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Please chime in on a proposed restructuring of the ROM hacking sections.
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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 08-23-09 06:16 AM (rev. 6 of 08-23-09 06:33 PM) Link | Quote | ID: 113999


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Posted by Bond697
also, i notice now that level card 1(wild ride in the sky) and power up card 3(super leaf) are glossy on the back, does that mean those are the ones that came with the game?


I believe that is so. I'm in the US, and I got SMA4 as soon as it came out. I've lost track of my cart & GBA, but I remember getting 2 cards or so with the game. I believe those 2 were the ones I got. I also bought series 1 & 2 of the e-Cards released in the US. I think that is all that you have. I don't think any of the cards in you photos are "unreleased" in US markets. Sorry, but I don't think that you have anything special here.

I believe the "unreleased" cards refer to these...

http://homepage.ntlworld.com/importaku/importakus%20collection/card-e/sma4%20carde/card%20list.html

Here are all of the the cards that were released in Japan. A decent number of them are only the japanese versions of cards released in the US. You can easily tell which ones were released in the US.

On a side note, I have thought about what could be added to the SMA4 rom with a patch. It would be amazing if a single "ULTIMATE, END-ALL" patch is developed for the game that would be used in conjunction with a final editor. I've tried using patches for SMW, but oftentimes it seemed like one would screw up another. (I'm terrible at asm hacking and using patches). Anyways, I figured I would develop some "wish lists" for what I would love to see added to SMA4.

This 1st wish list is a bunch of stuff that can be added to the map...




-----------------------------------------
LEVELS THAT ARE INSTANTLY REPLAYABLE
-Normally, levels are freely replayable ONLY after SMA4 is cleared 100%
-I would like to have the option to set specific levels to be replayed instantly after they're completed
-Levels would be replayable regardless of if they're a normal level, a fortress, tank, etc.
-I think only the final level in each world would not be replayable not matter what because the game advances to the next world
-I would like to have a kind of checkbox option when I am editing specific levels
-It would default to be unchecked or unselected
-This is crucial for later items I want to add to maps
-----------------------------------------
SMW SWITCH PALACES
-I would like to add the SMW switch palaces and SMW [!] Blocks to SMA4
-Like SMW, Yellow ones would contain Mushrooms & Green Ones would contain Feathers
-They would be placed on the map like any other level...
-HOWEVER, when a player is on the switch and presses A, he does NOT enter a level
-Pressing A only toggles the switch
-Players could turn the switch on AND OFF
***NOTE
-I understand SMW Yellow [!] blocks may be confused with the SMA4 ones
-Because of that, I suggest using the SMW graphics and perhaps making the [!] scroll like they do in [?] Blocks or make them flash SMB1 style or something
-----------------------------------------
e-SWITCHES
-Right now, the only way to access the effects of the e-Switches is to scan their cards
-It's a hassle/prohibitive to players, especially because the card has to be scanned to toggle it on AND off
-I propose adding the ability to place the e-Switches on the map
-Just like the SMW switches I propose, they'd be toggled when the player is on them in a map and presses A
-----------------------------------------
SECRET EXIT GOAL CARDS & RED LOCKED DOORS
-I would like to make it so levels in SMA4 can have multiple exits
-Secret Exit goals would have a deeper red color to indicate that they will unlock a door
-This is to match a convention in NSMB, where secret exit flags were red
-This would be MUCH better than anything in SMW or NSMB because a level can be completed on one end of a world and it would unlock levels/paths on the opposite side of the map. It'd allow for a ton of flexibility in building maps.
*****NOTES
-Completing a level with a secret exit would flip the Level Pannel/destroy the Fortress in addition to unlocking the Red Door.
-These levels would need to be replayable instantly if a critical path is accessed with a secret exit.
-POSSIBLE LEVEL SETUP, a level that has a normal goal card AND Boom-Boom AND a Red Secret Exit..... Maybe it would be possible to have 2 or 3 Secret exits..... (IMAGINE THE POSSIBILITIES!!!)
-----------------------------------------
COIN COUNTER LOCKED DOORS
-These would be doors that only open after a specific level's coin counter requirement is satisfied
-This would be instead of generating a White Mushroom House
-I would still like to retain the White Mushroom House feature though
-This would add a "Yoshi's Island" element to the game, where collecting everything in a level maters, but it doesn't have to be EVERY LEVEL
-These levels would also have to be instantly replayable as well if the locked door blocks a critical path
-----------------------------------------
A-COIN LOCKED DOORS
-These would work just like the ones that block the Mushroom Houses in World-e
-They disappear when the total # of A-Coins collect exceed a set figure
-I suggest placing signs near the doors so players know what to expect
-This would require the ability to add A-Coins to the regular game
-This also adds more of that "Yoshi's Island" feel to the game, where collecting stuff actually results in something tangeble like more levels or the Switches, and not a bunch of BS like in the rest of the SMA series
-These doors should NOT EVER block game critical paths since players cannot visit previous worlds until the game is completed (also players can skip worlds, making it impossible to gather enough A-Coins until the game is cleared once)
-----------------------------------------
SCORE BASED LOCKED DOORS
-These are like the A-Coin doors, only they go away when the player's score exceeds a set number
-Now there's a point to the score in SMB3.... aside from summoning N-Spades and Coin Ships (Why do they bother with the score???) It only mattered in SMB Deluxe for GameBoy Color.
-Like the A-Coin Doors, these should NOT EVER block critical paths
-----------------------------------------
WARP PIPES TO WORLD 9
-Instead of using a warp whistle, players can warp ahead, sort of like in NSMB
-This takes players to the warp zone, and they'd go wherever they'd go if they'd use a warp whistle
-I would like these to have the "W" on them so players know they're warps
-These should be placed behind locked doors or very difficult levels
-----------------------------------------

