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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 08-18-09 11:47 PM (rev. 2 of 08-18-09 11:48 PM) Link | Quote | ID: 113769


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I have even discovered some things that's not on the docs.

Anyway, if a Level Card editor is in the works, i can help.

Also, guys, better check my YouTube account all day, i could do more videos about making Level Cards.
http://www.youtube.com/user/KiiroBomber

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copyRIGHThunter
Posted on 08-19-09 12:13 AM Link | Quote | ID: 113773


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I'm excited and looking forward to it. I don't know who is doing what, but you seem to be spearheading the Level Card movement Kiiro. The other guys haven't posted anything lately. If you make one, I'd love to play with an editor that can make level cards!

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purplebridge001
Posted on 08-19-09 04:10 AM (rev. 3 of 08-25-09 01:41 PM) Link | Quote | ID: 113780

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I'm very glad that SMA4 hacking is returning!
I made a save data checksum fix tool. It allows hex editing of the sav file.
It also can be used as a region converter, although not tested so much. Change first "SMA4MWE0" to "SMA4MWJ0" then run the tool. You'll get a save data for Japanese version. The reverse is also true probably.

Get v1.1 here (source code included):http://acmlm.kafuka.org/uploader/get.php?id=2066
This tool is now included in SMA4 Save Data Tool package

Credit goes to caitsith2 (checksum formula) and me (program).
-------------------------------------
EDIT1:
v1.1 is released.
Now you don't have to edit both primary and backup slots; this tool will automatically overwrite backup slot data with primary slot data.
Also, it can now detect European version correctly. (SMA4MWP0)

EDIT2:
Edited download link to my newer post.

Kiiro
Posted on 08-19-09 09:39 AM (rev. 4 of 08-19-09 11:54 AM) Link | Quote | ID: 113791


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SMA4MWE0 = US
SMA4MWJ0 = JP
SMA4MWP0 = EU

Anyway, that sav file fix will be very useful to me.

Also, i want to say something, i can't make an editor, i don't have enough programming skills for that.

EDIT :
New video :
http://www.youtube.com/watch?v=EDiJZITRp2c

EDIT 2 :
Guys, if you want to help me, just give me a SMA4 US cart so i can do some tests with a real e-Reader ^^

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KawaiiImoto-e
Posted on 08-19-09 01:47 PM Link | Quote | ID: 113793


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____
Finally, some new development on SMA4.

May I trow in some speculation on my part.

As i see it, I thinkt SMA4 consists of 3 different games, Super Mario Bros. 3 port (old level format), e-Level part (new level format) and Mario Bros. (the arcade game).


Also, would there be a way to compile e-levels into the rom and point to them, because the flash-save has a limit of 32 levels plus one 'unsaved'
If that would be possible to do, anyone would have more fun.

@Kiiro: Is there a way to access the e-levels on the EU-verison? Also did you encounter problems with (U) (v.1.0) and (U) (v.1.1).

There's a save floating around at TAS-Video with 32 e-Levels (for 1.1, missing the rare N-Bash level or something).

For additional e-switch features, consult the sma4tool readme of caithsith2.
or, copypasted form the readme:
Switch Effects (0-9,A-F)
0 = Replace 1-Ups with 3-Up moon
1 = Slow down Timer
2 = Double score on everything
3 = Reduce Power meter to 1/2, shorter running distance to flying
4 = Flying Platforms will save you from falling death twice
5 = Clumps of grass appear in levels (SMB2 style vegetables)
6 = Hitting Enemies with fireballs turns them into coins
7 = Luigi has Low Gravity
8 =
9 = Replace enemies with ones that are harder to deal with
A = Bosses have double health
B = Slow down Timer (differences to 1?)
C =
D = Enemies give 4000pts
E =
F = Random Item box (When shrinking big to small, an item falls

EOF

all switches work in the SMB3 part, some don't work on the e-levels (switches 5 and 7).



