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Upaluppa
Posted on 12-08-09 06:58 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 6 of 12-08-09 07:04 PM) Link | Quote | ID: 121841


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Hello there, folks!
I'm a newcomer to the romhacking community with some experience in memory/hex editing and programming, and I would like to support the SMA4 fans around here as much, as I can.

Anyways, my reason of being here is, to help getting a little closer to a SMA4 level editor, as nobody has created such a program so far...

I'm sorry, for not having anything to show so far, but I have just started to make the offset documentation for SMA4 more complete, by finishing the object lists and adding stuff, like pointers for doors, pipes etc. to get a base, an editor can be started on, so I haven't begun with the actual programming yet.

I have released some videos of my first hacking experiments with the game on youtube, (copyRIGHThunter had them posted in his previous post), but I guess you all can agree, that hex editing can't be the right way to create proper level hacks, right ?

I'm learning Pascal programming with Delphi since two years now, so I'm not exactly what you can call an experienced programmer, but my love for this game, and the desire to finally start working on a "useful" programming work have made me want to give it a try on my own.

I just recently saw, that the sourcecode of the famous SMB3 Workshop has been released, and even better, is programmed in the one language I know how to work with, and so I shall use this sourcecode as a base, to start my SMA4 editor on!

I'll send hukka a message, if he's fine with that, but since it has been released, I guess it's ok if I use the code, as long as I give proper credits to him.


Well, that's all I can say so far.
I'll let you hear of any updates on my work!
(Hope, you'll forgive me the long post without any real content, but I just couldn't think of any other way of introducing myself to this fine board)

My next posts will be more useful, promise!

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Upaluppa
Posted on 12-08-09 07:33 PM, in SMB3 Workshop source code released (rev. 4 of 12-09-09 04:10 PM) Link | Quote | ID: 121850


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I have downloaded all of the additional components listed in the readme, but I still can't get Delphi 7 to compile the code.

Does anyone have all of the required components and is willing to share them?

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Upaluppa
Posted on 12-08-09 07:57 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 5 of 12-08-09 08:05 PM) Link | Quote | ID: 121854


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Posted by Kiiro
Well, welcome to the best of ROM Hacking forums.

Maybe you could work on a better Level Card Editor, because i'm just a beginner ^^
Even though, i will still work on my Solar Magic Advance ^^ (I got the motivation for that, but school and stuff gets in the way...)

But i have a little question, how did you play your hacked SMA4 on a GameBoy Player ?

The level cards are troublesome for me, because I don't know the offsets required to edit them.
And the e-levels are compressed in the .sav file, if I remember correctly...

But I've seen your videos with the custom level cards!
If you have the tools/knowledge to edit level card files, can you give me a rough explanation, what I need?

Anyways, to answer your question, I have bought one of those flashcards, which allow you to play gba roms on a real gameboy hardware, or in this case a gameboy player(because of the bigger screen, which is better for filming).

Edit:
KDE User X was faster than me.
I have a supercard, by the way.

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Upaluppa
Posted on 12-08-09 08:16 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 5 of 12-08-09 08:25 PM) Link | Quote | ID: 121857


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Thank you!
I can't believe I have missed all this while searching for info on the e-reader stuff.

I thought we didn't have the tools needed to decompress the level data and vice versa, but now this problem is no more, so I'll have to judge, if I should focus my editor on the normal levels, or if I should work towards a level card creator.

I'll start with a simple card edit to get used to the card editing process, and then we'll see...

I've already managed to scan .raw card dumps into my rom with no$gba, and the rest can't be that complicated. It shouldn't be much different from what I did with normal levels, except some additional card compression and scanning/emulation issues.

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Upaluppa
Posted on 12-08-09 08:44 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 10 of 12-18-09 07:00 PM) Link | Quote | ID: 121866


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I guess I should add all the e-level specific offsets to the documentation for the editor as well!


I've got a nice idea, by the way!

