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Please chime in on a proposed restructuring of the ROM hacking sections.
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Upaluppa
Posted on 12-19-09 07:49 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 12-19-09 07:50 PM) Link | Quote | ID: 123482


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Posted by copyRIGHThunter
I am VERY happy to see another new version of SMA----er Solar Magic Advance. Same acronym as Super Mario Advance. Thank you for all of your hard work Kiiro! I'm excited to see later versions of this!!!!!!

Upa, your level's looking true to the original!

As for the 32 level limit. I talked with Upa about deleting the Multiplayer Super Mario Arcade game that comes with SMA4 to free up room. I think it was also discussed earlier in this topic. Upa didn't know where it was on the rom and decided against it.

Kiiro, Do you know where the Mario Bros Arcade is on the rom? If it gets deleted, I could think of 2 ways SMA4 could work...

When you select "Single Player" on the main screen, it goes straight to SMB3's title, no matter what. Or instead, leave the "Choose a Game" screen intact, and route both options to SMB3.

:-/ Just a thought. I'm not 100% sure it matters though. A "low tech" solution is that you could just copy your SMA4 rom and add more cards to it.



EDIT: I have decided to rename the topic as Solar Magic Advance, as Kiiro's work has emerged as the most likely SMA4 editor.
I have thought about the size limit for some time now, but I'm not sure if deleting Mario Bros. is even a solution to the problem, as the limit is in the .sav file, not in the rom itself.
So removing stuff from the rom is not going to change anything on the size limit of the .sav file, if I am not completely wrong with my theory...
It would be better, to find a way to expand the size of the .sav file, altough that also might create problems, as the game might have trouble reading the save file correctly, if we change it's size limit.

I don't have the knowledge to seriously judge on this subject, but for now the 33 level slots shouldn't be our biggest concern.
A working level editor and a complete collection of all e-levels are more important, if you ask me.

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Upaluppa
Posted on 12-19-09 08:02 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 5 of 12-19-09 08:03 PM) Link | Quote | ID: 123487


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@Kiiro:
5 and 6 byte sprites?
I know about 5 byte objects, but I have never seen any sprites with more than 4 bytes so far.
In what level have you found these?

Do you have any ideas what those additional sprites are used for, or can you show me an example of such a sprite data?

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Upaluppa
Posted on 12-19-09 08:24 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 4 of 12-20-09 02:21 PM) Link | Quote | ID: 123491


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Posted by Kiiro
Sprite Data :
4 byte :
AA BB CC DD (Found on Star 1-1 : Offset 0x1BA: 00 72 14 19)
AA = Sprite Bank (00 or 01)
BB = Sprite Type
CC = X-Position
DD = Y-Position

5 byte :
AA BB CC DD EE (Found on Star 1-4 : Offset 0x16E: 00 B9 1E 18 03)
AA = Sprite Bank (00 or 01)
BB = Sprite Type
CC = X-Position
DD = Y-Position
EE = Parameter

6 bytes :
AA BB CC DD EE FF (Found on Star 1-1 : Offset 0x1C6: 01 1D 34 19 00 18)
AA = Sprite Bank (00 or 01)
BB = Sprite Type
CC = X-Position
DD = Y-Position
EE = Parameter
FF = 2nd Parameter
5 byte sprites are nothing new, I didn't think about it when posting.
They are things like Ace-coins, which have an additional value for specific things.

But what's with the 6 byte ones?
Any ideas, what the second parameter value could be used for?

If my sprite bank lists are correct, then 1D should be this:
1D - stops free scrolling (SMB1 rising platform)

I have no clue what this thing is supposed to be.
I'll add it to a level, to see, what it looks like ingame!
Maybe I can find out what the second parameter is used for on this object!

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Upaluppa
Posted on 12-19-09 09:20 PM, in SMB3 Workshop source code released Link | Quote | ID: 123496


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Thanks for trying to help me out there!
I've got it to compile. It wasn't a messed up framework, I was just missing some of the additional components needed to get it to work...

But from looking at it, I'd say, that hukka's sourcecode is incomplete.
The code is trying to access .dfm files, which simply don't exist.

It can't be helped, I'll have to build my own editor completely from scratch.
At least I can use parts of hukka's code, so I don't have to program all of it myself...

