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Please chime in on a proposed restructuring of the ROM hacking sections.
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copyRIGHThunter
Posted on 09-07-09 11:08 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts 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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copyRIGHThunter
Posted on 09-25-09 01:34 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 116088


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Posted by Kawa
Treeki's tilemap hack makes a level editor piss-easy to make. If you ignore converting the original object-based levels, the only hurdle would be graphic sets.


Where has Treeki gone? He hasn't been here in ages. Thanks for posting your progress 14159.




I've emailed hukka (the creator of SMB3:WS) and he MIGHT (stress the might... as in definitely not a certainty) consider building an editor for SMA4 or update SMB3WS to edit SMA4 or release the SMB3WS source for you guys (as I'm terrible at programming... I guess I'm de-facto motivation... person). He may be in the mood to work on this, but not promising anything. In case you don't know, hukka's website is here:

http://hukka.furtopia.org/?hukka

And acmlm was involved in helping him build SMB3WS.




Is anyone else interested in getting Hukka's help?

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copyRIGHThunter
Posted on 09-26-09 12:41 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 116147


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Posted by Kawa


The only problem, if you want to call it that, is that no matter the source format, you'd have to remake every level yourself, for lack of a converter (be it from native or e-Level). I for one would not call it a problem, as this pretty much forces some degree of originality.




So, that means when we'd go to edit any level from a fresh SMA4 rom, all the levels'd be cleared out/ no objects or tiles placed? I'm okay with that. I'd actually like that. However, we'd still be able to navigate the newly empty rooms? Like, we're not searching for "W1-1 Overworld" and "W1-1 Bonus Room"? We can find them, but they'll be empty?

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copyRIGHThunter
Posted on 09-27-09 12:46 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 116220


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I see Kawa. That makes sense.

I'm not sure if/when Treeki's coming back, since he hasn't posted anything in 47 days. He seems to have vanished from here. Do you want to move ahead with your plan?

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copyRIGHThunter
Posted on 09-28-09 01:36 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 116270


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I'm interested! So far, there hasn't been any kind of editor produced and it feels like things have slowed down. Something tangible, even if it's really limited would bring some new blood back into this topic!

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copyRIGHThunter
Posted on 10-03-09 08:52 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 116508


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Posted by Kawa
If a level is saved and ends up taking more space when compressed than before, clear out the part of the ROM it was stored in before and find the next best fit, starting at the 4 MB mark (the end of the original ROM). To properly clear out the original level, the editor should remember both starting offset and total compressed data length.


Thank you for your work on this Kawa!

Does this mean that you wouldn't get that problem that occured in SMB3WS, where you'd get "Object Size Exceeded"? I think that's what it was, but somehow, it'd totally erase or screw up another room? That'd be AWESOME if I didn't have to deal with that crap.

Are you also ripping out the MBArcade Game and multiplayer? Please do, as I figure it's just wasted space....

I've been in contact with hukka, and no updates to report. I'll check up in a week or so. I don't want to pester him too much.

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copyRIGHThunter
Posted on 10-05-09 01:49 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 10-05-09 01:51 AM) Link | Quote | ID: 116547


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My bad. I just fired up SMB3WS and reproducecd the error. When a level is "full" and you try to add an enemy or a 3-byte / 4-byte object, It reads...

"Cannot add object: level size limit exceeded."

or

"Cannot add enemy: level size limit exceeded."


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copyRIGHThunter
Posted on 10-05-09 05:41 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 10-05-09 02:52 PM) Link | Quote | ID: 116553


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Yeah. I've done that, but I'm also horrible with the pointers (that why almost all the levels I made are only 1 room long) so It wound up screwing up rooms. My W1-1 and W1-5 were supposed to be 2 rooms, but I screwed up the rooms I needed. Also, that's why the fortress I made ends abruptly.

In any event, I look forward to anything done w/ SMA4. Also, THANK YOU for the sarcasm..... i think

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copyRIGHThunter
Posted on 10-11-09 02:19 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 10-11-09 02:21 AM) Link | Quote | ID: 116901


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Posted by DahrkDaiz
Posted by Mineyl
Posted by copyRIGHThunter
Yeah. I've done that, but I'm also horrible with the pointers (that why almost all the levels I made are only 1 room long) so It wound up screwing up rooms. My W1-1 and W1-5 were supposed to be 2 rooms, but I screwed up the rooms I needed. Also, that's why the fortress I made ends abruptly.



If you're still interested in hacking the NES version, there are ways to get around all the problems you mentioned. Outlining this would take up far too much space here, though, so if you're interested, PM me or something.


All of these problems will be solved for the NES version.



@ Mineyl
Right now, I'm more interested in the GBA version because or replayability issues. I like the SMA4 free replay after its 100% complete.