I think I'll try to recreate the Mad Dash e-level, which is the only one left undumped:

(I know this doesn't look like the real card. It was just a quick edit to show, that I have managed to hack e-cards by now)

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Upaluppa
Posted on 12-09-09 07:48 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 12-09-09 07:49 PM) Link | Quote | ID: 121979


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Posted by Kiiro
Not bad ^^

(I still didn't program the Level Card Editor yet... School...)

No need to worry.
You're not the only one with this problem. ^^

I barely have time to focus on romhacking as much as I would like to...


By the way, have you ever managed to get those e-world exclusive enemies to display correctly?

I know that they are area specific, but no matter what area type I set for my level edit, enemies like the Charging Chucks always end up with messed up sprite graphics if I try to place them in a level they were not supposed to appear in...

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Upaluppa
Posted on 12-09-09 08:28 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 121989


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Posted by Kiiro
I didn't. I didn't try to make a real level card because of school...

No problem.
I guess we'll have to stick to the standard enemies at the moment, or edit a level which has them in, if we want to use the new ones.

It doesn't matter that much anyways right now, as I have to get any basic level editor programmed at first, before we can start sorting out details like this.
I won't have enough time to work on it now, so don't expect anything before my winter holidays after Christmas...

For now, a small custom level card hack over the weekend should be enough to keep the fans satisfied.

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Upaluppa
Posted on 12-13-09 02:18 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 12-13-09 02:34 AM) Link | Quote | ID: 122353


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Hey, it's great to see some updates in this thread!
There really isn't too much going on around here...

Anyways, I am done with my offset documentation of the classic 1-1 e-level card:
http://rapidshare.com/files/320072505/Classic_1-1_Offsets.txt

I hope it's of some use to those interested in creating their own levels through hex editing.
For now, this is probably the best you'll get, as a level editor isn't going to be released anytime soon...


@hdofu:

Thanks a ton for posting this levelmap!!!

I never thought someone would've mapped that whole level...
This will make it much easier for me to replicate the level-card, as I don't have to use the sh*tty video anymore.

I'm glad you posted this, mate!

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Upaluppa
Posted on 12-13-09 12:41 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 7 of 12-13-09 12:52 PM) Link | Quote | ID: 122473


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Posted by copyRIGHThunter
I've taken the liberty of putting your docs on acmlm's uploader, UpaLuppa. Good luck on the editor! Please keep us posted every now and then.


Link here:
UpaLuppa's Doc

Thanks, this is better than rapidshare in every way possible.

I have put a lot of effort into this documentation, because I want to use it for reference when building the editor.

It includes all the info needed to edit e-card levels.
Only the e-Coin graphics addresses are left out, because no e-Coin exists for the Classic 1-1 level.
It should be easy to transfer this info over to any other e-level without much trouble.

Most of the info comes from DJ Bouche and caitsith2's posts, but I've sorted it out, corrected some mistakes and added some of my own findings...
Also thanks to Kiiro for his correction on the object layout info!

If someone should find any mistakes, please let me know about it, so I can update the doc!
We don't want a level editor using incorrect offsets/values, do we? ^^


@Kiiro:

Sorry, I must've missed your post somehow.
Good job on your e-card creator!

I like the new version more than the previous, because of the new layout.
Are you planning to add e-level card support anytime soon?

Also, does demo card creation work with the Luigi's Replays e-switch?
I haven't tried it yet, but I'm just curious...

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Upaluppa
Posted on 12-13-09 01:12 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 12-13-09 01:15 PM) Link | Quote | ID: 122475


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Posted by Kiiro
Level Card Support will be for later.
For now, the next thing i will work is the Multi Items Card, and Save Edit.

About Luigi's Replays, it's supposed to be working.

About the eCoin offset, actually, 0 is off, and ALL the others are about where you place the eCoin in the eCoin Castle.


Save Edit?
Sounds promising, I'm looking forward to it!

The e-coin offset in the doc?

I know, that the number determines the placement of the coin in the castle.
I thought that was clear, when I added caitsith2's explanation on the floors below...

I guess that must've been a bit misunderstandable then.
Shouldn't be that much of a problem for now.
I'll try to make it more clear in the next update of the doc!

But thanks for looking mate!