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Upaluppa
Posted on 12-19-09 09:32 PM, in SMB3 Workshop source code released (rev. 2 of 12-19-09 09:35 PM) Link | Quote | ID: 123498


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Posted by Kawa
For posterity's sake, may I suggest not rewriting it in Delphi?
I know, that Delphi isn't the best programming language, especially for an editor.
I was going to use Delphi, because I am kind of used to it after working with it for quite some time now.

At the moment it isn't even sure, if this editor will ever come into existence, so let's just say things can change until I actually start working on it.

I might switch over to C# in the future...

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Upaluppa
Posted on 12-20-09 02:38 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 9 of 12-23-09 11:00 AM) Link | Quote | ID: 123555


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Thanks for the update, Kiiro!
I can't wait to try it out!


Edit:

Here's some new footage of my level edit:

I know, that the wooden blocks I have used are solid platforms in the original level, but I am having trouble getting the platforms to work, because they are 5 byte objects...
I will finish the basic level layout (platforms, bushes etc.) first and add the enemies/coins later, when I'm done with that.

More updates will follow!

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Upaluppa
Posted on 12-20-09 02:44 PM, in SMB3 Workshop source code released (rev. 9 of 12-20-09 03:14 PM) Link | Quote | ID: 123557


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Posted by Kawa
Posted by Stifu
... and Reuben is in C# and is open source, so why start from scratch anyway?
I see where you're going there...
Just to clarify some things there, I am NOT planning to create another SMB3 editor!
I wanted to create a SMA4 editor...

I just thought, that studying the sourcecode of an editor for basically the same game on a different platform might be helpful, when it comes to creating my own program.
So I won't try to copy the SMB3 Workshop or Reuben (which is impossible anyways, as nobody can beat darkdaiz' SMB3 knowledge).

Anyways, since Kiiro's Solar Magic Advance is going to turn into a level editor there's no point in programming a second editor.
So let's just close this matter for now, ok?

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Upaluppa
Posted on 12-20-09 05:27 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 12-20-09 05:32 PM) Link | Quote | ID: 123566


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Posted by Kiiro
Solar Magic Advance 0.32
http://www.mediafire.com/?ygdzn2no2oy

This zip must contains :
- Solar Magic Advance.exe
- Solar Magic Advance.txt
- sma4savfix.exe (Thanks to purplebridge001 to make this.)
- nedclib.dll (Thanks to CaitSith2 !)

Changelog :
0.32 :
- Supports all datas in an Uncompressed eLevel.

Thanks to :
- purplebridge001 to make the SMA4 SAV Checksum FIX.
- CaitSith2 for his e-Reader DLL.
Most data (leave alone the object data) is displayed correctly now, but I still get problems with sprites:


Also the Level Icon info in the Level Header does not work.
It always says No Icon, even tough there is an icon set for the level.

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Upaluppa
Posted on 12-20-09 05:46 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 5 of 12-21-09 10:21 AM) Link | Quote | ID: 123568


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Posted by Kiiro
Sprite FA (Ace Coin) is 5 bytes, and you got it wrong.

That's why you don't have it right.

What is the Icon Number ?
Err... sorry about that, it was my own mistake, not yours.
I have replaced an enemy with an ace-coin, but must've messed up the parameter byte of it.
So the sprite data is displayed correctly, as long as the data is not messed up, because of my mistakes.

Anyways, what I meant is this:


Edit:
The icon number is 11 ( Plains type level)

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Upaluppa
Posted on 12-21-09 10:03 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 10 of 12-21-09 10:23 AM) Link | Quote | ID: 123646


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Posted by Kiiro
What i want to see actually, is the eLevel format in the ROM instead of in the Level Card (with some little changes, especially in the objects data).
The Sprite Data have nothing to change, there's enough things to add new sprites to the rom (Bank 2 to ... FF ?).

But well, the Level Card is good enough too (but is limited in size) ^^

Also, i found out what is that sprite 05 and 06 (Bank 1) in the Classic Level 1-1.
They are what i call it : Scroll Shifter. 05 shifts to the right, while 06 shifts to the left.
(Solar Magic Advance have ALL the names of the sprites in Classic Level 1-1 !)
Ah, I guess it's up to you to decide, but maybe you can stick with e-levels for now, and later, when the e-level data is fully supported in Solar Magic Advance you could additionally add support for the SMB3 levels, don't you think?
If we can find a way to get the new e-World exclusive enemies to work in SMB3, then I would fully support your focus on the main game.


About the level icon thing, I had added the icon number to the post later.
It's underneath the picture. Hope I didn't confuse you there, I've forgotten about it when I first hit the submit button.
I had the Plains/Hills type level icon, which is number 11, but it still said No Icon in Solar Magic Advance...