I like the "PlayBack" feature a LOT. It makes it a LOT easier to do SpeedRuns/ SuperPlays....





I like the better graphics and all the new stuff. Also, there's been minor tweeks to SMB3 in the SMA4 engine. Like Gooma Boots can stomp Thwomps in SMA4, but they can't in the NES version.

@ DahrkDaiz
What do you mean by this?

I know that hukka credited you for SMB3WS (I tried accessing your website from his, but it didn't work). Are you going to make a new version of SMB3WS? I asked hukka about a new version or releasing the source code, and he said he may be interested in something and to email him later. I'll probably send something soon (it's been a week or two but I don't want to sound like a pesky nag). It seems that SMA4 has been mapped, and some kind of bridge that'd make the e-world stuff available in the main game is in the works... at least conceptually.

It seems to me that all we need now is a programmer who has the capabilities to make an editor. I'd love it if you or hukka upgraded SMB3WS to edit SMA4. You'd have my eternal gratefulness. That and about a couple hundred hacked levels for SMA4. SMA4 is easily the best 2D Mario game in existance!

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copyRIGHThunter
Posted on 10-17-09 12:32 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117354


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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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copyRIGHThunter
Posted on 10-21-09 04:02 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117631


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@DD
Awesome stuff! Will this eventually edit the map too? Or even edit the text at mushroom houses or the princesses letters?

@hukka
Where have you been man? I haven't heard from you in ages!

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copyRIGHThunter
Posted on 10-21-09 11:55 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 117718


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Wow. Keep up the great work man! I keep getting impressed by this stuff.


What about pointers? Will they also be easy to place? Will it be possible to start a level at the far right portion of the room and have a "left-scrolling" level? Will it also be possible to start in the middle of a room and have a sort of "exploration" level?

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copyRIGHThunter
Posted on 10-27-09 01:53 AM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 10-27-09 02:02 AM) Link | Quote | ID: 118021


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At the risk of infuriating DahrkDaiz, I want to throw this out there...


MULTI-EXIT LEVEL QUESTION, as seen in LUIGI vs MARIO HACK...
-------------------------------------
I know you've addressed map warp pipes already, but I wonder if the editor will make the use of pointers easier? After using hukka's editor, I noticed the level object that changes Mario's position on the map, and a level property that's something like "entering pipe finishes level." I know this is used with warp pipes and with W5-Tower, but I never really learned how to use these.

Anyways, I noticed that DD's hack "Luigi vs. Mario" took advantage of this in the unfinished W4 in a really unique way. There was a level that could be cleared normally, and that'd flip the panel, allowing the player to move forward like normal. However, there were also 2 warp pipe exits that didn't clear the level, but they would spit Mario out on a different part of the map (and he couldn't go back, he had to go forth from there). I liked this a LOT - it allowed for multi-exit levels!!!!! Like in SMW, SML2, & SML3:WL!!!! I'd love to replicate this!

Will the placement of pointers/objects etc be easier than SMB3WS so that more hackers can take advantage of this?



WHITE MUSHROOM HOUSE QUESTION/IDEA
------------------------------------------
Also, might there better support for the "white mushroom house" level in each world? I know SMB3WS had some support for this, but it was also clunky/hard to use (for less savvy users like me).

I'd suggest the possibility to have multiple white mushroom house levels in the same world. I know that it is not possible for there to be more than one white mushroom house on the same map (or wandering bonus coin ship). If a second one is earned, it does not appear if one exists on the map already.


Anyways, I'm kinda rambling. I would like to propose the ability to have multiple white mushroom house levels (not houses on the map at once, but levels that can produce them & players that don't immediately visit them lose out), modify the coin limit, and also, the ability to easily change the item they give.

This could change gameplay to mimic that of SMW or SMW2:YI (Yoshi Coins or Red Coins & Flowers) by making collectables in levels mean sometihng. It'd be nice to reward good players somehow and have levels with a lot of stuff to find. It'd be awesome to hand out warp whistles, level skips, etc this way. Or it'd be cool to hand out crappy stuff like mushrooms for easier ones.

A level design idea that I'd love to play with is to make a level w/ no multi-coin blocks, AND if you collect EVERY coin in the level, you'll come up 5 coins short. Then, in the goal room, you place lakitu, and to satisfy the coin limit, you need to get 5 enemies on screen before hitting the goal card (REMEMBER, THESE COINS COUNT TOO!!!!!!). I came up with this idea after playing SMB3 W1-4 and I had only 43 coins, so I stunned one of the red koopa troopas, and carried him through the goal.

Anyways, I'm done for now. Any thoughts about this? Any rebukes?