****ADDITIONAL SIDE NOTE
-This should be obvious, but Airship Retreat Points should NEVER be placed in areas sealed by the new Locked Doors


Okay, I'm done for now. I wanted to get these ideas out there while the serious hacking efforts are in their infancy.

Thanks again for reading and all of your work guys,
PLEASE LET ME KNOW WHAT YOU THINK!


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era64
Posted on 08-23-09 11:30 AM Link | Quote | ID: 114007


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Posted by Kiiro
You know, you don't need to send the save file, if you did that on the Europe version of the game, use my save file (it's on caitsith2's website), which have working Level Card access.


It was american version . I tried to do random data. Next, time... I will made this better.

Kiiro
Posted on 08-23-09 11:33 AM (rev. 3 of 08-23-09 11:34 AM) Link | Quote | ID: 114008


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But remember, you can't access to e-levels without e-level data in the save, they are not in the ROM, the only things that are on the ROM, are the new enemies and objects used in those e-levels.
And also, you can play those e-levels on NO$GBA, which is pretty good.

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KawaiiImoto-e
Posted on 08-23-09 01:42 PM Link | Quote | ID: 114010


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____
copyRIGHThunter, you have some interessting Ideas there.

But I would propose some differences:

The e-Switches, if the creator so desires, should be accessible by menu option instead of ingame switches.

Als, if a fullfledged editor comes into play, and your porposals are implemented, it should be possible for the 'hacker' to toggle them on or off in the editor.

But for now, I would propose a roadmap befor we have more wishfull thinking for any potentioal SMA4 editor.


e-Level data (Able to use the e-Level format):
- figure out e-Level data
- crack e-Level compression
- create custom e-coins
- scan in custom e-Level trough e-Reader
- insert e-Level into save without e-Reader

basic enhancements (use e-Level as standard SMB3 levels):
- save e-Level to rom instead save to save space
- access e-Level like a normal level on the worldmap instead of level select.
- have them same possibilitties to use locked doors, airships, coinships, white mushroom houses, etc as normal levels.

as I see, most of it is done in a theoretical way or has been done.

now before any additional wishes come out of caves, has the programming crowd decided on a level-format to use. As I undestand it, the GBA renders the level tilebased, and not like the old object based way as in SMW or SMB3. And that the e-level format is substationally different of the used SMB3 format in the same game, right?

If so, would it be easier to use that tile-based system in the editor, and compile it back to what SMA4 uses to save it to rom?

And if I'm not mistaken, e-level data does not have rooms / levels like SMW, where you can access any 'level' from any level or overworld entrypoint, but a level has all it's rooms, e-coins and stuff in one chunk (because of the nature of e-cards and the handling of flash memory). Could that be used to our advantage?