I remember DJBouche wondering, why the e-Coins are saved on the e-levels. I think it's because every e-coin has a unique flipside. wich are not stored in the rom.


Other Ideas:
If the game should consists of all new levels and stuff, would it be possible to remove the multiplayer and Mario Bros. part to free up space? Yeah, 32MByte ought to be enough for everyone (32Mbit are huge already).

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Kiiro
Posted on 08-19-09 02:16 PM (rev. 3 of 08-19-09 02:19 PM) Link | Quote | ID: 113794


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About the e-levels on EU version, yes, it's possible, i did a glitch which did unlock the World-e (and all e-Reader access), i did that glitch on a real cartridge, and i have dumped the save :
http://gbatemp.net/index.php?download=6638



But adding e-levels on the EU save, i don't know how to do it...

-
Compile e-levels on the ROM, removing Mario Bros and Multiplayer... I think it's possible, but i can't edit the game because i don't know GBA Thumbs/ASM or something like that...

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KawaiiImoto-e
Posted on 08-19-09 02:38 PM Link | Quote | ID: 113795


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____
Posted by Kiiro
About the e-levels on EU version, yes, it's possible, i did a glitch which did unlock the World-e (and all e-Reader access), i did that glitch on a real cartridge, and i have dumped the save :
http://gbatemp.net/index.php?download=6638



But adding e-levels on the EU save, i don't know how to do it...


That's great, because hackers can theoretically release dot-codes (for printing or insertion by computer - via emulator or directly into the save) internationally, and can be played by every owner of a SMA4 cart.

How did that glitch work? do you remember or are able to reproduce the glitch?

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Kiiro
Posted on 08-19-09 02:43 PM Link | Quote | ID: 113796


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I have now a e-Reader, i did test it with SMA4 Europe, it just doesn't work.
It needs the unreleased Europe e-Reader.

I don't remember how i did the glitch, but i did intentionally corrupt the save.

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KawaiiImoto-e
Posted on 08-19-09 02:57 PM Link | Quote | ID: 113797


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____
Tried out with US e-reader and Japanese e-reader +, as you staded, didn't work. Sad. Sad, sad.

For your information, it's for the 1.1 Version of the EU SMA4 rom.

But with this savegame, couldn't it be possible to insert the levels, like DJBouche once did for my japanese save?

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Kiiro
Posted on 08-19-09 03:00 PM Link | Quote | ID: 113799


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It supposed to be possible, but i don't know how to add levels...

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copyRIGHThunter
Posted on 08-19-09 03:43 PM Link | Quote | ID: 113803


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EDIT 2 :
Guys, if you want to help me, just give me a SMA4 US cart so i can do some tests with a real e-Reader ^^


Do you mean a US version ROM or an actual physical GBA cartridge?

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Kiiro
Posted on 08-19-09 03:44 PM (rev. 3 of 08-19-09 04:36 PM) Link | Quote | ID: 113804


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A real cartridge of it, for the roms, i don't need help at all, i just need a real cart of US version.
I can't buy it at all, my parents won't leave me buying a second time the same game.

To purplebridge001 >
Umm, i did convert US save to Europe, there's something wrong... (Have SM4 Save fix 1.1)

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purplebridge001
Posted on 08-19-09 04:40 PM (rev. 4 of 08-26-09 09:48 AM) Link | Quote | ID: 113807

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I think we can edit the save file directly to add a new e-level without using the e-reader.
The following is my WIP sav file hacking memo, but there is no e-coin things yet.


[e-switch related offsets]
0x0000073B e-switch effect flag 1
Format:
76543210
0:
1:Reduce Power meter to 1/2, shorter running distance to flying
2:Three 1-Ups spawn from blocks
3:Random Item box (When shrinking big to small, an item falls)
4:Slow down Timer
5:Enemies give you 4000 pts
6:Hitting Enemies with fireballs turns them into coins
7:

0x0000073C e-switch effect flag 2
Format:
76543210
0:
1:Double score on everything
2:Replace 1-Ups with 3-Up moon
3:Replace enemies with ones that are harder to deal with
4:Flying Platforms will save you from falling death twice
5:
6:
7:

0x000007E7 e-switch pressed flag?