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copyRIGHThunter
Posted on 10-30-09 01:02 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118223


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Posted by DahrkDaiz
Anyways....

I'm glad you brought these points up copyright hunter...



I'm glad to see I didn't irritate you.

I've been thinking a bit more about this, and I've had a few more thoughts/concerns/requests... (Also, I apologize for the lengthy post, please bear with me and offer some feedback )

I tried to organize all of this to be as coherent as possible....

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

#1 TREASURE CHESTS IN LEVELS QUESTION
----------------------------------------------------
I'm sure this has probably been touched on/ crossed your mind, but I'd like to suggest that it be very simple and easy to place Item Treasure Chests in levels. I'd also like to have it so I can easily select what item is inside the chest.

For map/level design purposes, I plan on having a number of levels with 2 "exits" like W5-1, where you can get the Music Box or get the Goal Card. I'd plan on putting a Hammer in the box, and have it act like a "multiple level skip." Basically, something to further switch up the nonlinearity of the maps, in addition to the pipe exit, map placement change thing. I never was able to get the treasure boxes to work well in SMB3WS (just like the White Mushroom House thing...)

#2 LOOSE '?' BALL QUESTION
----------------------------------------------------
I'd also like the ability to place the '?' Ball in levels without having to battle Boom Boom. I know this is possible in the NES version, but if you collect it, it runs your time out and kills you. If possible, I'd like to just be able to place the '?' ball in a level, and use it as a way to legitimately clear a level. It'd be like the Sunken Ghost Ship ending in SMW, or the "loose Birdo Orb" ending for W2-3 and W4-1 in SMB2.

More importantly, this also plays into the multi-exit, non-linear gameplay enhancement I'd like to work with. I'd like to have a "normal level" that can be cleared with the Goal Card, or with the '?' Ball. Clearly, if you beat it with the ball, you can unlock a door on the map, but if you only get the normal goal, you only flip the level panel.

#3 MULTIPLE BOOM BOOM QUESTION
----------------------------------------------------
The GBA version allows for more that one Boom Boom in a battle. This is also possible in the NES version, but issues occur when one of the defeated Boom-Booms produces the '?' Ball. You can't move if you collect it, so you have to avoid it when fighting the other Boom-Boom. If possible, please add a bit of code that makes it so a defeated Boom-Boom does NOT produce a '?' Ball if any other Boom-Booms are on the screen.

#4 MAP SPOTLIGHT QUESTION
----------------------------------------------------
In the 3rd section of the World 8 map (contains W8-1,8-2,&8-Fortress) that spotlight thing is present. It'd be cool if you could have a check box that disables it, or turns it on in other areas with a different pallete. EX- Change it to White, and use it in a sky or ice world setting....


#5 WANDERING HAMMER BROS QUESTION / MAPPING QUESTION
----------------------------------------------------
This may sound wierd, but I would like the option to make it so a Wandering Hammer Bros will NOT disappear once it is beaten. Bear with me on this one....

I know that the "Coin Dots" that appear on the world maps are mapped to the Hammer Bros battle levels. Sometimes, the setting you battle a hammer bros changes depending on where you fight them on the map. For example, in World 3, the Dots that are in water change the battle to a setting with a flooded room, while the ones on land dont. Also, depending on where you fight, the bricks at the battle may contain items like fire flowers or super leaves.


Well, after screwing around with a basic map editor (I'll release a video of it soon) I was able to make it so a Boomerang Bros Battle in World 2 sends you to the World 2 SandTrap level (the one with the angry sun).

Also, I'd like to be able to place Wandering Hammer Bros in W7 and/or W8

++++++++++++++++++++++++++++++++++
SPOILER: IDEA FOR HACK
++++++++++++++++++++++++++++++++++
My ultimate plan is to have part of the W8 map dead end. It'll be an area with a decent amount of paths, but sparse with the levels. There'd only be a Wandering Hammer Bros. I'll have the dots he stops on mapped to FULL levels instead of the battles. Perhaps possibly like 2 or 3 different levels too depending on where he lands. However, only ONE of the levels will send you to the part of the map (using that warp pipe mapping stuff) where Bowser's Castle is. The others would just have goal cards, and clearing the level would just make the Hammer Bros retreat somewhere else....

Clever, huh? PLEASE, NO ONE STEAL THIS IDEA!!!! IT'S BRILLIANT!

It would take players a little bit of time to figure this out, but I'd make a mention of it in the letter to W8.
+++++++++++++++++++++++++++++++++++++++


#6 BORDERLINE ASM REQUESTS (Please hear me out )
----------------------------------------------------
These would not add new content to the game... not necessarily.... They'd just allow for more level design flexibility.... These may be considered as ASM requests, but these seem like "basic" things that could be added that would significantly expand the possibilities of level designs...

