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copyRIGHThunter
Posted on 07-23-09 08:52 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 6 of 07-28-09 04:46 AM) Link | Quote | ID: 111013


Shyguy
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Hello everyone,

I hope that this is the proper place to post this, and I apologize in advance if it is not.

Anyways, a while ago, I decided to hack the 1st world of SMB3 after playing SchwaWarrior's SMB3 hack. I enjoyed it a lot, but it became more and more burdensome. I am not extremely talented when it comes to programming, though I have some basic exposure to it.

I really, really LOVE building levels for the SMB3 engine. I think I have excellent level design skills for this game! (not to be pretentious) I have hacked levels using SMB3 Workshop and the SMB3 Map Editor. The hack is called "JHP's SMB3" Below are two links to the levels I have created....



World 1-1: Tossing Troubles


World 1-4: Jet Pipe Jumps (the 44 coin White Mushroom House trick works still)



EVERY level is there and you can find them by navigating the links in the videos. Everything's hooked together with video responses.


Anyways, I stopped work on this because of the immense irritation that rises when working with the NES version of SMB3. I think it is terrible. There's nothing to easily expand the rom to add stuff. There's no ability to replay levels/worlds, etc. There are the limits to objects..... It makes it hard to build a good level. The graphics are crappy, though that doesn't kill a game. The pallets glitch when certain enemy classes are on the screen at the same time. The NES engine limits certain things that aren't limited in the GBA engine. Example- the green goomba boot can stomp and kill a thwomp in the GBA version, but it cannot it the NES version.

The worst part of all is working with the pointers to have multiple rooms in levels. I cannot work with them at all for SMB3. I've had to save about 103 separate versions of the rom because of frequent corruptions and crashes that render it unplayable and unrepairable.

Anyways, enough of that rant. I came here on the advice of a comment someone posted on my video of W1-4. I would much rather hack levels for the GBA version of SMB3, but I do not know of any hacking utility for it. There are an astounding level of additional features that exist in the SMA4 engine.

They can all be seen in this video I posted...





ALL Exclusive SMA4 Features!!!!!









I also know that it is possible to hack levels and maps for SMA4. Here's two videos from someone that hacked 2 levels in SMA4. (NOT MY VIDEOS IN THESE NEXT 2 LINKS)

14159's 1st SMA4 Level (Untitled)


and

14159's 2nd SMA4 Level (Big Cheep Lake)










I believe that there is IMMENSE untapped hacking potential for this installation of the
2D Mario Series. I dare say that this IS the best installation to date. All of the additional features that were shocased in these videos EXIST ON THE ROM ALREADY.
A PATCH WAS NOT REQUIRED TO USE THESE FEATURES. These features were used in "WORLD-e" which required the use of 2 GBAs and an e-Reader to get these. I was able to successfully emulate ALL of the 10 levels that were brand new to SMA4, as well as the promo card that you got if you bought the game from walmart.

In addition to that, I was able to successfully emulate the 20 additional card levels that were released only in Japan. Also, I was able to play through another "Japan-only" level that was a promotion with "Coro-Coro Comics." All of these levels are viewable from my channel and they are all linked with video responses.

Here's a couple of the more popular "Japan-Only" levels...




World e-15: Frog Suit n' Feather (unofficially titled "Tropical Splash")
This level has a couple of cape feathers in the SMB3 engine, the yellow [!] switch, pink ramps, and Rip-Van Fish.



World e-16 is also cool, just click on e-15's video response. It's a level where you get the goomba boot from a [?] block and rampage through a fortress.

and

World e-27: Castle Koopa Redux (unofficially titled Bowser's Castle)
This level lets you steal the Boomerang Bros' Boomerang and use it against other enemies. Also, Magikoopa/Kamek makes an appearance with a handful of SMW baddies.







There's a ton of stuff here, please check out all that I've got (and comment on it). Please navigate through my earlier videos to see all of the World-e levels.

There are also 2 other features that I haven't posted yet, but they also exist on the SMA4 rom....





A [?] block that contains a Cape Feather




and a [?] that contains a P-Wing









These items exist on the rom (they're not patched in), but they were not placed in any of the game's levels. Those 2 videos were by some kid in Germany who does not appear to understand English.

