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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. New thread | New reply

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silas
Posted on 10-15-09 02:25 PM Link | Quote | ID: 117187


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"yeah, i didn't like the level engine, so i rewrote it, and then made my own level editor"

Did you do any change on mirroring engine? I mean the strange collors of sides of screen when you scroll left or right.

Will we have sprite limit on screen? I've heard in someplace that there is a unused feature on smb3 engine that duplicates the game speed. Maybe it would be used when the excess of sprites reach a slowdown.

"Just the level format will be change. No changes in music."

I think you should reconsider the music part. New Musics gives a good and new taste for the games.

DahrkDaiz
Posted on 10-15-09 02:39 PM Link | Quote | ID: 117188


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I'm not modifying anything except how the levels are drawn and loaded into memory. There is no "mirroring" engine so-top speak. The odd colors you see on the side are due to an NES limitation, not SMB3.

The NES only has enough memory to store 512x256 or 256x512 pixels of graphics at a time. You can switch between what way the pixels are represented. In order to have taller levels, SMB3 chooses the 256x512 view. So when you scroll up/down, you get seemless scrolling. When you go to the left or write, you see artifacts. You don't see artifacts on the left side of the screen because the NES also has a feature to not render the left edge of the screen but doesn't have that feature for the right edge of the screen. I can't fix that.

I do not plan on changing anything with the sprite engine at all. The sprite limit is there to prevent major slow down. SMB3 does a lot of execution as it is per cycle. I know nothing about the unused feature you speak of.

As for the music, I know nothing about the music engine. People who have hacked the music (Jaspile) have attempted to create an editor for it and found it to be a daunting task. Not only that, creating music in itself is hard enough to do, much less hacking it into a game.

Kawa
Posted on 10-15-09 05:12 PM Link | Quote | ID: 117191


CHIKKN NI A BAAZZKIT!!!
80's Cheerilee is best pony
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The odd colors, specifically, are because while the tilemap itself is on an 8x8 pixel grid, the attributes (that is, the palette to use) is on a 16x16 grid, probably due to memory limitations. I think there's a mapper out there that can fix this...


This is the first part of SMB3's 1-1 with the attributes overlaid. Most of it is green, while the ground, blocks and clouds are set to brown and blue/white. All clear now...


As we scroll the fifth question block into view, it will align to the 8x8 tile map before it does with the 16x16 attribute map. The green attribute that was there before takes precedence, causing the question block to be rendered in green until you move another eight pixels.


As we align with the attribute map once more, the block will be colored brown. Note that the sky tile right next to it has the same thing happen, but since "sky blue" is common to all palettes and the tile contains nothing -but- that color, you can't tell.

It's slightly less noticable in SMB1, if you ask me.

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DahrkDaiz
Posted on 10-15-09 05:18 PM Link | Quote | ID: 117192


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I'm sure SMB1 uses Vertical Mirroring (512x256 pixels) so it can draw up to 1 full screen ahead before it's scrolled into view.

Kawa
Posted on 10-15-09 05:21 PM Link | Quote | ID: 117193


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Explains a lot, and makes perfect sense when you can't scroll up.

Note that even with the ability to cut off the left edge, the effect still occurs when going left.

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DahrkDaiz
Posted on 10-16-09 06:03 PM (rev. 2 of 10-16-09 06:04 PM) Link | Quote | ID: 117265


Nipper Plant
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New Release Now

The editor is starting to shape up pretty swell. In this latest release:

-more drawing tools (line, outline, rectangle, fill)
-the beginning of display special icons for interactive blocks (i.e. fire flower over ? blocks that contain a... fire flower)
-improved drawing code
-automatic saving of levels, graphics, etc
-set background button now works

Kawa
Posted on 10-16-09 06:09 PM Link | Quote | ID: 117266


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Posted by DahrkDaiz
-more drawing tools (line, outline, rectangle, fill)
Floodfill technique from Jared Updike's answer on Stack Overflow, via me

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KP9000
Posted on 10-16-09 08:28 PM Link | Quote | ID: 117272


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I did all of this with vanilla tiles from SMB3. I could make this look KILLER if i edited the graphics. All I did was change the palettes and add a couple of new TSA/Map16 blocks.

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JaSp
Posted on 10-16-09 11:03 PM Link | Quote | ID: 117339


Shyguy
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This looks amazing; it seems you actually got rid of the nightmarish side of ROM hacking by creating a truly flexible editor.
Maybe the sequel to Some Usual Day I've been dreaming about won't stay being a dream after all
I guess I'll just be bitchy and ask if you intend to implement some sort of ASM plugin (like custom blocks that redirect to customizable routines when colliding with mario for example), but that would make it WAY too easy!

Btw I have plans to do something about smb3 music editing; I actually already have an asm hack that allows to add musics (yeah, add, not replace) to the game. And you might see this feature somewhere sooner than expected
But as it has already been pointed out, as cool as new music sounds, it is a pain to convert musics to the format, and it would be even more painful to create musics if you don't have a minimum knowledge about music composing.