-Ability to place "Stray" Tanooki, Frog, Hammer Bros Suit

-Ability to place a "Stray P-Wing" in a level

-[?] Blocks (normal sized) that contain a P-Wing
(SPOILER: I'd like to make an airship where you need to fly under the belly of the ship as it passes by and fires at you!!!! It'd be cool to have a W-8 airship that is multiroom, that makes it like it "lands" in a lava pool)

(ANOTHER SPOILER: I want to make a level w/ the wrap like W5-2,W1-7,or W7-6 where you need to fly up the entire time. If you screw it up, you just fall to the bottom and recollect the P-Wing to try again)

-Ability to place "Stray" Goomba Boot

-[?] Blocks that contain Kuribo's Shoe/Green Goomba Boot
(This is basically to vary gameplay, remove predictability, have more robust levels)

-[?] Blocks that contain Multi-Coins
----right now, multi-coin blocks are only Bricks, I'd like to have [?] blocks too to vary game play


-[?] Blocks that ALWAYS contains Fire Flower or Super Leaf
----They'd give a fire flower or super leaf I don't like the side-by-side power up blocks design in levels. Sometimes bad SMW hacks did this. Top Secret Area did this. It's crappy. Its easy to hit both of them when small and get only mushrooms. These appeared in SML2, and they were in areas where the level demanded a full power up immediately.

(PLEASE SEE NOTE #10 for another detail about this please )


-Normal Sized [?] Blocks that contains Tanooki, Frog, or Hammer Bros. Suit

---The giant [?] Blocks that contain these items do NOT reset once opened. I would like to use these suits for some puzzles in levels, where completion hinges on the ability to keep the suit for a large part of the level. If the suit is lost, I'd like for players to have the ability to retry a part of the level without having to kill themselves.

(PLEASE SEE NOTE #7 for further implementation of this)


#7 BASIC ASM ADDITIONS - SORRY - EXPANDS PUZZLE CREATION ABILITY!!!!, Please Read!
---------------------------------------------------
-"STONE BLOCKS"
----these were in SMA4
----they're basically the Brick Blocks with a grey hue and no animation
----they can only be destroyed when a Hammer Bros Suit hammer hits them
OR
----if they're crushed by the Tanooki Suit statue form attack
These will add a puzzle element to the game, as you would SPECIFICALLY need a tanooki or hammer bros suit to advance to certain areas of levels

(SPOILER IDEAS: An autoscrolling cave with a lot of these blocks in the way, similar to some Kirby levels where there's a lot of Star Blocks in the way)


-"INVISIBLE TANOOKI BLOCKS"
----these were also in SMA4
----they're basically blocks that are solid all the time
----however, they're only visible when Mario is in the statue form
----they are not breakable

SPOILER IDEAS:
-A sky level "bridge" of these blocks
-Hiding stairs of these blocks
-covering a lava pool with these to get access to secret stuff
-an underwater level like W7-4, but these are mixed in with Jelectros

-"FIREBALL BLOCKS"
----they were in SML2
----they look sort of like SMW flip blocks, but they have an additional border
----only fireballs break these
----they're basically like SMB3 Frozen Blocks, but they don't contain anything
----I'd like to make it so that attacks from Fire Bros, Fire Chomp, Nipper Fireballs and Venus Fire Traps also destroy these
(SPOILER IDEA: IMAGINE IT! A situation where you need an enemy to open something for you!!! You could have a level where you need to hang on to a Hammer Bros suit to remove stone blocks, and you also need the enemy to break some of these blocks for you.)

(ANOTHER SPOILER IDEA, a sky level with fireball blocks and fire chomp spits the fire so that it destroys the blocks right out from under your feet!!!!)


-"EXPLOSION/BOMBABLE BLOCKS"
----these were in SMB2
----they had that crumbly sediment block sprite
----only an explosion would break these
----I propose that not only could Bom-ombs could destroy these, BUT SO COULD FIRE CHOMP!!!)

(SPOILER IDEA: A cave with the cannons and Bom-omb generators that help clear away walls of these blocks!!)

(ANOTHER SPOILER IDEA: a level where you need to lure Fire Chomp into a wall and explode!!!! Perhaps, also use the "Spit fire at fireball blocks" idea too in the same level)




#8 SMALL ENGINE TWEEKS - GOOMBA BOOT (sorry)
----------------------------------------------------

One other minor tweek...

In the GBA version, the Goomba Boot can stomp & kill thwomps. This does not work in the NES version - Mario loses the boot. Please add the ability to kill Thwomps with the Goobma Boot. I'd like to build a complex fortress that expands on the premise of SMA4 World e-16

Also, I don't know about the Angry Sun, Streatch Ghost, Hot Foot, Boo Didley or Boss Bass, but it'd be cool if the Boot could stomp them as well.