I don't know of any utility that can edit SMA4 yet. I would ABSOLUTELY LOVE to have a hacking tool for SMA4 that is as user friendly as LunarMagic or SMB3 Workshop. Those GUI's are great because I can see the level in real time. It's easy drag and drop. I would prefer not to have something like the NSMB Editor, as the GUI is more difficult to work with. I would be happy to rip and supply/create any graphics/sprites that would be needed for that. I would also be happy to help on this project in any way I can.

THANK YOU VERY MUCH FOR READING. I appreciate any kind of input or feedback on this.

Oh, sorry, one final thing. All of the extra SMA4 stuff can be done on the North American reigon/version of the game, aka

2161 - Super Mario Advance 4 - Super Mario Bros. 3 (U) (v1.1)

You don't need to have the Japanese or European release..





Thanks again!!!!


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copyRIGHThunter
Posted on 07-28-09 04:57 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 4 of 07-28-09 07:10 AM) Link | Quote | ID: 111434


Shyguy
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I've edited my 1st post, as I've realized the videos weren't embedded before. Thanks for the replies thus far.


Is anyone interested in hacking SMA4?

I've found a spritesheet that was ripped that contains all of the e-World features, some of which were not used in any of the levels....


I found this here...

http://www.spriters-resource.com/community/showthread.php?tid=5659&page=1

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copyRIGHThunter
Posted on 07-29-09 11:13 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 111631


Shyguy
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I think that few have considered hacking SMA4 is because they do not know about all of the additional gameplay elements that exist on the rom, and were merely not used.

I do not know if this is against the rules or not, but I would be happy to post a gamesave of SMA4 that has all of the levels loaded on it. That way, you guys can enjoy the magic for yourselves, and possibly generate interest in a hacking utility.

I noticed a moderator posted here already, so I'll ask, is it okay to post a gamesave?

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copyRIGHThunter
Posted on 07-30-09 05:23 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 07-30-09 10:19 PM) Link | Quote | ID: 111653


Shyguy
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Okay, I have posted my game save. It is a standard game save, not a save state, so you don't need to press F1 or F2 etc to load it. It just loads with the game.

The file should work with the following version of SMA4:



I renamed the .sav file to a jumble of capital letters and numbers. To use it, you need to place it in the same folder as your SMA4 rom, and make sure it has the EXACT same name of your SMA4 rom.

Here is the link:


------------------------------------------------------------------

EDIT:

I've removed my link to RapidShare. Below are the links posted by....

NightKev

http://fraxy.kafuka.org/~kiro/filebin/X1TY5Q9JTMJ346.sav



and




KP9000

http://acmlm.kafuka.org:81/uploader/get.php?id=1869



------------------------------------------------------------------

PLEASE GET THE WORD OUT THAT ALL OF THIS EXISTS IN SMA4!!!!!!! I want to get people interested in hacking the best 2D installment of Mario ever created!



Also, this sav does not showcase every single feature that exists on the rom, but it shows a lot of them. There's some stuff on the sprite sheet, and EVEN MORE stuff that exists on the rom, but was not placed in any levels.

The sav does not have the "Classic SMB1" levels, but you can watch them here...


SMB1 "Classic Levels" in World-e - NOT MY VIDEO - I DON'T HAVE THESE LEVELS






Additionally, someone has created level maps of all of the World-e levels on this webpage...

http://www.vgmaps.com/Atlas/GBA/#S


Finally, I have thought up some level ideas that exploit the SMA4 engine. I will post some ideas/images/concepts here fairly soon. If anyone develops a hacking utility, let it be known that I won't develop a crappy hack.


THANKS, ENJOY, and PLEASE LET PEOPLE WHO HACK ANY OF THE MARIO GAMES KNOW ABOUT THIS. Please help me get this info out there, steer people to all of the videos I've got, etc. Please help generate support for a SMA4 hacking utility. It could easily be better than even Lunar Magic because SMA4 is built off a better gameplay engine with more elements than ANY 2D mario game, and you don't need to deal with the horrible SMW graphics. They are terrible. Also, people do NOT know how to design levels with the cape feather in mind. It's ridiculously easy to cheat over a TON of levels if you get a cape feather. Either that of you can't get the cape at all... or they have that bastardized version of the Raccoon Tail that is just crap. jAnyways, I'm ranting.. (There's a LOT I hate about SMW's engine).

ENJOY!

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copyRIGHThunter
Posted on 08-03-09 07:24 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 08-03-09 07:24 PM) Link | Quote | ID: 111903


Shyguy
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Thank you for you efforts Treeki. I am very grateful that you're looking into this. I have a very limited understanding about programming in general, but I would like to help in some way. I've used GameMarker and Microsof Visual Basic, but I couldn't write anything too significant. I know nothing about HEX editing, but I think I know what's going on here.