Edit:
I just saw you've updated your post, so nevermind what I said there... ^^

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Upaluppa
Posted on 12-13-09 03:08 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 8 of 12-18-09 06:23 PM) Link | Quote | ID: 122480


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I have just begun working on a first experimental e-level editor:

(I don't know how to show the level as a picture yet, so the Mad Dash image is only a placeholder for now)

Let's hope all goes well, and I can get this thing to work someday...

Edit:
I just noticed, that I don't have the offsets for Marios X and Y starting positions in my doc.
Does anyone happen to know where they are located?

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Upaluppa
Posted on 12-13-09 03:53 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 4 of 12-13-09 07:33 PM) Link | Quote | ID: 122484


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Thanks!
Testing all those music offset values was so time consuming, that I've totally forgotten to examine the rest of the e-level extra header...

I've added the missing info to the file:
http://acmlm.kafuka.org/uploader/get.php?id=2581

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Upaluppa
Posted on 12-13-09 05:08 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 4 of 12-13-09 05:10 PM) Link | Quote | ID: 122496


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Posted by Kiiro
The Music byte is actually very interesting. ^^

Anyway, i hope you can get anything on your experimental eLevel Editor ^^

So far it acts like a normal hex editor, but with the additional feature to add or delete some premade objects/enemies into the .level file.
I know, that this is not, what you'd expect from a real editor, but it's better than nothing at all...


I also wonder, why the Game Select music is repeated every two values, with two different tracks located between...

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Upaluppa
Posted on 12-13-09 06:19 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 12 of 12-13-09 07:13 PM) Link | Quote | ID: 122500


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Posted by Kiiro
I rather see something like that :
Sprites List in the eLevel :
- Goomba, B:0, S:72, X:14, Y:19, P:0 (0x1BA: 00 72 14 19 00)
- Buzzy Beetle, B:0, S:70, X:16, Y:19, P:0 (0x1BF: 00 70 16 19 00)

And Select one of that list, and edit it with a window showing all the things.

But well, that's just what i did think of ^^

That's what I wanted to do.
I don't know how to show the level as an image with changeable sprites, so picking and easy editing of objects in the machine code is the best I can do for now...

I'll add level header editing in the same way Marionator does it, and for objects and enemies your suggestion should do fine.

I wish we had some more experienced programmers working on a level editor, but considering the soon the be released Reuben by dahrkdaiz, which has drawn all attention to it, it won't happen...
So SMA4 is - once again - going to be ignored...

Well, I'll do my best to get this editor finished on my own.


Edit:
About the 3 1-up e-switch effect:
I have just tried a codebreaker cheat which does the very same thing, and the item box is not there!

Not sure, if this is of any help to your problem, but here is the code:
CB 83002D52 0004 ;3 1-up Mushrooms

____________________



Upaluppa
Posted on 12-13-09 07:26 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 5 of 12-13-09 07:30 PM) Link | Quote | ID: 122510


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Posted by Kiiro
Don't know why, but the code doesn't work...

Maybe it's because of your rom?
I am using the US V1.0 one.

I've added a save fixing ips patch to it, but the code worked regardless...

In case you're using multiple of the e-switch activating codebreaker codes at the same time, that could very well be the reason it did not work!
You can only have one of them activated anytime.
If you use two e-switch codes at the same time none of them will work...

Here are all of them:

e-Switches' Effects Activator
83002D52 ????

0001 - Vegetable Sprouts
0002 - Short Power Meter
0004 - 3 1-up Mushrooms
0008 - Random Power-up Box
0010 - Slow Timer
0020 - 4000 Pts From Enemies
0040 - Fireball Coins
0080 - Small When Hit
0100 - Luigi Low Gravity
0200 - 2x Score
0400 - 3-up Moon
0800 - Harder Enemies
1000 - Life Saver
2000 - 2x Health Boom-Booms & Koopalings
4000 - Luigi's Replays
8000 - UNKNOWN (nothing?)

I've tested them in no$gba and vba, and they all do work.