I'd also like it if the Boot could stomp PodoBoos/ Lava Fireballs and Roto Discs - Imagine some of the multi-stomping challenges/ inaccessible secrets that you could hide in ceilings/across lava pools with this!!!!

Also, when the Boot enters water, it sinks like a stone. I'm cool with this, but I don't think the boot can stomp underwater enemies like Cheep-Cheeps, Lava Lotus, etc. Could you please think about adding the ability to stomp these guys? Just think about it - an underwater, Goomba Boot level !!!

Oh, (sorry) one more thing, I don't know how the boot interacts with Jelectros, but It'd be cool if the boot made it so Mario could not be hurt by Jelectros



#9 GUI SUGGESTONS......
-----------------------------------------------------
I don't think these features exist yet, but they'd be helpful for users like me...


#9-A: DATA USAGE
--------------------
-Show how much of the SMB3 Rom Space is "used" and how much is "free" so I can plan accordingly
-Perhaps show the amount of space each level/room and each map takes up on the SMB3 Rom


#9-B: MAKE SPRITE IMPORTING LIKE PAINT
--------------------
-Make the import sprite/graphics thing work like the following...
-Make it so you can just right click the icon you'd use to select, say a warp pipe graphic
-then it'd have an option like edit graphic
-you select it
-it takes you to a 16x16 image that works like MS paint
-also, you'd be able to select a 16x16 area off of an open MS paint file
-then goto the opened graphic in Ruben, and then you can just paste it in
-Also, please provide a number of "blank" spaces in the tile selector
-that way, you could just right click the blank one and add your own graphics
-also, you could copy some graphics from other tile sets
-EX: copy the "suspension cable" from the "sky set" and put it in the "standard overworld" set with the colored screw plate panels
-This is kind of the system used by Mark Overmars' Game Maker

#9-C: SCROLLING SIGHTS
-------------------
-For levels that use the scrolling in W5-3, W2-Fortress, and W7-5, etc...
-I'd like for there to be lines on the level design screen that indicate what can be seen when this type of scrolling is selected. This was a bit of an issue when I was building levels
-Also, I might like to see this too for the "Horizontal Only, scrolls up when flying" scrolling too.... I just like to know whats on screen without having to test-play the level and save it to a rom (To make the 1 world hack I make, I had to have saved 90+ versions of my rom)


#10 SMALL ENGINE TWEEK - POWER UP SYSTEM
-------------------------------------------------------
In the NES version, if Mario is small and collects a Fire Flower or Super Leaf, he only becomes Super Mario. I don't like that. The GBA version finally fixed that, and held the conventions established by SMW, SML2, and SML3. I'd like to make it so when small Mario collects a Fire Flower of Super Leaf, he gets to be fully powered up!

(Note: This is not an issue with the suits)


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

THANK YOU DHARK DAIZ FOR ALL THE WORK SO FAR!!! SMB3 is my favorite game of all time, and I am very excited at the possibility of building some amazing levels and maps

In general, most of my levels will be multi-room, nonlinear levels that are of a slightly higher difficulty than the original game. The levels will be easier if they're cleared the "normal" way, but much more complicated to clear them with the secret exits. (basically the convention in SMW2:YI when 100% ing a level). I also plan on haveing a lot of "puzzles" and "reset rooms" where you need to think a bit, and if you mess up, it is not a big deal. I don't want to do any of that Kaizo crap. I like to make most of my levels be distinct from one another, each exploiting a certain premise of the game's engine.



Thank you very much for reading. I appreciate any feedback on these ideas and proposals.






____________________



copyRIGHThunter
Posted on 10-30-09 05:37 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118272


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Posted by DahrkDaiz
Ok, I didn't want to do this but I'll break it down.



Heh, I felt like a decent about of it would get rejected. :-\ I'm glad that some of the stuff may be implemented. (However little it may be ) Thanks for writing DharkDaiz.

I basically threw a bunch of stuff in NotePad over the course of a few days, and I tried to construct a coherent post (thats why some of it mentioned "I" and "me/my" a lot). Anyways, sorry for some of the bad ideas / "do this for me."


Oh, also, I like the idea about dialog boxes opening in the middle.


I had another useful GUI idea. I don't think this has been suggested yet....

"COINS AVAILABLE TOOL"
===================================================
This would be a useful metric. It'd basically largely reduce the tedium of building "White Mushroom House" levels. Also, it's good to see if there may be "too many" coins in a room. It would be nice to have a tool that counted the number of coins available in a room. It would basicly count a number of things in a room, and display a little dialog box like this...