Is what you're doing right now hunting through the HEX data and trying to find what parts of the code correspond to parts of the game? You just change some values in the HEX data, and see what it does to the game?

Then, when you know what is where, someone writes a program. That program is basically a GUI that knows what is where in the game, and changes blind editing into a user friendly drag and drop type experience?

I've already begun drawing up ideas/concepts for levels and drawing up what I think an awesome SMA4 editing interface would look like. I have also gathered a bunch of sprites for a GUI.


It would be really awesome if an expansion patch came with the editor - like something that adds even more enemies to the SMA4 engine before people edit it. It'd be awesome to add everyone for the ultimate mario engine. There'd be Rex, Tweeter, Albatoss, Mouser, Shy Guys, Ninji, Blurps, BooBlocks, Sluggy the Unshaven, Tap-Taps, Dino-Rhino, Sino Torch, etc. It'd even be cool to add the Super Carrot Power Up from SML2, and put it in addition to the cape and the super leaf. It'd be almost unreal to have a level where you get the Goomba Boot, stomp Chargin' Chuck with it, and fight Birdo!!! Imagine all of the possibilities. But, I'm getting ahead of myself.






If you need/want someone to play around w/ the HEX data and see what changes what, then I'd be happy to help. How would I do it if you want me to?














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copyRIGHThunter
Posted on 08-04-09 12:52 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 111948


Shyguy
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What program/debugger do you guys use to look at and modify the hex data? Is there a function inside of any GBA emulators?

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copyRIGHThunter
Posted on 08-05-09 05:21 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 08-05-09 09:00 PM) Link | Quote | ID: 112089


Shyguy
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AMAZING! I'm so happy to see everyone's interest! It's amazing - I'm even seeing 14159 here now!! I'm getting excited.

I was browsing through all of the new activity and I think I saw someone ask for the ROM. I'm almost 100% sure that I cannot post a copy of the ROM, but I can make your search easier. I think that this is okay to say (please correct me if I'm wrong).



Plug this into Google exactly as I have it typed below....


edited out


...and you'll get what you're looking for.

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copyRIGHThunter
Posted on 08-06-09 04:49 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 08-06-09 10:29 AM) Link | Quote | ID: 112185


Shyguy
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If/When someone writes a program to hack SMA4, will he need to have a bunch of icons/sprites for the GUI so it's user friendly??? I know Lunar Magic can animate levels, and it'd be cool if this proposed editor had that too.


If so, I'd be happy to start ripping a bunch of GIFs.



Also, with all of this talking about map hacking, would it be possible to add the "World-e" locked doors to the original game maps perhaps??? These locked doors don't open when a fortress is beaten, but when enough A-Coins are collected. Would it also be possible to alter the engine so that when a level is beaten, it can be replayed immediately, instead of after when the whole game is completed????? It would be like NSMB or SMW???

Just a thought, but it could add a dimension that never existed in SMB3 before. A map that is an easy grid, but it essentially has the functionality of the SMW or NSMB map!! For once the A-Coins or Dragon Coins in a level actually mean something!!!!

Also, another idea i'd like to pitch is locked doors on maps that only go away when a coin counter requirement is met. It could be something based off of the system to make white mushroom houses appear, but it'd be used to open up parts of a map.

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copyRIGHThunter
Posted on 08-08-09 08:39 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 08-08-09 08:46 AM) Link | Quote | ID: 112829


Shyguy
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Posted by zbyte
VisualBoyAdvance, SMA4 Independent.gba, and the .sav are in the same folder. When I run it, it has the GAME BOY PLAYER screen, then says "Your saved data is corrupted."


That's just a problem w/ the rom. Google that error message. You need to change a setting in VBA save flash type or something to like 64K or 128k or something. Google that. Also, make sure the ROM and SAV are in the same folder and that they have the same name.

Also, I played around w/ MSPaint and developed perhaps some of what I think you be great in a final GUI...




...It'd really be great to have a tip/warning appear when objects are selected in the hopes people make fewer shitty hacks. It'd kinda be like the tips that appear on SMW central, but they're built into the editor.

Other tips could be:
-don't build slopes that go into holes. Have at least one tile of wall before a hole. Also, be careful of hills cutting off other tiles.