[e-levels general offsets]
0x00000020 Total coins collected?
0x0000002A Lives (00 = 1 life)
0x0000002E Mario's current status
0x000006FC-??? Items in inventory
0x00000720 Panel 1
0x00000721 Panel 2
0: None
1: Mushroom
2: Flower
3: Star
0x00000724-0x00000726 Score
0x00000727 Current character (00:Mario, 01: Luigi)
0x00000728 Mario's X position in the map screen
0x0000072A Luigi's X position in the map screen
0x0000072C Mario's Y position in the map screen
0x0000072E Luigi's Y position in the map screen

[e-level progress data (the optional things)]
0x000006B9-??? Level completed by Mario flag, 1 bit for each level record
0x000006C3-??? Level completed by Luigi flag, 1 bit for each level record
00(00000000)=No levels completed
01(00000001)=Level 1 completed by Mario/Luigi
02(00000010)=Level 2 completed by Mario/Luigi
03(00000011)=Level 1 and 2 completed by Mario/Luigi

0x00000730-??? "All ace coins collected in single play" flag, 1 bit for each level record

[e-level index data (the important things)]
0x00000029 Current unfinished e-level level record number (0=None)

0x00000030-??? Ace coins available/collected flag, 1 byte for each level record
Format:
NNN54321
NNN: Number of ace coins available in this level
54321: Ace coins collected flag
Example:
00: No ace coins available in this level
20: 1 ace coin available, not collected yet
21: 1 ace coin available, coin #1 collected
40: 2 ace coins available, none collected yet
41: 2 ace coins available, coin #1 collected
42: 2 ace coins available, coin #2 collected
43: 2 ace coins available, coin #1 and #2 collected

0x00000668-0x0000067F? e-coin available/collected flag
Format:
CNNNNNNN
C:e-coin collected flag
N:Level record ID

0x000006B0-0x000006B9? Level playable flag, 1 bit for each level record
00(00000000)=No levels playable
01(00000001)=Level 1 playable
02(00000010)=Level 2 playable
03(00000011)=Both level 1 and 2 playable

0x000006D4-0x000006F3 Level data list

0x00000080 Level record #1 name (FF terminates the string)

0x00000740 Level record #1 icon type and level number (the icon type affects to the icon)
00-3F icon type 0
40-7F icon type 4
80-BF icon type 8
C0-FF icon type C
0x00000741 Level record #1 class and icon

Class
00-07: e
08-0F: Star
10-17: Mushroom
18-1F: Flower
20-27: Heart
28-2F: A
30-37: B
38-3F: C
40-47: D
48-4F: E
50-57: F
58-5F: G
60-67: H
68-6F: I
70-77: J
78-7F: K
80-87: L
88-8F: M
90-97: N
98-9F: O
A0-A7: P
A8-AF: Q
B0-B7: R
B8-BF: S
C0-C7: T
C8-CF: U
D0-D7: V
D8-DF: W
E0-E7: X
E8-EF: Y
F0-F7: Z
F8-FF: PR (hides level number)

Icons for icon type 0
0,8: e-level panel
1,9: Fortress
2,A: Yellow mushroom house
3,B: W8 Battleship
4,C: Cloudy
5,D: Big world flower
6,E: W8 skull
7,F: Fire bros

Icons for icon type 4
0,8: Star
1,9: Castle
2,A: Ghost house
3,B: W8 Fast air ship
4,C: Hills
5,D: Ice
6,E: Hammer bros
7,F: W8 Handtrap? (Incorrect GFX)

Icons for icon type 8
0,8: Quicksand
1,9: Tower
2,A: Air ship
3,B: Coin ship
4,C: Tropical tree
5,D: Piranha Plant
6,E: Boomerang bros
7,F: Some yellow garbage (Incorrect GFX)

Icons for icon type C
0,8: e-level entrance
1,9: Pyramid
2,A: Battletank
3,B: W8 Handtrap's hand
4,C: Ocean
5,D: W8 Fire
6,E: Fat hammer bros
7,F: No icon



EDIT1:
>to Kiiro: I'll check it later. Probably EU version is different from other regions since World-e is some sort of unlockable mode.