Coins Available (basic total of the following)
--------------------------
+Regular/Normal Coins:
+Single Coin Bricks:
+Single Coin [?] Blocks:
+Invisible Coin Blocks:
+Frozen Coins:
---------
=TOTAL COINS AVAILABLE:

Potential Coins (takes the total above, and adds the stuff below)
--------------------------
+Multi-Coin Bricks
+Multi-Coin [?] Blocks
+Hidden/Silver Coins:
+Munchers:
+Frozen Munchers:
+Bricks:
---------
=TOTAL AVAIL. & POTENTIAL COINS

The top is essentially coins that are "readily available" in the room. The lower part contains the coins that are "variable" in nature. They need a P-Switch to be collected, or they aren't consistently the same amount. (ie you may get only 3 or about 13+ coins from a Multi-Coin Block depending on where it's placed)






____________________



copyRIGHThunter
Posted on 10-30-09 07:15 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 10-30-09 07:17 PM) Link | Quote | ID: 118278


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Glad to hear it. Along the whole "level metrics" idea, I suggest just 6-ish more...

1-A: NUMBER OF POWER-UPs AVAILABLE
=======================
-Totals the number of Bricks, [?] Blocks, and Giant [?] Blocks that contain Super Leaves, Fire Flowers, Tanooki Suits, Hammer Suits, and Frog Suits

-EXCLUDES starman blocks

1-B: POWER-UP DISTANCES
=======================
-Perhaps returns the maximum, minimum, and average distances from these things. I think it'd be hard to compute diagonal distance/straight line distance, but maybe the X distance/ horizontal distance would not be too bad....


COMMENTS on 1
=======================
These are metrics that help quickly determine difficulty. It shows the number of hits Mario can take, it also shows the minimum he must go without taking damage. These are useful for making sure levels are not too brutal, like Lakitu or Tank levels. It removes a bit of a bias that the creator of a level may have (ie, the creator may think it's easier that it actually is because he knows everything about the level)

More importantly, this is especially useful in designs where the completion of a level, or access to a secret exit hinges on a player's ability to retain a power up. (EX World 6-5 and the Racoon Leaf). I anticipate levels that only provide 1 or 2 Power-Ups, and they may have to be retained for a very long distance

2-A: NUMBER OF STARMEN AVAILABLE
=======================
Just like 1A, but it counts the Starman and Continuous Starman Blocks.

2-B: STARMEN DISTANCES
=======================
Just like 1B, but it does the same thing exclusively for the Starman stuff.


COMMENTS on 2
=======================
This stuff is useful for constructing levels like World 6-1,7-3,7-8 to get a rough gauge of how difficult it is to maintain invincibility when it is needed.

3: NUMBER OF ENEMIES (approx)
=======================
Obvious, and I think that SMB3:WS had this. For things like the cannonball generators or Bullet Bill generators, they'd count for like.... 3 or something. It seems that in autoscrolling parts, that these things only get a few shots off.

4-A: ENEMY TO POWER-UP RATIO
=======================
Another difficulty metric. Totals the stuff in 1-A and compares it to the number of enemies in a level. This could be one of the best "difficulty metrics."

Levels like SMB3 W1-1 would have something like 17:3, but levels like W8-Tanks would have something like 105:1...

4-B: ENEMY TO STARMAN RATIO
=======================
Maybe? I don't know about this one though....

5: GROUND TO TOTAL LEVEL DISTANCE RATIO
=======================
May be tricky to do, but it can determine what amount of the level is "land" and what amount is "bottomless pits"

I think the way this can be done is that the editor check every column of a room for the "land objects" and if any of them appears at lease once, it counts to the total of land. Then it just finds the X distance of the room, and subtracts to find the amount of the level that's a bottomless hole. Also, I suppose, if Lava, spikes, or munchers are places, it automatically counts as a "hole"

It would return something like 45% Land, 55% Holes and give the numerical values in tiles.... or something. Maybe replace the word "Holes" with "Hazards"

Its essentially another difficulty metric essentially helps determine if there's a lot of holes/jumping involved in a level.

This metric could potentially would get thrown off in levels like W1-fortress.... maybe

6: OVERALL LEVEL DIFFICULTY METRIC
===========================
After taking all of these metrics, and maybe even more or less or whatever into account, a single difficulty numbe is produced. It would be nice to see all of these from every level in a single window/tab. It may even be cool to see like a series of bar graphs of level to level side by side as they are listed in the game. This could be used with the next metric.


The output may look something like this....

1-1 ||||
1-2 |||||||
1-3 |||
1-4 |||||||||
1-5 ||||
1-6 |||||||

This'd show 1-4 is the most difficult level. Maybe it should be optional, or there should be more 1UPs availible in the run up to it....