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Upaluppa
Posted on 12-13-09 07:42 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 122512


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Posted by Kiiro
It's US v1.0.

And i did use the code as the only one code enabled.

Oh well, i will redownload the US rom and i will see if it's my ROM or not.

EDIT :
I was using VBA-M, and the codes doesn't work, but with NO$GBA, somehow, it works.

In VBA V1.8.0-beta3 they do work, and in older releases they should do so as well.
I don't know about the VBA-M builds, I have never used them...

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Upaluppa
Posted on 12-18-09 04:53 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 12-18-09 07:04 PM) Link | Quote | ID: 123320


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@copyRIGHThunter:
Your tutorial was a good idea!

It took me quite some time to get No$gba to start SMA4 and the e-Reader in linked mode, but I figured it out on my own eventually.
(That was before your video, so I can't judge, if your tutorial is better than the previous ones found on youtube)

Anyways, all I wanted to say is, that there's a way to add or remove levels to a .sav file without the uncomfortable way of using no$gba!

There's the sma4savtool, which allows for easy - DOS based (hope that's no problem for you) - inserting of level cards into your save file.

The download link is here:
http://acmlm.kafuka.org/board/thread.php?pid=114053#114053

It was made by purplebridge001.

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Upaluppa
Posted on 12-19-09 06:05 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 14 of 12-19-09 07:54 PM) Link | Quote | ID: 123472


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Posted by Kiiro
Development is going well, because of this :


If you know what it means, then you must be happy.

It shows the objects and enemies of the level card in a list.
This will be fantastic, if we can actually select them from that list and edit them directly!

Do you think it is possible to display the name of the object/enemy in the list?
Of course not right now, but maybe someday later, when your editor is ready for use...

Since your progress is going so well I have decided to stop working on my own editor, as it's pointless to have two people doing the same thing independent of each other.
Besides, my editor would be inferior to yours anyways, as yours has all the e-switch related stuff, which I have no clue how to add...


Instead I am now working on a remake of the lost promo level Mad Dash!

Here are some pictures of my current progress:



Things are going well so far!
What you can see on the pictures is pretty much all I have done at the moment, but I'm still working on the level and I hope to get it finished soon.

I had uploaded a short video of the level to youtube yesterday, but I have reworked the level since then, as you can see on the pictures: http://www.youtube.com/watch?v=OKOWSZnl-q4
A new video will follow, when the level is finished!


Edit:
I was writing this before you added the download link.
I can't wait to try out the new version!

I wish you the best of luck with this project, Kiiro!

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Upaluppa
Posted on 12-19-09 06:21 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 12 of 12-19-09 07:51 PM) Link | Quote | ID: 123474


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@Kiiro:
I think your program will be a great help for my Mad Dash remake!
It's giving me a great overview of which objects I currently have in my level.
It's so easy to get lost between all the objects of the level when looking at it in a hex editor, if you know, what I mean.

I'll give some feedback on Solar Magic Advance later, when I have tried it out!


Edit:
Yes, I have tried it out!
And all I can say is, that I absolutely love you for creating this, Kiiro!

Seriously, thanks to Solar Magic Advance I should be able to finish the Mad Dash level in no time!
If you're going to make it possible to edit the level, instead of just looking at it's contents, then this is going to be the definitive SMA4 level editor!


Edit2:
For sprites everything seems to be displayed fine, but objects are not displayed correctly for me.
For Object: it displays the object bank and the first length byte, for Bank: it always displays 0, and the x and y values are also incorrect.

I guess it's simply not completely programmed yet, but I thought I let you know, just in case...

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Upaluppa
Posted on 12-19-09 07:20 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 12-19-09 07:38 PM) Link | Quote | ID: 123476


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Posted by eddine67
Uh ...
How we can put the level Mad Dash without deleting a level?
Because we cannot put that 32 levels.
Thank you =)

(I discovered a French translator - > English! You will not any more need to support my French !)
You can have up to 33, not 32 e-levels saved at the same time, so that shouldn't be a problem!

On the pictures of my Mad Dash level I have 33 e-levels saved at the same time and it works without any problems!

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