Is there a max save size for a level (in KB not level dimensions).

other stuff like exGFX, map16 data (if it can be called that) etc can be figured out later, as it's only cosmetic.


should I add custom blocks, exyGFX, worldmap editing, credits editing, removal of multiplayer, luigimode etc in a roadmap and stuff?

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Kawa
Posted on 08-23-09 03:02 PM (rev. 3 of 08-23-09 03:06 PM) Link | Quote | ID: 114013


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Posted by KawaiiImoto-e
As I undestand it, the GBA renders the level tilebased, and not like the old object based way as in SMW or SMB3. And that the e-level format is substationally different of the used SMB3 format in the same game, right?
All systems (NES, SNES, GBA, DS...) are tilemap based. The Mario games (except for the SML series) store their levels in object lists, which are then "prerendered" into a 16x16 pixels-per-tile tilemap. The relevant, visible part of the tilemap is then rendered into the 8x8 pixels-per-tile VRAM tilemap.

This lets you place a "strip of four coins" object, which is then mapped into four coin tiles. Picking up a coin removes it from the tilemap, which would be difficult, if not impossible to do if it was an object list from start to finish.

As for level format, the idea (before the whole e-Reader subplot appeared) was to replace the object list with an LZ-compressed tilemap, which is then simply copied into the game's working area (where the "prerender" step above happens). This lets you make complex designs without object limitations. The only object list in a level would be the enemy data.
Roadmap
1) Replace level format
2) Write editor for new level format
3) Make demo hack
4) Add new items
5) Make new demo hack
6) ?????
7) Its-a me, Mario!

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Bond697
Posted on 08-23-09 03:49 PM Link | Quote | ID: 114014


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Posted by copyRIGHThunter

words...



you didn't pay attention either. i wasn't saying i had anything special. i'm showing him they aren't unreleased.

look in his rar file of "unreleased" cards. a bunch of mine are in there. that's all i'm showing him. they exist in the us. simple reading comprehension.

btw, all that link shows is japanese cards. he and i are talking about north america/us.

KawaiiImoto-e
Posted on 08-24-09 02:06 AM (rev. 2 of 08-24-09 02:14 AM) Link | Quote | ID: 114038


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____
Posted by Kawa
(...)

As for level format, the idea (before the whole e-Reader subplot appeared) was to replace the object list with an LZ-compressed tilemap, which is then simply copied into the game's working area (where the "prerender" step above happens). This lets you make complex designs without object limitations. The only object list in a level would be the enemy data.


That's what I tried to talk about, the LZ-compression thing. How different is the e-level format anyway (to the old obj. based way and your new proposed format)?

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Kawa
Posted on 08-24-09 09:13 AM Link | Quote | ID: 114043


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I don't know the e-Level format ^^

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Kiiro
Posted on 08-24-09 01:12 PM (rev. 6 of 08-24-09 02:36 PM) Link | Quote | ID: 114049


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e-Level Format here :
http://acmlm.no-ip.org/archive3/thread.php?id=5148&page=1 (DJ Bouche's Doc)
http://acmlm.kafuka.org/archive2/thread.php?id=10412 (CaitSith2's doc)
About the Object Data from CaitSith2's doc, it's not XX YY, it's YY XX.

About DJ Bouche's doc, here's something i found :
Updated by myself : e-card engine: xTTT ???? xL xx Sx ZG xx AD BB

TTT : Time Limit (300 = 03 00, 151 = 01 51, 001 = 00 01

EDIT :
Updated Compressor (Fixed by CaitSith2) :
http://www.mediafire.com/?a4uyhjzcrxm

EDIT2 :
Decompressed e-levels from CaitSith2's website :
http://caitsith2.net/ereader/sma4/elevel.rar

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purplebridge001
Posted on 08-24-09 05:34 PM (rev. 3 of 08-25-09 01:37 PM) Link | Quote | ID: 114053

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I made an experimental e-level inserter.
This tool can insert a new level into a SMA4 save, so you can test your new level easily without an e-Reader ROM and NO$GBA emulator.
Both compressed and uncompressed level data are allowed.
Please note, this tool is still experimental, and e-coin related things are not tested enough.