EDIT2:
Used "code" tag. Added e-coin flag.

EDIT3:
Added e-switch related offsets, but it is only effective for e-level mode. SMB3 mode is more complex than e-level mode thus I can't find it yet.

Kiiro
Posted on 08-19-09 06:29 PM Link | Quote | ID: 113817


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Nevermind, i found the way to add e-levels (thanks to your SAV file hack memo and the save fix) on the Europe version.

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copyRIGHThunter
Posted on 08-19-09 07:40 PM (rev. 2 of 08-19-09 07:40 PM) Link | Quote | ID: 113819


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Posted by Kiiro

Also, i want to say something, i can't make an editor, i don't have enough programming skills for that.



It seems that Kiiro, KawaiiImoto-e, purplebridge001, etc. are making a lot of discoveries on the rom. It looks like a lot of stuff has been documented when this is added to 14159's doc. It seems like we need to find someone who has some programming skills. I contacted hukka, the maker of SMB3 workshop about this, but he is too busy to work on an editor for SMA4.

Is anyone willing to write a program? It seemed like kawa built something and Treeki was knowledgeable about building an editor. Would it help at all if we had the source code from another SMB3 or SMAS editor???

Oh, also, I support the idea of removing the Mario Bros arcade game. It's pointless to have it. The space it occupies could go a long way towards adding levels or even adding a lot more stuff from SMW, YI, and SMB2!!!

____________________



Bond697
Posted on 08-20-09 01:45 AM Link | Quote | ID: 113858


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Posted by KawaiiImoto-e
Finally, some new development on SMA4.


There's a save floating around at TAS-Video with 32 e-Levels (for 1.1, missing the rare N-Bash level or something).




one of the downloads i posted a page or 2 back has that and some of the saves that have all the us and japan e-reader levels, along with the cards themselves in .raw format and some random stuff like a bunch of different switch palace colors and powerups.

it's odd, though, because caitsith2 lists a lot of cards as unreleased, but i physically own many of the cards in those directories. go figure.

14159
Posted on 08-20-09 03:41 AM Link | Quote | ID: 113866


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So are e-reader levels in a similar format to the SMB3 levels? I saw the videos of an edited/new level, so I'm guessing is similar. Does any documentation exist on e-level format?

As for the editor, I'd be willing to try to throw something together in a couple months, right now I'm far too rusty with programming in general and have no knowledge of how to make an editor.

I agree about removing Mario Bros, from the very start I thought it was a waste of space. Though it might have some nice things to implement in the engine?

Bond697
Posted on 08-20-09 05:57 AM Link | Quote | ID: 113869


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Posted by 14159
So are e-reader levels in a similar format to the SMB3 levels? I saw the videos of an edited/new level, so I'm guessing is similar. Does any documentation exist on e-level format?

As for the editor, I'd be willing to try to throw something together in a couple months, right now I'm far too rusty with programming in general and have no knowledge of how to make an editor.

I agree about removing Mario Bros, from the very start I thought it was a waste of space. Though it might have some nice things to implement in the engine?


e-reader level format documentation exists here:

http://caitsith2.com/ereader/index.htm

more specifically, here:

http://caitsith2.com/ereader/ereader%20card%20info.txt

but look around because there's a lot of info there.

copyRIGHThunter
Posted on 08-20-09 08:34 AM Link | Quote | ID: 113880


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Posted by 14159
So are e-reader levels in a similar format to the SMB3 levels? I saw the videos of an edited/new level, so I'm guessing is similar. Does any documentation exist on e-level format?