Anyway, congrats Daiz; you still amaze me years after years

KP9000
Posted on 10-17-09 12:14 AM Link | Quote | ID: 117349


Boomboom

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Jaspile, I was talking with DD on his editor and there's a few ways to get what you want. If you want to make an editor for an aspect of SMB3 that his editor doesn't/won't support, he was saying something about making your own editor and then he can turn it into a .dll and it will "run along side it". The editor itself he says will be open source as well.

So, that brings up another question: Do you think you could whip up your version of some sort of music editor or at least an instrument editor for DD's main editor? Perhaps a 1-bit sample inserter? I had a hard time looking at your other editor, I couldn't figure out how the hell it works. I did everything by hex, it wasn't that bad.

I'd totally make use of this sort of thing, even though I might suck at it. I already started editing sequence data in my own hack but I'm not sure what it all does. Wasn't there someone who used some javascript program to take a specialized midi file and put it into SMB3's format? Was that you, Jasp?

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copyRIGHThunter
Posted on 10-17-09 12:32 AM Link | Quote | ID: 117354


Shyguy
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WOW! I disappear for a couple of days and THIS is what happens? I'm glad to hear about new developments in SMB3 editing. Using the old version, I threw this stuff together....



A generic, W1,3,4,5,7 "Exit Room." The empty blocks would be invisible coin ones. This'd be a good end to a "Partial Sky level" One that is about 40% "Sky" and 60% "Land" There'd be enough space in the level for runways to fly. Maybe the level'd have coin heaven.




A desert "Ending Room." Boss Bass would be at the water's surface, and the room wouldn't rise or sink. This be a good "transition level" from world 2 to world 3. I'd like to do an autoscrolling one where you have to constantly transfer from above the water to below it, all while Boss Bass is on the surface. Also in this room, the Empty Blocks would also be invisible coin blocks, and the brick would contain a Fire Flower. If this were SMA4, I'd put an A-Coin where the 2 Red Note Blocks are.


I am glad to see a better editor on the way for the NES version of SMB, DahrkDaiz. Certainly, the stuff I want to do in the 2nd image would not be possible with SMB3WS.

Please consider an editor for SMA4!!!! (We all knew this had to be coming) EVEN IF IT ONLY EDITS THE MAIN GAME AND NOT WORLD-E ELEMENTS!!!!! The main game's format seems similar to the NES version (3 and 4 byte becomes 4 and 5 byte). THE MAIN GAME ALONE has TON of critical upgrades (Which don't appear in the NES OR SNES versions)....

-After SMA4 is beaten, levels can be replayed freely SMW style (I hate being able to only enjoy a level once!!!)
-Also you can pause and return to the map when levels are cleared!!!!
-SMA4 has a "replay" feature that makes it WAY easier to create "PlayThroughs" and "SuperPlays" (the game had cards that played things like the 1-2 1up trick, 1-4 house)
-The musics for SMB1 are on the rom (Overworld, Aquatic, and Castle)
-The SMW "Ghost House" music is also on the rom
-A "Bonus Room" song exists on the rom
-A few "e-world" things also exist in the main game (I believe they're just there in the main game, and they wouldn't require a complete rewrite of the level format)
This includes...
-[?] Block with a SMW Cape Feather (remember the cape's available in SMA4)
---the [?] is "normal" meaning it resets when a room is re-entered
---the cape can spin and attack enemies underwater (the tail cannot)
---the cape cannot open or destroy Brick Blocks, but can open [?] blocks
---the cape can kill some enemies the tail cannot like Dry Bones and Big Bertha
---the cape does all the tricks it can in SMW, indefinite flight, dive bomb/earthquake, and the "extra hit" when you're soaring
---also, the P-Meter only needs 5 arrows to be charged in order to fly

-[?] Block with a P-Wing
---the [?] is "normal" meaning it resets when a room is re-entered

-I think there are also [?] blocks that contain the BLUE BOOMERANG and a GOOMBA's BOOT

Finally, it seems that the main game is affected by "e+ switches" that do things like make enemies killed w/ fireballs turn into coins, or add SMB3 Veggies into the main game, or slow down the timer, or half the P-Meter. These seem to be controlled by the value of variables that have been mapped. An editor could have check boxes that permanently turns some of these on and off. This would mean hackers could place SMB2 veggies in the game WITHOUT the use of patches. Same with the fireballs killing enemies, etc...

You'd have an editor that could roughly create the gameplay of SMB3, SMB2 and SMW in one single engine!!! SMA4 has the critical elements for this!!! (except Yoshi, but the SMW hacks I play neglect to have him).


(Okay, I'm done plugging that idea) If you aren't interested, I understand. I'll continue to monitor this and play around with the new versions of you editor. I'm happy to get anything! Good luck and thank you DahrkDaiz!