Usage: sma4savtool.exe [Mode] [Save data] (3rd argument)
Mode:
-a Add level (3rd argument is level data)
-u Add level as unfinished level (3rd argument is level data)
-d Delete a level completely (3rd argument is level record ID)
-r Delete a level data, but not the record (3rd argument is level record ID)
-c Remove all unplayable levels (3rd argument is ignored)
-f Fix all checksums (3rd argument is ignored)
-l List all levels (3rd argument is ignored)


I also included an alternative compression tool. This one tries both compression modes (0x00 and 0x80).
Sometimes mode 0x80 produces shorter output than 0x00.

Save fix tool v1.2 is also included. The unknown S4RE section was e-coin related data.

Get it here (v0.03)


EDIT1:
If you are using Luigi, Mario's position in the map screen will mess up.
This bug has fixed in v0.02.

Q: Why Mario/Luigi position resets after deleting a level?
A: Well, if you delete many levels, you'll lose a lot of ace coins, and mini-games may be locked again, and if Mario/Luigi is on the mini-game house, you can't escape. The position reset feature prevents this.

EDIT2:
Version 0.03 is released.
Fixed a bug that the unfinished level cannot remove completely.
Also, the level list command (-l) displays ace coin status.
I also added checksum fix command (-f).

copyRIGHThunter
Posted on 08-24-09 08:18 PM Link | Quote | ID: 114057


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Posted by KawaiiImoto-e
copyRIGHThunter, you have some interessting Ideas there.

But for now, I would propose a roadmap befor we have more wishfull thinking for any potentioal SMA4 editor.



I'll keep the other stuff to myself for the time being. (I've got a lot of lists going for now)

I agree with the roadmap and the compression you suggest, though it still seems that everyone's concentrating on the e-Reader stuff. I know its the key to making SMA4 hackable. Please correct me if I'm wrong, but right now, it's not possible to easily put e-World stuff like Chargin' Chucks into the main game, correct??? So all of the efforts are to understand how e-Levels are made and how to port that over to the Main game for normal hacks?

Also, I noticed this in the documentation that was posted...

BF: Clock (doesn't work)
C0: UO (grab + kick diagonal)
C1: Silver p-switch
C2: Grey coin
C3: Pow block
C4: Empty 0 block
C5: SMW goal
C6: !-switch
C7: stop screen

I see "Silver P-Switch" and "Grey Coin." Is this the one from SMW? Where the you could grab the switch and turn everything into grey coins for 1Ups,2Ups,3Ups, etc?? Has anyone tried to put this in a level and test if it works? What about the "SMW Goal?"

Thanks again as always guys for working on this stuff. I think theres been amazing progress so far. Are there any programmers who want to build an initial editor? Has anyone tried already?

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purplebridge001
Posted on 08-26-09 09:58 AM Link | Quote | ID: 114134

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When I was hacking classic level 1-1, I found that some enemies such as 011D is more than 5 bytes.


Normal 4 bytes enemies:
TT TT XX YY
TT TT: Enemy Type
XX: X position
YY: Y position

Enemy 00FA (Ace-coin) is 5 bytes:
00 FA XX YY nn
nn: Ace coin number (00 is first, 01 is second)

Enemy 011D (Mostly used in classic levels) is 6 bytes:
01 1D XX YY ee xx
ee: Enemy type
00:Goomba
01:Buzzy Beetle
02:Green Koopa Troopa
03:Red Koopa Troopa
04:Spiny
05 and above: Nothing
xx: Sub-pixel offset to X position


Posted by copyRIGHThunter

I see "Silver P-Switch" and "Grey Coin." Is this the one from SMW? Where the you could grab the switch and turn everything into grey coins for 1Ups,2Ups,3Ups, etc?? Has anyone tried to put this in a level and test if it works?


The Silver P-Switch is an item from SMW and it works. But I think it is incomplete. The Silver P-Switch can turn enemies into grey coins, but the music won't change, and its effect lasts very short time.
You'll gain some extra lives if there are enough enemies in short distance.

Posted by copyRIGHThunter

What about the "SMW Goal?"


I think it was scrapped in the early development stage.
If you cut the glitchy moving "tape", you'll see a SMW star-bonus-counter, normal SMB3 goal music will play, and Mario will move to right automatically. The movement is same as the regular SMB3 level ending.
After that, the game waits for a long time, then the game will take you to the map screen.
You won't get any bonus, and it does NOT change "level completed" status.

