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Please chime in on a proposed restructuring of the ROM hacking sections.
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copyRIGHThunter
Posted on 10-31-09 08:18 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 118386


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I'd love it if DharkDaiz switched to SMA4. I don't want to push him on my own and make him PO'ed.

Do you think posting a poll and gauging the forum about this is appropriate? I'd also ask that competent hackers (IE not guys like me) that have some level of skill with hacking to offer opinions. Guys like you kawa, 14159, kiro, treeki, hukka, etc.....

Any thoughts?

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copyRIGHThunter
Posted on 10-31-09 08:26 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 118388


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I figured. Well, in the meantime, I'll stick to my guns and add some new content to my youtube channel. Maybe post something with that MarioNator thing made by Sludge. I think this topic grew as much as it did because of all the stuff I've posted.

Any else out there have anything to say about forgetting the e-Level format in an SMA4 editor???


Oh, also I saw that hukka released the source to SMB3WorkShop Thanks dude!

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copyRIGHThunter
Posted on 11-01-09 06:37 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 11-01-09 06:42 PM) Link | Quote | ID: 118536


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Posted by boingboingsplat
Isn't that the entire appeal of hacking SMA4 instead of SMB3?


I don't think the appeal is making your own e-levels. The level format is different (potentially harder to hack because it hasn't been hacked before, unlike the traditional SMB3 engine). However, a large amount of the e-stuff does not seem to be stable in the main game engine.

That being said, the appeal is hacking the main game, and then porting the e-objects over to the main game Most of the important/"not copyable with ASM" e-features are already stable in the main game (using a Cape, Blue Boomerang, tossing Veggies SMB2 style). That's the most important stuff!!!! The other stuff is nice, but ancillary.

I think it'd be the best if an editor focused exclusively on the main game first. THEN, the focus should shift to an ASM patch that brings the remaining World-e stuff (which is mostly enemies anyways) into the main game. I could expose how naive I am with this, but I believe that a patch like that would roughly copy a lot of existing code for the disputed objects. It'd be a DREAM for me if that patch could take stuff from the other GBA Mario Advance games. It feels like Nintendo re-used a lot of code when creating the SMA games......

An editor exists for SMA4, but it is in its infancy...
MarioNator, a SMA4 Editor made by sludge, help from DharkDaiz, others


Also, the source for SMB3WorkShop has been released...
hukka's SMB3 WorkShop Source

Programing savvy people may be able to make use of these releases.... The most knowledgeable person on SMB3 hacking (Dhark Daiz) is currently building an editor for the NES version. Serious efforts for SMA4 will probably not happen until he finishes his editor or decides to change gears. Until then, perhaps someone who's capable of building an editor may be able to ask him for help :-/ Regardless, its still great to see some kind of advancement with SMB3.



Random Question-
I haven't experimented with this at all, but is it possible to map a mushroom house in the main game to one of the World-e mini games????

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copyRIGHThunter
Posted on 11-12-09 06:03 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119242


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I'm not sure if this has been suggested yet, but it'd certainly speed up level creation.

A lot has been said about designing levels, but not too much about TESTING levels. It'd be awesome if Reuben had the ability to test a level. I'd suggest a feature that saves a copy of a SMB3 rom with the current room/level being edited as the first level in the game. Also, the title and map screens would be bypassed to save time. The game would immediately default to a 1-Player game, etc. This would let you easily test things like level difficulty, or even more technical stuff like "will these sprites glitch?" etc. It'd be even better if you could select which form of Mario to start, like having a Frog Suit, Raccoon Tail, etc. This would make fine tuning a level, as well as puzzle creation much easier/ faster than having to constantly go through the title and map and having to place power up stuff in a level only to remove it later. Also, it'd be cool if you died, you'd just restart the current room over again with the same form of Mario you started with.

Other than that, I'm loving the new release.

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copyRIGHThunter
Posted on 11-12-09 11:49 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119265


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Minor GUI/ User Friendliness thing

For the sprite selection tab, could you make it so you can navigate through it with the Scroll Wheel on a mouse?

Also, for "Horizontal" levels, could you make it so the Scroll Wheel navigates left and right as opposed to up and down?



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copyRIGHThunter
Posted on 11-14-09 01:32 AM, in Chip'n'Dale level editor: Y/N? Link | Quote | ID: 119357


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I'd think about it. I'm not too familiar with that game. I'm always happy to see another editor out there.

We all know what game I'm obsessed with. I always played DuckTales more (it is sooooo addicting- that pogo jump and the music), even if it was the same basic format that MegaMan had..... That game and the Magical Quest series with Mickey and Minnie for the SNES..... ah, the old stuff CAPCOM made.

