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Please chime in on a proposed restructuring of the ROM hacking sections.
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KawaiiImoto-e
Posted on 08-20-09 02:08 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113891


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Posted by Kiiro
It should spit BIN e-Reader file. It's very easy to do that.


And a tool to insert BIN files into a save for emulator use. Else you'll get the n00b questions on how to use No$GBA.

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KawaiiImoto-e
Posted on 08-20-09 03:29 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113894


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Posted by Kiiro
NO$GBA supports BIN files...
And VBA e-Reader can convert BIN to RAW.


I know, used it lots of times, but it's like the question on how to patch a ROM. same ol, same ol.

We know that the game can hold 32+1 level, but is it possible, as all played levels show up in the list, even deleted ones, to save them in ROM (very possible) and access them mixed with games in flash?

Also the EU version's e-level are deactiated, not unlocked, as the e-reader never made it to europe.

On the other hand, the e-reader reached australian shores, if I'm not mistaken. Anyone has access to one?

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KawaiiImoto-e
Posted on 08-22-09 11:32 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113964


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caitsith2, let me get that straight. The e-reader checks regions of card and loader only at startup time (i.e, when a card is loaded directly trough the e-reader software or by linking it to another device). and after that, the e-reader doesn't care anymore, but now the loader application restricts usage of out ouf region cards or carts.

Or short: Patching loader and SMA4 is enough, e-reader is untouched?


And I think the e-reader part of the European version is unlocked by changing the savegame. So Nintendo had just to include an 'unlock application' with the e-reader or the pack of cards or the game senses the e-reader on the link port.

Something similar happend with Mario vs. Donkey Kong. There was now known e-reader support, but 5 cards where released with extra levels.

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KawaiiImoto-e
Posted on 08-23-09 01:42 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts 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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KawaiiImoto-e
Posted on 08-24-09 02:06 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (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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KawaiiImoto-e
Posted on 10-21-09 08:29 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 117669


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Posted by era64
Posted by KawaiiImoto-e
And as the SMA4 engine supports 4 layers, instead of 3, there is potential for really nice backgrounds out of the go.


But actually 1 layer in used to status-bar. But hopefully we have 16 palettes with 16 colors (or even 256 colors in 1 palette) so it won't be trouble to make complicated backgrounds. GBA even can rotate and resize layers like SuperFX can do. (on all 4 layers). So SMA4 would be good target.

also i know, you can just use SuperFX, but this 2MB size-limit...


I knew that. But it still leaves one BG layer more than SMW or SMAMB3 had.

And as Kawa mentioned, even the GBA has limitations when using SuperFX-like stuff or 'Mode7' effects.


On another node: Will it even be remotely possible to covert the LZ77 compressed levels back to the original e-Level format for use in retail cartridges? I don't think so, it's like converting vector graphics to a bitmap and try too change it back.

And as most favor the LZ77 method, the e-Level editor may not exist.

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KawaiiImoto-e
Posted on 10-30-09 03:37 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118264


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I tried the last public build of your editor.

Really great work, but I have some suggestions for the GUI.

Every new Dialog (except open/save Dialog) opens in the upper left of my screen, but in environments, where two or more monitors are used, it opens on the top/left one. But the open/close do not, propably because they are Windows' own dialogs.

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KawaiiImoto-e
Posted on 12-03-09 11:57 AM, in Are here any Videogame Collectors (or similar)? Link | Quote | ID: 121377


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Just askin', if other members here like to have the real thing, and maybe even lots of it (if finance allows).

I started to collect Videogames, but not fullsets (maybe 64DD) - mostly stuff I like, but not fancy and rare [prototype] pieces - since I have a good paying job. It just sorta accumulates.

But are here some that also like to have games in their hand, and not only the Harddrive?

PS: No, I have no undumped software.

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KawaiiImoto-e
Posted on 12-04-09 10:30 AM, in Are here any Videogame Collectors (or similar)? (rev. 2 of 12-04-09 10:57 AM) Link | Quote | ID: 121485


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Mr. Gimmick PAL Version and Cheap in the same sentence. Here you have a classic JWH situation = Just won't happen.
and this is why

Some of m< favorite pieces in my collection:



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KawaiiImoto-e
Posted on 02-20-10 01:17 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 127350


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Posted by PU206C
Wait what, I knew that snes could do that, but nes, what the fuck..

Someone who has powerpak for nes should try that on real nes, I wonder if it works :\


It works, flawlessly. On PAL and NTSC.

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KawaiiImoto-e
Posted on 02-20-10 11:35 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 127365


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Posted by PU206C
Posted by KawaiiImoto-e
Posted by PU206C
Wait what, I knew that snes could do that, but nes, what the fuck..

Someone who has powerpak for nes should try that on real nes, I wonder if it works :\


It works, flawlessly. On PAL and NTSC.


Vid' or it dosent


NESdev posters should be convincing enough:

YouTube Video

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KawaiiImoto-e
Posted on 02-23-10 10:31 AM, in PowerPak: To get or not to get? (And what accessories?) Link | Quote | ID: 127483


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The PowerPak is a great addition to your NTSC-NES (If you don't have a US NES, get one too, lot's of games won't work on PAL).

And you can try the PCM Demo with graphics on the real thing and RR your RL friends.

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Main - Posts by KawaiiImoto-e

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