14159
Posted on 08-27-09 02:34 AM Link | Quote | ID: 114173


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Interesting, it seems to be a subset of enemies for the classic levels. Must be in order to give a xx offset to have the enemies match their original positions. I wonder, is it similar to any SMB1 enemy data? perhaps they just ported over enemies from SMAS or something.

In regards to caitsith2's site with the unreleased levels with english names. I just want to mention that the names are in no way official, just names I had come up with way back when. If someone is able to translate the japanese names, perhaps they should use those?

For accessing the e-switches, I think we should leave it to be very flexible for the hacker. I can see ideas where someone would want only certain switches active, and not let the player change them during the game, or to have points on the map to disable/enable, or even other events in game to switch them on or off.

This is all looking very exciting, hopefully this weekend I can sit down and see if I can manage to piece together an e-level.

I see Treeki hasn't posted here in a while, I'm curious about the custom level format he was considering.


To quote from above:
e-Level data (Able to use the e-Level format):
- figure out e-Level data - to my understanding this has been done (I haven't check any of it out, but people seem to be able to make changes)
- crack e-Level compression - done
- create custom e-coins
- scan in custom e-Level trough e-Reader -done? It seems it can be done electronically, but I don't know if anyone has attempted to print/scan it yet
- insert e-Level into save without e-Reader - done

basic enhancements (use e-Level as standard SMB3 levels):
- save e-Level to rom instead save to save space
- access e-Level like a normal level on the worldmap instead of level select.
- have them same possibilitties to use locked doors, airships, coinships, white mushroom houses, etc as normal levels.

As a basic enhancement, I would also propose the use of the E-level splash screen for each level (showing the type and Ace coins) for all levels. If the e-level is used as the standard, I don't see this being an issue.


As I said before, I have extremely limited programming experience, but am willing to attempt something in a few months, but if someone else who knows what they are doing has a chance, by all means go ahead.

Right now I think we need to focus our efforts. Should we be looking at how to adjust the ROM to use e-level format for all levels, or look at how to make custom e-levels which functino as, well, e-levels?

copyRIGHThunter
Posted on 08-27-09 07:48 AM Link | Quote | ID: 114184


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Posted by 14159
In regards to caitsith2's site with the unreleased levels with english names. I just want to mention that the names are in no way official, just names I had come up with way back when. If someone is able to translate the japanese names, perhaps they should use those?


I like the ones I made up for my youtube postings (C'mon Frog Suit n' Feather is totally what N of A would have named Mushroom 15) but I believe the translated names for everything is here....

http://www.mariowiki.com/Super_Mario_Advance_4_e-Cards


Posted by 14159
For accessing the e-switches, I think we should leave it to be very flexible for the hacker. I can see ideas where someone would want only certain switches active, and not let the player change them during the game, or to have points on the map to disable/enable, or even other events in game to switch them on or off.


Agreed. Perhaps the editor can have some function in the title bar or tool bar that's called SMA4 ROM preferences. It'll bring up a window with a bunch of checkboxes that can set values to true, but they'll default to false. There could be all of the e-switch activation values. That way someone can have the fireball coin thing the whole game. Also, I'd like to add the switches, and if someone doesn't want them, then they just don't place them on a map. (kinda like how a ton of SMW hacks do NOT give you Yoshi because it's cheap - easy unlimited extra health.... also thank god it's not in SMA4!!!.... yoshi's cool, but i don't miss it here)

Might I suggest other options go in there too like ALL levels are immediately replayable no matter what. Also, there could be the option to make P-Wings, Goomba Boots, and Boomerangs last more than 1 level (each gets it's own checkbox of course).... just throwing some more ideas out there.

Posted by 14159
I see Treeki hasn't posted here in a while, I'm curious about the custom level format he was considering.


I was worried you left too!

Where have you gone Treeki? Please come back!


Posted by 14159
As a basic enhancement, I would also propose the use of the E-level splash screen for each level (showing the type and Ace coins) for all levels. If the e-level is used as the standard, I don't see this being an issue.


Oh, I was totally thinking that!!!! I get to name more levels!!! Also it'll make it more like SMW or NSMB while retaining that amazing SMB3 integrity! That'll be cool too because people can tell if it is a sky level or a cave level etc before entering it. Also, I guess the mushroom icon and number part should be replaced with "1-1" or "1-F" or "1-[]" or something for fortresses. Maybe a black outline of the mini icons that play at the end of the game would work?