.... I cant get it to work here well with plain text, but I think you guys get the idea.

Perhaps, also include an override so the hacker can assign his or her own value. This visual thing would be cool though to help make better hackers.






7: 1UPs AVAILIBLE IN GAME (may be difficult)
===========================
This'd only count the number of 1UP Bricks, Invisible 1UP bricks, and Giant [?] Blocks with 3, 1UPs. Maybe it could also total the coin metrics and divide by 100. Also, it could add 1UPs for every 3 Goal Cards that are placed in the game. Anyways, it'd produce a similar bar graph thing like the one above.

COMMENTS on 6 & 7
===========================
These metrics are more useful to gauge difficult overall for a hack. It can show if there's incongruence from level to level. It can also show a ratio of difficulty to lives available. Maybe if there's a ton more lives available than the games difficulty calls for, users should adjust things accordingly. Also, maybe it'd show where "pinch points" are. Like a series of difficult levels. This could tell users to shift around the levels they created. Like "I made this for World 3, but maybe it should not appear until World 6 because it's a little hard...."

This can help build hacks that have gradual difficulty curves (like most/all Mario games) or those that remain consistent (sort of like SchwaWarrior's hack).

It may help discourage those terrible Kaizo hacks, or the bad hacks that like give you 10, 3UP moons in SMW. What are those people thinking???????

These tools would be the hacking equivalent to "spell-check" for word documents. This can help us all judge hacks quicker, and help determine if it is even worth playing or not. It'd also help remove the need to review hacks. No more "good hack," someone reviewing would actually say "WHAT specifically is good about the hack"



Anyways, just having another "idea explosion"..... Heh, those who've read my posts know I'm "Mr. Ideas" Also, if you haven't deduced this yet (not like anyone would or that it matters) but I'm studying Accounitng and InfoSystems.

Please let me know what you think. I anticipate that some of these may be a lot more work than they're worth. :-\


PS IDEA.... haha
===================
I'm semi-serious about this one. Perhaps, if a hacker puts something like 30 1UPs in a single room. Or no solid surface below the entrance to a room. Or a water block (the surface waves) and a blank tile below it, or puts water that has no wall or other water against it.... positioned like crap, then a dialog could appear when saving...

"You are making a crappy hack. Either revise this, or don't release it anywhere."

I share your fears that this may go the way of SMW......






____________________



copyRIGHThunter
Posted on 10-31-09 03:44 AM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 10-31-09 03:49 AM) Link | Quote | ID: 118308


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GUI COMMENT: TILE SELECTION PANE
=======================================

I've played around with the new release for a while now. I noticed that its difficult to tell which tile you're selecting. Like you don't know what is in the [?] Block or Wood Block you place. I can only tell after they're placed and the show special marking thing is checked. Could you please add different or distinct icons for these in later releases? I imagine you've got something planned.

Could you also please add a little space in the bottom middle of the left selection pane that tells you what you have selected? It is hard to distinguish in some cases, like the green diamond box ground in the underground tile set.

Also, this may already exist and I'm ignorant to the fact, but is there a way to select and area of the map and do a copy and paste? It is a hassle anytime you want to shift some stuff over a couple of tiles, as you need to redraw it. It could also make building easier, as you'd just build a warp pipe or something once, and then copy & paste it a dozen times.

The "draw a box and place all of the selected inside" feature is amazing. I LOVE it!

Also, is there a way to delete sprites yet? I couldn't get rid of any of them once I placed one.....


SMB3 ENGINE QUESTION
======================================
Finally a question about the SMB3 engine. Using SMB3WS, with no ASM hacking AT ALL, I was able to produce this effect.... but I don't know how......

(it's at 22 seconds on the video)




The green room is a modified version of the "faling and rising" spike room that also contained the warp whistle. Somehow, the bottom 2 rows stay frozen. It has to do with that object that controls the rising and falling that also must control the Boss Bass stages....


Anyways, do you know what caused this and how to replicate it? It seemed to be accomplished with only object placement, not ASM in any way. I think I might have changed the scrolling properties, but I don't have a working version of this hack anymore to check It was corrupted and I lost all of my work (though that shouldn't be a problem with Reuben)

Thanks for reading yet another lengthy post of mine.

____________________



copyRIGHThunter
Posted on 10-31-09 04:47 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118315


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Ah, there it is. How about deleting sprites? :-/ Still not fully functional yet?

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copyRIGHThunter
Posted on 10-31-09 05:03 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 118317


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Cool! Great to hear! I'm kinda wierd - I screw around with a lot of stuff and usually produce some wierdo effects

This effect rocks! I can think of all kinds of designs/ applications for this!