As for the editor, I'd be willing to try to throw something together in a couple months, right now I'm far too rusty with programming in general and have no knowledge of how to make an editor.


Thank you for considering this!!!!

I think Kiiro & Co. are doing well in examining the e-Levels. Please keep up the great work guys!

Please, PLEASE build an editor!!! If it would help, I can ask hukka for his source code for SMB3 Workshop.

Posted by 14159

I agree about removing Mario Bros, from the very start I thought it was a waste of space. Though it might have some nice things to implement in the engine?


Perhaps the graphics for the "hit from below" floor can be salvaged and incorporated into an object like a note block. You'd be able to hit it from below to stun enemies, but you wouldn't bounce when on top of it. I think stuff like this appeared in NSMB W2-2..... which ever one had Lakitu in it.... the grass theme... and the wavey.. wobly mushrooms at the end. That stuff could be cool, especially in a Lakitu level or a climbing/vertical level. Maybe it could even be for a boss battle, forcing you to hit something from underneath instead of stomping it?

It'd also be cool to port Fighter Flies over to the main game too. I guess they'd be kind of like Red ParaGoombas, only 1 stomp would kill them and they'd have their paused movement pattern.

I'm not sure what other enemies would port over..... maybe those crab things... whatever they're called..... Maybe if SpikeTop from SMW is copied into a new object and then the Crab GFXs are used by it..... and the red and blue versions could exist, blue moving faster. Maybe it shouldn't be able to walk on walls/ceilings though...

==================
Maybe the remaining space could go to adding a bunch of minor stuff that'd make the SMA4 even more like the "ultimate" engine. I don't know how easy/difficult any of this'd be, but I guess that copying an existing enemy and moding it is the easied way to go...

-------------------------------
I think an enemy like Rex from SMW wouldn't be too hard to add. (maybe it is... i dunno) Or even Banzai Bill. How about Eeries from SMW ghost houses? Maybe SMW Blurps could come back too by copying the right version of Cheep-Cheeps and adding the Blurp graphic to them. Perhaps those Ants from SML2 could appear too??

-------------------------------
Perhaps, add the "SMW Castle Fence" graphic, so hackers who want to make a level like e-22 have an alternative to dozens of ropes. From a level design standpoint, the ropes have to connect to a ceiling, but the fence can float freely.

-------------------------------
It'd be cool if the veggie objects could be coppied a bunch of times, and other sprites added. There'd be the green pumpkin thing, the red smiling carrot thing, etc....

-------------------------------
I'd love to see a variant of Monty Mole added. It seems in SMA4, he only pops from the ground, or if you pull up a bad sprout. I'd like to be able to add the kind that pops out of walls and leave the black figure indentations.

-------------------------------
Maybe it wouldn't be so bad adding Mega Mole from SMW?

-------------------------------
I'd love to see the "Skull Raft" from SMW (Vanilla Dome 3 & 4) come back!!!!! I think it could be accomplished by copying the Log Raft from SMB3 W2-2 that moves right when it's stepped on. Copy it and change the GFX to the skull raft. I think that'd do since all of SMB3s lava is flat and not sloped like SMW. Maybe SMW Blargg could be added too?

-------------------------------
Also, those SMW SawBlades that follow line lifts would be another AWESOME add! Maybe it could be done by copying the line raft, changing the graphics, and then making so Mario gets hurt when touching it.

-------------------------------
It'd be cool to add [?] Blocks that contain more stuff. Like, I remeber in SMA2MW remake, if you hit a 10 coin block as Luigi, a coin spray came out. It's like in SMA4, world e-3 (veg. volley) when you pull up certain sprouts. Maybe, it's possible to copy a [?] Block and make it create that coin scatter object???

-------------------------------
I'd also love to see [?] Blocks that contain Poison Mushrooms, not just SMB2 sprouts.