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copyRIGHThunter
Posted on 11-14-09 01:35 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119360


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Is there an Undo Tool? Just Ctrl+Z or something?

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copyRIGHThunter
Posted on 11-14-09 04:26 AM, in Chip'n'Dale level editor: Y/N? (rev. 2 of 11-14-09 04:53 AM) Link | Quote | ID: 119370


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Posted by hukka


Actually, yeah, DuckTales was a much better game than C&D. Anyone know where I could find info on its level layout, assuming it's documented?




All I've found so far is here....

http://www.thealmightyguru.com/Games/Hacking/Hacking-Tables.html

I dunno if it will help at all since I'm terrible at this end of the hacking world :-/

If you build a tool for Ducktales, I'd probably hack it bigtime Oh also, there was a sequel to Ducktales, still for the NES, and it seems to largely be the same game engine. It was expanded a bit to support more powerups from Gyro.... I think his name was.... Also, if you're looking at cool platformers for NES, I loved Felix the Cat. I don't think it was as good as Ducktales, mostly because the levels were pretty plain....

If I find anything else, I'll let ya know hukka


EDIT: Not to get off topic.... too much....., but NES Ducktales easily has the greatest 8-Bit music I've ever heard. Everyone loves The Moon Stage's song....





And this thing was awesone


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copyRIGHThunter
Posted on 11-14-09 10:37 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119438


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Having undo for only one move is fine for me. That's what I had to work with way back when I used GameMaker (start cringing now rom-hacking people ). Being able to undo three moves would be the best - just like paint.

Also, I dunno about anyone else, but using shift makes the rectangle fill tool a little buggy. (It's the only tool I really use place stuff - it's an awesome tool!!!) It seems like when I click, it uses an old position to start placing the rectangle instead of the current one.

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copyRIGHThunter
Posted on 11-16-09 04:01 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119482


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I'm liking the level KP. Here's a behemoth I've been working on....

"Start Room" and the "Roof" of the level

A little more substance than most levels that lead to an underground portion. It is also used for the "roof" of the level - which has a lot of coins...


The "Main Part" of the level"

Will edit this later so enemies don't glitch. Taking the "high road" takes you to a "puzzle room"

The "Roof Access Puzzle" Room

The ceiling Buzzy Beetle can trap you when you go for the P-Switch. Also, you need to stun him and use him to access the"Roof" of the level. If you don't, you go back to the main level and get a 1-UP.

The "Bonus / Transfer to Goal" Room

If you don't get to the roof, then you cannon access the giant "?" Block. This gives a hint that you missed something.

The "Goal Room"

Another part of the level that gives a hint that you may have missed something. I also wanted to have a "different" Goal Room.


I'll probably like to make this a "White Mushroom House" level, with a VERY high coin limit. I'd like to make the reward a Warp Whistle. The only way to get enough coins would be to get on the roof, get all the Silver Coins up there, and also get the Hammer Bros. Suit.



It's a rough draft. This is something planned for SMA4, where you'd get all five A-Coins if you followed the path to the Hammer Bros. Suit. This seems like a good adaptation for the NES version. I'll usually shoot for levels that are usually...
-Multi-Room
-Non-Linear!!!!!!
-Modestly difficult for a casual playthrough
-Difficult for a full playthrough
-No "Cheap" secrets / gives a decent hint if a secret exists

This would replace that "shortcut" level I had in that 1-world hack I made w/ hukka's SMB3WS. It'll go where Mario is on the map.



I LOVE using the tiles instead of objects!!!! There's no way I'd be able to do this w/o Ruben. Thank you so much for this DharkDaiz!!!



---------------------------------------------------------------------
2 quick questions/suggestions....

1.) Is it possible to have the White Mushroom Coin limit above 99 coins????
2.) Suggestion for a feature, may be extraneous: Make Reuben spit out a .bmp or .png of the room you're working on to share like I KP and I have.

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copyRIGHThunter
Posted on 11-16-09 10:06 PM, in New Super mario Bros. Wii Level Editor (caps++ version) Link | Quote | ID: 119500


Shyguy
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Holy crap! Treeki is really into that series. I've only recently looked at his editor (again) for NSMB DS. (I knew about version 2, but never played with it. Then I was IMPRESSED with version 4)

I've gotten away from the new systems.... Is it even possible to emulate Wii games yet? All I've seen in terms of gameplay for NSMB Wii is the rotating ground (awesome) & Yoshi riding. It'd be crazy to edit that stuff!!!

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copyRIGHThunter
Posted on 11-18-09 08:04 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119712


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Finally! We can edit the map and levels in the same editor!!!

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copyRIGHThunter
Posted on 11-19-09 03:18 AM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119762


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Posted by GreyMario
I was thinking more of just another Boom Boom fight after a fortress, really.