Edit:
I just saw, that you noticed the icon problem yourself.

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Upaluppa
Posted on 12-22-09 07:13 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 12-23-09 10:48 AM) Link | Quote | ID: 123766


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Posted by Kiiro
What is that 6 bytes Bank 0 Sprite C8 on the 3 pipes in Star 1-2 ?

I seriously don't get it...

EDIT :
Upaluppa, if you can help me, when you have some time to spend (else than Mad Dash), can you do the MOST completed sprite list as possible (4/5/6 bytes) ?
That would REALLY help me for the eLevel viewer ^^
Sure!
It's going to take some time and Christmas is ahead, so don't expect a finished list within the next few days.
But I'll try to get it finished as soon as possible.

I'll use the existing sprite lists for reference and check the yet unknown sprites myself.
I'll also try to find out, what the parameters (if there are any) of the sprites do.

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Upaluppa
Posted on 12-26-09 08:43 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 8 of 12-26-09 09:13 PM) Link | Quote | ID: 124191


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Merry Christmas and a happy new year to all of you as well!


@eddine67:
You don't have to worry, I'll release the level in two versions.
One with the English name, one with the original Japanese title.


@Kiiro:
I'll start working on the new sprite list tomorrow!
I hope you understand, that I could not work on it during the Christmas days...


Edit:
I have got a new hacking idea just recently!
Aside from Mad Dash I will try to recreate some of the beta e-level scenes seen in the E3 Preview of SMA4!

It's going to be easy, most of the things don't even require much work, but the effects have quite a coolness factor, if you know what I mean...

Some of the stuff seen in that video was great and it's a shame it never made it into the final release: http://www.youtube.com/watch?v=_V9GiKdN3Lw
Especially the the Cape flight scene was much better than what we got in the end, if you ask me.

Here's a first shot of my hack in progress:

(My restoration of the original grassy version of Slidin' the Slopes)

(Mario meets the SMW Goomba's in the level with the noteblocks)


Edit2:
Don't start complaining, I know, that I got the clouds wrong in Slidin' the Slopes.
And I also know, that the Goomba pic is a "bit" too small.

I did this in less than 5 minutes, just to show what I mean.

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Upaluppa
Posted on 12-27-09 05:08 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 12-27-09 05:10 PM) Link | Quote | ID: 124258


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Posted by Kiiro
Upaluppa > It's not that bad, i couldn't even work on Solar Magic Advance...
I did some SNES ASM on Flashback for fun (i felt like doing that) to make it support the 21fx device. But i won't talk more about it because it's off-topic.
I will work again on Solar Magic Advance tomorrow too.

Anyway, your new level cards are looking good ^^
Thank you!
You know ASM?
I've always wanted to learn it, but never found the time (or motivation) to actually do so...

Anyways, I have got a problem, and a question related to it.
I've tried to pm 14159 about it, but he doesn't seem to be around here too often...


Is there a sprite limit for each of the levels, and can it be changed somehow?
I'm asking, because whenever I try to add more enemies to a level by copying and pasting an already existing sprite a second time into the level the additional sprite does not appear ingame.

The level does start without a crash, but the sprite I have duplicated is just not there.
I guess I'm doing something wrong, but I just can't figure what it is...

I'm feeling really stupid right now.

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Upaluppa
Posted on 12-27-09 07:03 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 9 of 12-27-09 08:22 PM) Link | Quote | ID: 124276


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Posted by Kiiro
Well, i got the logic of the SNES ASM ^^ It's actually very easy.

About the sprite limit, i don't think there's one, but to be honest, i don't know, check with Solar Magic Advance and see if there's something wrong or check if there was some parameters that you missed.
I hope I can find out, why my sprites always keep messing up.

This wasn't the first time it happened, just think about the Ace-Coin parameter problem I had a few days ago.
I have to get used to the way those e-levels work if I want to create professional looking levels...


Edit:
At least I've managed to insert the correct background clouds into the "Slidin' the Slopes" level:

(I think it looks faithful to the original from the video, and I actually like it more than the final desert night version)

So the first one of my beta remakes is completed now.
I'll move on to the Para-Goomba version of Mushroom 11 once I got rid of the sprite problem!