-------------------------------
Also, I think the Rocket Ship Sprout from SMB2 could be added too!!! It was a sprout that appeared in SMB2 W4-1,4-2, 7-1.. i think that's it. It was a cool way to exit a room. Not obvious like a pipe or a door... or walking right off the screen (world e-21 did this). The "rocket effect" may be able to be accomplished, by copying and moding the Red Note Block to Coin Heaven. Mario pulls a sprout, is replaced by the rocket, it travels up screen, then it jumps to the next room.

Then, I know SMB3WS let you pick the entrance method and you could have that "jumping entrance" for airships and coin heaven. That would be selected, and then another rocket object would be placed over mario. It'd just fly up and explode... perhaps could be accomplished by creating a Bom-omb explosion. It wouldn't say "BOMB" like in the original, but it'd be awesome.

(I sense a level that repeats itself Yoshi's Story style, and it can only be completed by finding the rocket) (It'd be cool to do a level that dead ends with Lakitu chasing you and you need to use the rocket also!!!!)

------------------------------
Maybe it'd be possible to add regular Bomb sprouts, and SMB2 blocks that only disappear when they're hit by a bomb explosion. Again, the explosion object on the game would work just fine.

(I sense an autoscrolling underground level w/ a lot of Bom-ombs/ Cannons that fire them and SMB2 walls to break through!!!!).

---------------------------------
Also, it be cool to have sprouts that contain POW blocks.

---------------------------------
(I know I'm ranting/getting ahead of myself again)
Finally, this last one would be difficult, but it'd be amazing if SMA4 could have the ability to pick up the SMB2 enemies - Hoopster and Flurry and toss them!!!!!! It'd be even better if ShyGuys, SMA GiantGuys, Beezos, Snifits, Ninjis, SMA Giant Ninjis, Cobrats, Ostro, Autobomb, SMB2 Style Bom-ombs, Albatosses...... Panser...... I forget who else..... all joined the platforming party!!!!!

I think the SMB2 Mushroom block exists already in SMA4, perhaps a hybrid of this with existing enemies would be possible????

(Random level thought: a long Lakitu level w/ some hammer bros & fire snakes..... partway through the level, there's an empty bonus room. All it contains is a SMB2 Mushroom Block. You need to take it and rampage through the rest of the level with it..)

==========
Sorry for the lengthy post.... I've had a bunch of levels on paper for a while now, but no way to create it.

Also, for those who don't regularly hunt through youtube, a video of that B-Dash level was posted. It seems to be the JP version played on GameBoy Player through Nintendo GameCube.



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KawaiiImoto-e
Posted on 08-20-09 10:31 AM (rev. 2 of 08-20-09 10:39 AM) Link | Quote | ID: 113884


Shyguy
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Posted by Kiiro
A real cartridge of it, for the roms, i don't need help at all, i just need a real cart of US version.
I can't buy it at all, my parents won't leave me buying a second time the same game.

To purplebridge001 >
Umm, i did convert US save to Europe, there's something wrong... (Have SM4 Save fix 1.1)


I can't send you an US-Cartridge, but as I have a GBA flash cart and both e-readers (US and Jap +) I could do tests for you. I currently have SMA4 U 1.1 saved on it anyway (playing trough it again).

Posted by copyRIGHThunter
(..)
Maybe the remaining space could go to adding a bunch of minor stuff that'd make the SMA4 even more like the "ultimate" engine. I don't know how easy/difficult any of this'd be, but I guess that copying an existing enemy and moding it is the easied way to go...
(..)

Also, for those who don't regularly hunt through youtube, a video of that B-Dash level was posted. It seems to be the JP version played on GameBoy Player through Nintendo GameCube.

(snip video)


Engine improvement and new blocks / enemies don't use that much space, grafics do, like exGFX in Lunar Magic. And as the SMA4 engine supports 4 layers, instead of 3, there is potential for really nice backgrounds out of the go.


That is indeed the JAP-version of SMA4 and GB Player. BUt I really hope of a release of that level.


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