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JaSp
Posted on 10-17-09 02:17 PM Link | Quote | ID: 117418


Shyguy
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Posted by KP9000
I already started editing sequence data in my own hack but I'm not sure what it all does. Wasn't there someone who used some javascript program to take a specialized midi file and put it into SMB3's format? Was that you, Jasp?


Yeah, actually the process was mainly done by hand. The javascript utility I wrote could convert a sequence of notes into the game's format, for example you write "4 c#5 _ 2 c4" and it outputs the corresponding hex, 4 & 2 being the note length (whole and half note in this case), c#5 & c4 the frequency, and _ being a blank note.
So I used a tracker such as FLStudio that can import midi files, converted the song by hand into a 4 instruments format, copy/paste by hand the note sequences into the javascript, and then injected the output hex by hand into the ROM. Rather long process :/

I think the best way would be to create an utility to manage the songs data, for example, making a specific file format for smb3 songs that you can import into the ROM, automatically finding space in an empty prg bank, and assigning a byte ID to the song to load it in the game. This seems really feasible in my head, but it would require quite some time to create.

Then we would need another utility to either create these song files by hand (quite easy), or either convert a tracker format such as midi into this format, which would be hard for me to do seeing my very poor knowledge of programming...
But I certainly don't have the knowledge/time to create a fully featured tracker for this!

Anyways the way I see things, it would be compatible with DD's editor because it would only touch the music engine, and I doubt his editor will take all the extended prg banks

Kiokuffiib11
Posted on 10-17-09 04:32 PM (rev. 2 of 10-17-09 04:35 PM) Link | Quote | ID: 117420


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Why not examine what each number in hex works, and have it change the hex by changing the notes *Not explaining it well, but, you might get my gist.

Edit:

Oh oops. I didn't read well enough!

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DahrkDaiz
Posted on 10-17-09 05:02 PM Link | Quote | ID: 117422


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Hey Jasp! I'm glad to see that you're seeing this.

As for ASM plugin support, I am actually thinking of something a bit better than that. I will have a "Generic Data" editor that will be XML based. You will be able to customize the editor by adding your own tab that will let you modify a single byte at an address, a range of bytes at an address, ASM patch with modifiable attributes, etc. What's great about this is that you'll be able to export it and import other hacker's found data. So if there's something my editor doesn't cover, you can extend it yourself without having to know C#

zbyte
Posted on 10-18-09 02:10 AM Link | Quote | ID: 117437


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Your editor looks good, no doubt. Oh wait... you forgot Warp Zone...


I believe the enemies aren't put in. Is it possible to combine some graphical enemy clans so they're more compatible? Can't wait for more progress!


Help! Help! I just made a level, and I set it to pipe. And it's not working properly!

Photobucket

And this is what I get, but I used what I could...


Photobucket

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DahrkDaiz
Posted on 10-18-09 03:39 AM Link | Quote | ID: 117441


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Posted by zbyte
Your editor looks good, no doubt. Oh wait... you forgot Warp Zone...


I believe the enemies aren't put in. Is it possible to combine some graphical enemy clans so they're more compatible? Can't wait for more progress!


Help! Help! I just made a level, and I set it to pipe. And it's not working properly!


I didn't forget Warp Zone. You cannot put levels on the warp zone.

No it's not possible to combine enemies that normally glitch graphically.

Yes, the pipe is working properly. You're just not used to seeing it with that palette.

CKY-9K
Posted on 10-18-09 01:21 PM (rev. 2 of 10-20-09 11:47 PM) Link | Quote | ID: 117457


Pokey
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I saw Jasp use levels in the warp zone in one of his hacks.

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Insectduel
Posted on 10-18-09 03:54 PM Link | Quote | ID: 117461


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I am urging to hack SMB3 again pretty soon. Esepecially if I want to convert all the NES made levels into Super Mario All-Stars by Windhex.

boingboingsplat
Posted on 10-18-09 07:12 PM Link | Quote | ID: 117469


Giant Koopa
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Posted by Insectduel
I am urging to hack SMB3 again pretty soon. Esepecially if I want to convert all the NES made levels into Super Mario All-Stars by Windhex.

Since he's recoding the entire format, I'd think you'd need to recode the entire SMAS format in order to have any sort of smooth conversion.

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DahrkDaiz
Posted on 10-18-09 07:27 PM Link | Quote | ID: 117471


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Er I hope there isn't a misconception going on here. I am only modifying the level format, not actual properties of blocks. I am only including ASM hacks necessary to to allow the game to use the new level formats. I am not including e+ stuff or what have you.


That being said, I will, however, include a way to import/export asm hacks you create or a generic editor to edit various aspects of the game.

Remember, this isn't the Lunar Magic of SMB3.
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Main - ROM Hacking - Reuben: Not so final (but it's being worked on again) stage. New thread | New reply

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