OR

-don't make warp pipes or doors that send players directly into holes, lava, or enemies. The player should have a second or two to avoid a hazard.

also, when the hacker selects the type of scrolling that's used in W5-3, W2-Fort, W5-Tower, or W1-1 in my NES hack a good warning would be...

-note that enemies like boo didley and fire chomp can enter the screen from an inaccessible part of the screen. Be careful when stacking the level.

That was a problem in some of schwaWarriors levels.

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copyRIGHThunter
Posted on 08-10-09 06:42 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113083


Shyguy
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Posted by era64
Well, CopyRIGHTThunter. This GUI looks very good, but, well... it's possible to insert something other than ? with this GUI? Also - where is invisible coin blocks like in 7-5 (OMG, invisible blocks labiryth). Also, w/ seems to me a laziness. Here IS a place to insert with (two lines are available). Also, please note that sprites and objects may be tileset-specific. Kuribo's Shoe was tileset-specific in SMAS, not sure about SMA4 (because here was level with Kuribo's Shoes in castles). Anyway, programming of this GUI will be propably hellg. (offtopic: you're videos are very good )



The image i posted of a GUI was just some ideas i threw together in MS Paint. It's not a program of any kind. I can't program very well at all. I just wanted to see what people are putting in a potential editor, and I wanted to add my .02.


Thanks about my videos

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copyRIGHThunter
Posted on 08-12-09 01:08 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113202


Shyguy
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Posted by Treeki


Anyway, anyone got any idea about the question I asked in my earlier post?


I don't have any experience w/ this. However from the way you describe it, I'd go for option 2. If its easier, I'd go for it. I wouldn't worry about open space. If this takes off like SMW did (like I'm predicting it will), people will find stuff to put there.

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copyRIGHThunter
Posted on 08-17-09 07:26 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113644


Shyguy
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Awesome work Kiiro, Randy, and Blackhole89! It's amazing that now there's the ability for people to make their own e-Card levels. It seems perfect for the casual hacker or for those that want to put A-Coins in levels.... unless of course a final SMA4 editor adds A-Coin functionality to the main game (which would be awesome).

Thank you for all of you efforts thus far!


Has anyone else had any developments in building an editor? It seemed like Treeki had a solid understanding about this...

I'll try record and post more youtube stuff to generate more interest and traffic about this. I saw some of you guys have already noticed/posted in the topic I started at SMW central. I'll post a topic to romhacking.net too, steering people to this board. This place seems to be the most interested/serious about SMA4.


Thanks again everyone for your interest! Please keep it going!


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copyRIGHThunter
Posted on 08-18-09 11:39 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 08-18-09 11:41 PM) Link | Quote | ID: 113766


Shyguy
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Posted by Kiiro
Here's a video showing some Music change in "Classic World 1-1" :
http://www.youtube.com/watch?v=AKd6q3vdO_A

It's supposed to be the SMB Theme Music (in SMB3 Version), but i changed it.

EDIT :
http://www.youtube.com/watch?v=ppcdDA82HGg
Here's a working Level Card made from scratch by myself.


Amazing stuff man. This is my dream - to add e-Cards in addition to editing the original game!!!!! It took me a while to ID the music switch to the "Choose a Game" menu music. I also posted a bunch on your youtube video. This is amazing stuff man. Thank you very much for working hard on this and for sharing it with us!

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copyRIGHThunter
Posted on 08-19-09 12:13 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113773


Shyguy
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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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copyRIGHThunter
Posted on 08-19-09 03:43 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113803


Shyguy
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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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copyRIGHThunter
Posted on 08-19-09 07:40 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 08-19-09 07:40 PM) Link | Quote | ID: 113819


Shyguy
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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!!!

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copyRIGHThunter
Posted on 08-20-09 08:34 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 113880


Shyguy
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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.



____________________



copyRIGHThunter
Posted on 08-23-09 06:16 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 6 of 08-23-09 06:33 PM) Link | Quote | ID: 113999


Shyguy
Level: 22

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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!


____________________



copyRIGHThunter
Posted on 08-24-09 08:18 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 114057


Shyguy
Level: 22

Posts: 19/83
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Since: 07-21-09

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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?

____________________



copyRIGHThunter
Posted on 08-27-09 07:48 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 114184


Shyguy
Level: 22

Posts: 20/83
EXP: 55498
Next: 2852

Since: 07-21-09

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Last view: 4629 days
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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