It'd be so exciting to have this!! You could put A-Coins in levels, but it doesn't need to be 5 everytime. It's not like SMW or YI where you need to put 5 dragon coins or 5 flowers or 20 red coins. Between coin counter blocks and A-Coins you can do whatever you want. Also, maybe the e-Coins can unlock something too??? or just remove a locked door? I was tossing an idea around about using the bouncing ball from mini-game 2 and making that into a powerup like the SuperBall Mario from Super Mario Land 1. That would be insanity and fun on a whole new level. Maybe for nostalgia's sake, you can have the Super Carrot too and base it off of a Raccoon Leaf that cannot fly and only glide?

Posted by 14159
As I said before, I have extremely limited programming experience, but am willing to attempt something in a few months, but if someone else who knows what they are doing has a chance, by all means go ahead.


It seems that the people who develop these editors aren't always the best programmers, but they get a lot of input from others.

http://www.hukka.furtopia.org/projects/m3ed/

Hukka got a decent amount of help from some people on acmlm's old board. I contacted him about the SMA4 efforts and he said he wasn't interested/too busy. He seems like a nice guy.

14159, do you think it would help if we had the source code for SMB3WS? Do you want me to try and ask Hukka for his code?


Posted by 14159
Right now I think we need to focus our efforts. Should we be looking at how to adjust the ROM to use e-level format for all levels, or look at how to make custom e-levels which functino as, well, e-levels?


I vote for making the e-Level elements playable in the normal game so people could develop "normal hacks." That's what the hacking world is accustomed to. I think that the bulkiness of world-e is what has delayed efforts like ours for so very long. The fact all of this amazing crap is tucked away is why this is just starting 6+ years after SMA4's release. If the editor can only build levels in world-e then the hacker gets robbed of being able to use a map screen. The map helps make SMB3 everything it is. This editor should hopefuly rip the Mario Bros. Arcade thing the hell off of the rom, and generally make it so the end users can exploit the magic of world-e without having to go through all of the extra bullshit that we've had to in order to enjoy it.

Anyways, just my $.02 (I've been giving a lot ) Thanks for sticking around here man. I'm always encouraged when you and everyone else posts here!

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14159
Posted on 08-28-09 06:31 AM (rev. 2 of 08-28-09 06:47 AM) Link | Quote | ID: 114209


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Ok, I've spent all night sifting through my e-reader folders and files, and reading this thread all all the goodies linked to, and I'm confused.

I have the compressor and the decompressor files (not purplebridge's yet, the compressor from earlier in the thread). I confused as to which file format these need. Kiiro, perhaps you can share some insight since you seem to have been able to modify/create a new level.


I have the e-levels in .raw format. I think I used to have them in .bin but can't find them if I ever did.

I also have caitsith2's uncompressed levels, in a .level format

The decompressor comes with .ecl (compressed) and .ecr (uncompressed).

The compressor comes with an empty level in .bin (compressed).

Using all this, I want to try to take a level (in .raw?) and decompress it, modify using a hex editor, and recompress so that it can be scanned in No$GBA.

Which format does the decompressor, decompress? I assume ecl into ecr, but can those formats be used in other programs? I'm guessing the compressor generates .bin files, but what files should it be taking?

EDIT: Using Purplebridge's save tool, I managed to put in a level from .ecr (just a modified classic 1-1). I changed the name and ID. Rather than being star 1 I made it mushroom 1. My point is that I had two mushroom one levels in the save file, both completely playable. I kinda thought the point of the ids were to give each level a unique indicator. Maybe I missed something in editing the file, or maybe it's a side effect of the save tool, but I found it interesting.

Kiiro
Posted on 08-28-09 12:06 PM (rev. 3 of 08-28-09 12:07 PM) Link | Quote | ID: 114211


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BIN format of levels :
http://ereader.kiczek.com/

The empty level card, have no level data at all, if there's a "ASR0", it's to know where you should replace data with the compressed level.
When you compress a level, you have a file with the compressed level with ASR0 at the start, but it's not ready to be played as a Level Card yet...
Use a hex editor, copy the data of the new compressed level, and overwrite (NOT INSERT) the data on the Empty Level Card at the ASR0.
Save as a new file your new Level Card.
And NO$GBA supports BIN files.

