and Windows phone apps, shouldn't be much difference though. But I'm interested in helping as much as I can. I too have a lot of personal things going on and other project right now. But when you pick up this project again, you could drop me line if you want.


Programming Windows applications in C# is a different compared to programming for Windows Phone 7x as it's like learning a new language

Also hope you can help make the level editor progress


What do you mean by that? I can't imagine it being so much different than programming a Windows application in any other language. But what do I know, I wish I studied more application programming.


Windows Phone apps are based off WPF (http://en.wikipedia.org/wiki/Windows_Presentation_Foundation)
Normal Windows apps are based off Windows Form (http://en.wikipedia.org/wiki/Windows_Forms)

See if you compare the two you will see that they are a completely different programming language



Yeah yeah, bump bump because I'm cool like that. Having written programs in both WinForms and WPF, I will say that, no, programming for WPF is NOT "completely different" from programming for WinForms. The underlying difference is the user interface. They're both .NET based and employ the same concepts. WinForms is built via "drag n drop" and WPF using XAML, which, would you believe, translates to a code file, much like the *desginer.cs files of WinForms. WPF is hardware accelerated and works on a layout based method (much like how HTML elements in a browser). The hard part about WPF is getting the UI to look like what you want, but otherwise it's not that bad of a transition to make.

LimeMaster92
Posted on 02-01-13 09:59 PM (rev. 4 of 02-01-13 10:09 PM) Link | Quote | ID: 153377


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Posted by DahrkDaiz

Yeah yeah, bump bump because I'm cool like that. Having written programs in both WinForms and WPF, I will say that, no, programming for WPF is NOT "completely different" from programming for WinForms. The underlying difference is the user interface. They're both .NET based and employ the same concepts. WinForms is built via "drag n drop" and WPF using XAML, which, would you believe, translates to a code file, much like the *desginer.cs files of WinForms. WPF is hardware accelerated and works on a layout based method (much like how HTML elements in a browser). The hard part about WPF is getting the UI to look like what you want, but otherwise it's not that bad of a transition to make.

So is this a hint about you making an editor for SMA4 then?
Doesn't change the fact I prefer Windows Forms applications

Also I will re-ask my original question for anyone making an editor
Posted by "Me"
Any updates on the progress of the SMA4 level editor would be nice






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Kiiro
Posted on 03-07-13 04:29 PM Link | Quote | ID: 153513


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Because now I figured out most of the Level Card Settings part:
(Note: Everything is Little Endian unless said otherwise)
e-Level Object Data Header:
TTTT ???? ?L CC S? ZG G? AD BB

TTTT = Time Limit (Decimal Mode) [Big Endian]
???? = 16-bit value copied to 030037D0 [Big Endian] (Next Area Enemy ID?)
LL = Length of Level
CC = Background Color
S = Scroll Settings
Z = Level Entry Action (3-bit)
G = Graphics Set (5-bit)
G = Graphics Set 2 (4-bit)
A = Extra Color
D = Extra Effect
BB = Background Graphics


e-Level Settings:
SSSS CCCC VVVV Cm CM YY XX AA BB OOOO MMMM G1 G2 G3 G4 G5 G6 ???? ???? ?? ?? ?? ?? ?? ??

SSSS = Screen Y Boundary
CCCC = Fixed Screen Center Y (Signed)
VVVV = Player Y Screen Center (Signed)
Cm = Camera Min Distance from Mario
CM = Camera Max Distance from Mario
(dDDDDDDD: d=0=Down; d=1=Up; D=Pixels)
YY = Player Y Start
XX = Player X Start
AA = Screen Y Start
BB = Screen X Start
OOOO = Object Set? (0x08124948) (Only 8-bit are read)
MMMM = Music (Only 8-bit are read)
G1 = GFX Set 1 (0x0812F5DC)
G2 = GFX Set 2 (0x0812F5CC)
G3 = GFX Set 3 (0x0812F64C)
G4 = GFX Set 4 (0x0812F630)
G5 = GFX Set 5 (0x0812F69C)
G6 = GFX Set 6
???? = ?
???? = ?
?? = (0x0812F6E2 16-bit)
?? = ?
?? = ?
?? = ?
?? = ?
?? = ?


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Renegade X135
Posted on 03-23-13 12:00 AM Link | Quote | ID: 153575


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Hi everyone. I haven't posted on here in almost 3 years, wow.

Anyways, just wanted to let you know that I updated my SMA4 e-reader files.

The current version is now v1.3: http://www.mediafire.com/?2ebt8rqyz30zf2r

These files contain EVERYTHING one would need with regards to playing all the sma4 e-reader levels, translated into English.

I re-arranged the documentation around to make it easier to navigate through the files. I also deleted the extra saves so that there is only 1 SMA4 sav file. It lacks the Classic World files. But to re-insert them, all one has to do is use sma4savtool.

I plan on including the .level and .sav files of Mad Dash (version 1.2) in v1.4 of my files, which I have scheduled to work on sometime soon. College is very time consuming...

For the time being, use my mediafire link for downloads. Enjoy

Moo
Posted on 03-29-13 01:48 PM Link | Quote | ID: 153589


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I wish there were some walkthrough for the SAV editor. I want to have a save with the plants in the main game but whenever I make edits and save I wind up with a blank sav that has nothing saved on it.

MiniCompute
Posted on 03-30-13 03:19 PM Link | Quote | ID: 153592


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Posted by Moo
I wish there were some walkthrough for the SAV editor. I want to have a save with the plants in the main game but whenever I make edits and save I wind up with a blank sav that has nothing saved on it.


Are you saving the changes to the rom itself or not ?
If you aren't working within the rom, it will not show any changes at all, because it cannot pull the current gfx you're wanting to use in sav edit.
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Main - ROM Hacking - SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts New thread | New reply

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