But that's just me and my lame ideas.


Eh. That's what I'd do.... or repeat a Koopa Kid with a more difficult layout. You know, the stuff that Super Mario Bros. 2 did with Mouser and TriClyde....


I wondered..... Maybe it's possible to fashion a boss from a room full of enemies. Like in the Kirby games or Yoshi's Island (where killing all the enemies on screen yielded a flower or red coins) If someone did this, I guess it'd be built around a Hammer Bros battle, with a treasure chest appearing after everything's killed....

How does that treasure chest work anyways?



Also, with the possibility of going over 8 worlds, maybe some worlds could be skipped somehow? Like placing a "Warp to World 6" warp pipe that would have appeared in the Warp Zone/ World 9, and placing it in one of the normal worlds?



Any thoughts about these two things guys?

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copyRIGHThunter
Posted on 11-19-09 05:34 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 119796


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Posted by DahrkDaiz
Yes, world size is completely customizable, however, do bare in mind that the more sprites and pointers to put to a world, the larger it will be and thus, the less number of worlds you can make.....


Do you know about the limits on sprites? Like putting 20 Wandering Hammer Bros on a map? Or a ton of tanks or something? I'm just thinking of alternatives after you'd get to the Level 10 pannel, have 4 Fortresses, and basically used up all of the stuff placable that'll act like a Level Panel - like the W2 Pyramids, W5 Sky Stars, and the W6 Glaciers....


BTW, I'm impressed about how big this thing's gotten!

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copyRIGHThunter
Posted on 11-19-09 11:24 PM, in Reuben: Not so final (but it's being worked on again) stage. (rev. 2 of 11-19-09 11:26 PM) Link | Quote | ID: 119815


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Posted by DahrkDaiz
you can add as many pointers as you want to a map, well, up to 256 pointers


That's great to know. When the "changes position on map" is used with the "entering pipe clears level," does the level panel flip or fortress explode, etc? I thought it did not, but I'm not certain......


Oh, other GUI thing, do the Sprite selection tabs support horizontal mouse wheel scrolling?

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copyRIGHThunter
Posted on 11-27-09 07:54 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 120694


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Oooooooo! goodie-goodie!! DD, you have no idea how wide my smile is right now. Thanks for all you have done so far man. I'm so glad some of the stuff I (and probably a lot of others) asked for like quickly testing levels is in the works at some time. I didn't even think about editing P-switch and Starman time, but that'd be AWESOME whenever it comes in.

I was going to suggest disabling the N-Spade altogether, but I suppose you could just set the score limit to 9999999 points. The only other thing I could think of is making the Fire Flower and Super Leaf make small Mario fully powered up, like how the suits do. It'd be handy for really hectic levels like the tanks or Lakitu levels, but it's not critical.

Thanks again for all of this man. You're amazing at this stuff!

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copyRIGHThunter
Posted on 12-01-09 06:01 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 121130


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Thanks for your work Kiiro.

I'm impressed with what you've done so far. I know this topic will stay alive thanks to you.

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copyRIGHThunter
Posted on 12-04-09 10:04 PM, in Reuben: Not so final (but it's being worked on again) stage. Link | Quote | ID: 121517


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I'm not sure if this has been mentioned, and I've been using the most recent public release. Anyways, an error occurs if you try to paste something that extends outside the level boundaries instead of just cutting it off. Also, if this hasn't been suggested yet, I'd suggest the ability to "drag and drop" your selections.

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copyRIGHThunter
Posted on 12-08-09 06:34 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 121812


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Notable update folks....

I received a video response from UpaLuppa. Like 14159, he made a few levels through hex edits. It's some pretty good stuff. He seems to have some chops for SMA4 hacking....


An edit of World 1-1. The unused SMA1/SMB2 pluckable turtle shell appears..



An edit of World 1-Fortress. Boom-Boom was repositioned, and the "wall enclosure" effect is shifted.



An edit of the World 1-H-Bro Battle.



His YouTube says he's into programming!!! Could Upa finally be the one? :-)



Also, Kiiro posted a video demonstrating Solar Magic Advance. Cool Stuff....



It's great to see some life in this topic again. :-)


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copyRIGHThunter
Posted on 12-13-09 01:59 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 122346


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Not too much new stuff to report. I've recorded and annotated a video of UpaLuppa's hex edits to 1-1. Maybe it'll help get more traffic here... It's better quality than the old video, minus the sound lag that occurs when I record with the x-vid codec. I've detailed some of the minor stuff in the SMA4 engine. What you can and can't do, etc.... There's also some interesting stuff with the SMA1 Turtle Shell and the Blue Boomerang. Enjoy.



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Main - Posts by copyRIGHThunter

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