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Sonic Hachelle-Bee
Posted on 09-01-09 08:16 PM Link | Quote | ID: 114345

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Hello everybody!

I found this thread a couple of days ago, while browsing the Internet for more info about the e-world of SMA4. I am amazed by the progress you are doing on it, and the hacking possibilities this game potentially have!

Therefore, I wanted to play the e-levels, but they were no chance to do that on the european version of the game... I searched a bit on this thread, and with some time, succeeded to insert all existing e-levels into a save game file to play them easily.

I, and my girlfriend, also translated all e-level names into french, for all the frenchies around here

Here is a preview:



I let all e-level names in english in another save game file for anyone who want it too.

Since I don't know where to post this, I think I will link the save game files here. These are european save game files in .sav format for SMA4, 2 files for each language (English + French, 32 levels + the other 5 star levels remaining):
http://hachelle-bee.perso.sfr.fr/Miscellaneous/SMA4eSaves.zip

And yes, it works with a flash card too (the point of all of this)...



Credits:

Kiiro, who dumped the original game save with an unlocked e-world.
caitsith2, for all his documentation about the e-reader and e-reader levels.
purplebridge001, for his very useful sma4savtool program.
My girlfriend typy, for the french translation and the coding of all the ASCII characters.
Myself, Sonic Hachelle-Bee

Thanks! This is pointless, but I wanted to share this little work some way.

copyRIGHThunter
Posted on 09-07-09 11:08 AM Link | Quote | ID: 114636


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Thanks for you efforts Sonic Hachelle-Bee. It's cool seeing some english instead of the mistranslated mess we've all see so far. I found some translations of the kanji in SMA4 and the level names come to this....

# M11 Athletic with Note Blocks! (おんぷブロックでアスレチック!)
# M12 The Airship's Unbearable! (ひこうせんはとまらない!)
# M13 Excitement Under the Ice! (こおりのちかでおおあわて!)
# M14 The Tanuki Suit's Secret (タヌキスーツのひみつ)
# M15 Keep Going by Transforming Mario!! (へんしんマリオでつきすすめ!!)
# M16 With Boots On, GO! GO! (くつをはいてGO!GO!)
# M17 Be Careful of Taa-kun (ターくんにきをつけろ)
# M18 Ice Fortress (こおりのとりで)
# M19 Desert Pipe Labyrinth (さばくのパイプめいろ)
# M20 Break Through the Top of the Tower!! (とうのうえからかけぬけろ!!)
# M21 Escape the Fortress!! (とりでをかけぬけろ!!)
# M22 Rope-climbing Athletics! (ロープをのぼってアスレチック!)
# M23 The Ghostly Mansion of Mystery! (おばけやしきはなぞだらけ!)
# M24 Fly the Skies on a Mantle! (マントでおおぞらをとべ!)
# M25 Dig! Dig! Dig Through!! (ほって!ほって!ほりまくれ!!)
# M26 The Ocean is Full of Danger! (うみのなかはきけんでいっぱい!)
# M27 Hidden Koopa Castle (かくしクッパじょう)
# M28 Don't Mess With the Koopalings! (コクッパにだまされるな!)
# M29 Koopa's Airship Part 1 (クッパのひこうせん ぜんぺん)
# M30 Koopa's Airship Part 2 (クッパのひこうせん こうへん)
# PR Challenge! Togetoge Fortress (チャレンジ!!トゲトゲとりで)
# ?? Break Through With B-Dash! (Bダッシュでかけぬけろ!)

Any other updates anyone????? I've noticed this topic hasn't seen much life lately, so I though I'd post this glitch I found...



I wonder, who do they even let you have anchors, level skips, hammers, and warp whistles in world-e???? And I don't know how the hell I got a black space in my inventory.....

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eddine67
Posted on 09-13-09 07:06 PM Link | Quote | ID: 115068


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I am not compris sma4savtool :

TUTORIAL FOR SMA4SAVTOOL PLEASE !


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eddine67
Posted on 09-14-09 09:08 PM Link | Quote | ID: 115148


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What ?
LOL
Quelqu'un pourrait FUSIONNER les e-levels 1-32 et 5 stars levels FR de Sonic Hachelle-Bee en 1 ?
I am ZE GOOD FRENCH ^^

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