Mineyl, do you know anthing about making the layer just sink endlessly? I was screwing around with the vertical rooms like W7-1, W5-2, and W7-6 to achieve "faux vertical autoscrolling" Somehow, I produced something that sank endlessly into a bottomless hole - it seemed like vertical autoscrolling at first! Maybe it's in the scrolling setting......

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copyRIGHThunter
Posted on 10-31-09 06:12 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 118362


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Posted by ?
What's with the fixation on e-levels!?


FYI - it's me copyRIGHThunter.........Halloween...

Honestly, I don't entirely know either Kawa! (you're one of the few guys around here that I can tell its you w/o seeing your name... you and KP ) TO be very frank, I don't think that there should be a lot of fuss over them..... The CRITICALLY IMPORTANT ENGINE UPGRADES THAT SIGNIFICANTLY IMPROVE HACKING POTENTIAL ALREADY EXIST in the main game engine. In my eyes, this includes....

-the SMB2 throwing system
-the fact thrown veggies and shells collect coins
-the Blue Boomerang
-the Cape Feather
-the "Coin Counter" blocks
-misc [?] blocks that contain additional items (like the feather, a P-wing, etc)
-(i think) dynamic autoscrolling
-collecting a FireFlower or SuperLeaf while small fully powers you up
-support for more than one Boom-Boom in a battle, and not have that multiple (?) Ball Problem

AND MOST IMPORTANTLY OF ALL - LEVEL REPLAYABILITY!!! (I hate not having that in the NES & SMAS versions)

++++++++++++++++++++++++++++++++++++++++++++++++

THE OTHER STUFF, OR THE ABILITY TO MAKE e-LEVELS DOES NOT REALLY MATTER THAT MUCH. THE OTHER FEATURES SEEM LIKE THEY COULD BE EFFICTIVELY COPPIED/VASTLY EXPANDED WITH ASM HACKING!

++++++++++++++++++++++++++++++++++++++++++++++++

Sorry for the all caps - I wanted that to stand out. If SMA4 gets an editor, I anticipate ASM patches that add things like fully functioning shy guys, etc... Perhaps, some may copy code from the other 3 Mario Advance games....

After years of SMW hacking, NO AMOUNT OF ASM has been able to effectively/100% replicate...

-SMB3 P-Meter
-SMB3 Flying Style
-SMB2 Veggie Tossing
-SMB3 Maps
-SMB3 Multi Direction Warp Pipes (shown in W7-1, W7-6, W4-Fort2)

For years, I have only seen bastardized versions of this stuff: the Cape system gets mangled in a vein attempt to copy the raccoon tail or Mario just carries veggies to his side, etc... SMA4 provides the greatest gameplay engine WITH THE GREATEST BASE for future modifications. It has Nintendo's VERY OWN UNTAINTED CODE for basically SMB2, SMB3, and SMW, all in one engine. I suggest focusing efforts on editing the main game, not the e-World. I'd like to edit the main game and then worry about copying over e-world content or creating new stuff later!


===========================================

Anyways, enough ranting.....

As it's been mentioned before, I do believe that the action in the topic has leveled off due to the development of Reuben by DharkDaiz. Also, I believe that spel werdz rite is developing an editor for SMAS, but I have not seen much talk about SMB3 in there. That's why I don't think it has effectively stolen the SMA4 thunder. It has only focused on the SMAS version of SMB1 and the Lost Levels engines so far.

In any event, it is disappointing to not see a lot of progress for SMA4. I know it kinda sucks. I really wish Dhark Daiz would think about switching over to SMA4. My understanding is that a lot of the engine and level formats are roughly the same from the NES version to the GBA version. Mainly, 3 & 4 byte objects become 4 & 5 byte objects. Anyways, I don't know why he may not want to work with SMA4 other than that it may be more difficult to work with GBA roms. He's probably way more comfortable with the NES version. He's essentially a god at hacking the NES version because he made "Mario Adventure" and "Luigi vs Mario" He also helped hukka build the most recent, relevant SMB3 editor, SMB3WorkShop

The only other reason I can think of is that he's focused on giving tools to build better levels. His focus is on level design, not ASM or enhancements.

I suppose you and anyone else could appeal to Dhark Daiz to change games, but it may be seen as being ungrateful and crapping on his head. Regardless of what happens, remain optimistic and respectful. Be thankful for any development with SMB3.



I don't know what else is going on though. Has anyone had any progress with SMA4????




Does anyone have any thoughts about this? I appreciate any feedback!



Oh, also P.S. -> The focus on the e-Level stuff has been useful though, for the eventual porting of e-Level stuff to the main game, so thanks again to everyone who's researched/ experimented with that stuff I ment to mention it earlier, but I lost focus in my rant...


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