Edit2:
I fixed my sprites, they all show up now!
Now let's see, if I can add objects without crashing the game...
(That's the second thing I'm having trouble with)

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Upaluppa
Posted on 12-27-09 08:13 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 4 of 12-27-09 08:24 PM) Link | Quote | ID: 124289


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Posted by eddine67
I have an idea:
If you made a editor of points (example: TOP SMA4: 9999990 and TOP MB: 9999990) and one editor of name (genre : " Wild Ride In The Sky " in " Sky Athletic! "
Finally it is just an idea! Not need to make that (finally he would be cool ...)
What's the point of such a program?
Use Action Replay codes to change your scores and a hex editor to edit the names of the e-levels...

This should go into the "additional features" section of the SMA4 editor, in case it ever comes to existence.
Basic stuff like level editing is way more important than this, if you ask me.

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Upaluppa
Posted on 12-27-09 08:48 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 14 of 12-28-09 11:53 AM) Link | Quote | ID: 124301


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@Bob Loblaw:
I can help you there, because I went trough the same troubles, before I found the "ultimate" way of getting the e-levels to work. ^^

Here's a rundown of what you should do:

1. Use VBA, not No$gba.

2. Download this ips patch: http://www.megaupload.com/?d=W2EMPF0B
It'll fix the corrupted save bug.
You'll need an ips patching tool, like IPSWin: http://zerosoft.zophar.net/files/IPSWin20.zip to apply the patch to your ROM.

3. Download the SMA4SavTool: http://acmlm.kafuka.org/uploader/get.php?id=2115
It allows you to insert uncompressed .level files into your SMA4 .sav file.
It's a DOS based program, the syntax is as follows: sma4savtool.exe -a FILENAME.sav FILENAME.level

You can download all the e-levels by following this link: http://caitsith2.net/ereader/sma4/elevel.rar

They have the Japanese names, but at least all of them work perfectly well.
Only the Mad Dash level is missing.

4. Start SMA4 in VBA, load up your .sav file and enter World-e...


If you still have questions feel free to ask.
Being the nice guy I usually am, I actually like to help out whenever I can.

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Upaluppa
Posted on 12-27-09 09:02 PM, in Merry Xmas: Reuben 1.0 and flaghsip hack: Mario Adventure 3! Link | Quote | ID: 124304


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And I was stupid enough to get my hopes up...

Anyways, the possibility for a new Mario Adventure type hack is still given, or is it?

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Upaluppa
Posted on 12-27-09 09:06 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 5 of 12-27-09 10:20 PM) Link | Quote | ID: 124305


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Posted by Bob Loblaw
Wow I can't believe I got a response with a fix in less than a half hour.

Thank you so much Upaluppa, you are the man.

I will post my results when I have applied this technique which I have no doubt will work.
Let's just say, that I've checked the thread for updates in the right moment, mate.
The only thing that might be a bit complicated is the usage of the sma4savtool, at least if you're not comfortable with DOS...

But other than that I consider this to be the easiest way of getting the e-levels into your game.


Edit:
Work on the "Goomba Attack" level has now officially begun:

(I'm so proud of myself, now that my sprites finally work)

Edit2:
I'm not sure, whether to place the Para-Goombas only at the end of the level, as shown in the video, or if I should "pepper it up" by placing them all over the entire level...
Maybe I'll create two versions, an accurate beta remake, and a "fun" version with more Goombas.

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Upaluppa
Posted on 12-27-09 10:12 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 9 of 12-28-09 11:42 AM) Link | Quote | ID: 124313


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Posted by Kiiro
See ? I knew you got the sprites wrong ^^
Of course you have been right.

But now that the silly mistakes are gone, I can focus on the level again!
I'll upload the beta levels in a .zip package when I've finished more of them.

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Upaluppa
Posted on 12-28-09 11:52 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 6 of 12-28-09 11:56 AM) Link | Quote | ID: 124360


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@eddine67 & Bob Loblaw:
Sorry guys, I must've messed up the text when editing my post yesterday.
A whole sentence "melted" into another.

I've changed the text:

3. Download the SMA4SavTool: http://acmlm.kafuka.org/uploader/get.php?id=2115
It allows you to insert uncompressed .level files into your SMA4 .sav file.
It's a DOS based program, the syntax is as follows: sma4savtool.exe -a FILENAME.sav FILENAME.level

You can download all the e-levels by following this link: http://caitsith2.net/ereader/sma4/elevel.rar

They have the Japanese names, but atleast all of them work perfectly well.
Only the Mad Dash level is missing.


Edit:
About your problems with DOS, give me a minute, I'll post an example of how to use the program!

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