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H4ck3r
Posted on 06-24-11 07:20 PM, in SMA4 Hex tutorial (rev. 2 of 06-24-11 07:21 PM) Link | Quote | ID: 144088


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Posted by Kawa
Voor een tutorial is dit aardig beneden peil. Kijk eens naar de 65816 ASM Tutorial (wow thread #99). In het gedeelte "Your first Opcode" bijvoorbeeld staat een hele uitleg van hoeveel bytes er in een opdracht gaan. Zie je het verschil?

Nee?

In jouw "tutorial" zeg je alleen maar "doe dit, observeer dat".

In tegenstelling tot dat, kan het ook zo:

"The very last 00 is the object type identifier. When set to 00 it's a (you didn't even specify that so I can't state it in this example), but if you set it to, for example, 10, the object will be a flower..."

In 't kort: leg dingen uit!

Dankjewel voor de tip, ik zal de tip in part 2 gebruiken.


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H4ck3r
Posted on 06-25-11 09:43 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 144099


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I have written a tutorial for hex editing on SMA4 which can be found here: http://acmlm.no-ip.org/board/thread.php?id=6924
In this tutorial i will explain how to change a background and some objects.

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H4ck3r
Posted on 08-06-11 10:08 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 145713


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Well editors take lots of work and coding. You'll have to select a language that is capable of everything you need it to be. If you are at the 'hello world' stage, I would recommend learning how to do file input/output next, and learn Object Oriented Programming. Encapsulation works nicely on levels made up of objects.

On top of that you need to actually be able to manipulate the file for the game, so you should know how to work with bytes in your given language, and understand hexadecimal and offsets.

If you are specifically interested in SMA4, you're lucky as a lot of the information for level format has been discovered and documented, which means you don't have to figure it out for yourself and you can verify your programming since you can know what to expect.

Of course to bring it all together you will need to know how to code a user interface of sorts. Command Line works alright for a lot of tools, but not so well for an entire editor. Sort sort of windowed or graphical system will need to be designed and implemented to work with the data manipulation and file input/output. This is the part that is taking me so long, and probably the hardest.

In other news, i'm still progressing on the e-level creator/editor. I have a list of 25 tasks of varying difficulty and length still to do before I want to release it. I'm getting in the bad habit of just coding functionality without designing first, and it's come to haunt me right now for the block train path editing.

Right now it works for deleting, creating and editing objects and sprites (though most objects haven't been identified or cataloged). It also does the same for location pointers between areas. It theoretically handles the removal and addition of more areas into a level, but I'm having issues with the level/area settings so I can't say that it is complete yet.

I'm currently working on block train editing, and autoscroll controlling is next. Other things to take care of include undo/redo ability, ecoin/ace coin support, and user support in the way of descriptors for various objects and sprites.

I'm not doing a graphical point and click interface yet (that will be after this release), but I'm hoping to at least have a grid of text characters to try to help the user visualize the level without having to constantly test.

I have been thinkin and i am giving it a shot.
I am trying ( lol i think i give it up after a month of 2 ) to make a sma4 editor in Java
4 weeks ago i learned file input/output, and now i am learning object oriented programming. The only thing my program can do right now is open the SMA4 rom, but i am hard working on my program that it can at least show the objects in a level.
But how is your editor going? You said that you release a beta in this month but i dont see anything on your youtube channel and here, its not to enforce you something, but im wondering. Oh yeah, i can't acces my 9pucker youtube account anymore so i have a new account called: TheGameplayingRabbit. If i have any videos about my editor or sma4 hacks, i will post any videos there.

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H4ck3r
Posted on 08-08-11 07:38 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 4 of 08-14-11 10:58 AM) Link | Quote | ID: 145766


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Decided to write my editor in java, so im going to do my project over.



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H4ck3r
Posted on 08-14-11 11:02 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 08-14-11 11:05 AM) Link | Quote | ID: 145922


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Posted by LimeMaster92
OK i started learning how to hex edit SMA4 and hacked classic world 1-1 level card


i hope someone releases a level editor soon so its easier for everyone to create and edit levels Solar Core 0.6 sounds promising


You can download this hack at http://www.benjamin-simpson.co.nr/fun-stuff


Okay, i know how to hex edit the normal sma4 levels, but how do you frickin edit the e-card levels? I have been trying for hours but i don't understand it, can you explain me? Do i need to edit the .level files, or the .bin files?
From what i learned, SMA4 and the e-level cards share the same objects and sprites.
BTW: Nice hex edits, keep up the good work!

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H4ck3r
Posted on 08-15-11 10:09 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 145976


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Posted by LimeMaster92
Posted by H4ck3r

Okay, i know how to hex edit the normal sma4 levels, but how do you frickin edit the e-card levels? I have been trying for hours but i don't understand it, can you explain me? Do i need to edit the .level files, or the .bin files?
From what i learned, SMA4 and the e-level cards share the same objects and sprites.
BTW: Nice hex edits, keep up the good work!



Yes edit .level then insert it using sma4savtool or Solar Magic Advance (Note: you will notice its alot easier than editing normal levels)

Also i would like to see your hex edits





Oke, thanks for the explaining! I think im gonna upload some hex edits today if i made any.



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H4ck3r
Posted on 08-16-11 09:45 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 145994


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Posted by LimeMaster92
Posted by H4ck3r

Okay, i know how to hex edit the normal sma4 levels, but how do you frickin edit the e-card levels? I have been trying for hours but i don't understand it, can you explain me? Do i need to edit the .level files, or the .bin files?
From what i learned, SMA4 and the e-level cards share the same objects and sprites.
BTW: Nice hex edits, keep up the good work!



Yes edit .level then insert it using sma4savtool or Solar Magic Advance (Note: you will notice its alot easier than editing normal levels)

Also i would like to see your hex edits





I don't have hex edited a e-level yet, because i went to the beach yesterday, so today is the first day i am looking at the hex codes. But i am confused, because all hex vallues are like this: 01 02 03, right? But if i look in Solar Magic to see what the hex values are for each object, the vallue for object 43 in Classic level 1-1 is for example: 1A 0 B 43, or am i looking at the wrong code? Can you help me with this if possible?


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H4ck3r
Posted on 08-16-11 11:19 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 145996


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Posted by Kiiro
Posted by H4ck3r
I don't have hex edited a e-level yet, because i went to the beach yesterday, so today is the first day i am looking at the hex codes. But i am confused, because all hex vallues are like this: 01 02 03, right? But if i look in Solar Magic to see what the hex values are for each object, the vallue for object 43 in Classic level 1-1 is for example: 1A 0 B 43, or am i looking at the wrong code? Can you help me with this if possible?

Actually, when you look at it, think of it as 1A 00 0B 43. Space seperate bytes.
VB.NET actually fails for hex stuff.


Ok, thank's

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H4ck3r
Posted on 08-17-11 01:33 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 146298


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Posted by H4ck3r
Decided to write my editor in java, so im going to do my project over.



First, i must tell that i am sorry i have to say this, but it's to difficult for me to instantly write a editor if i dont even know how to make my program so that it can edit a rom. So my level editor will be a level viewer first for Super Mario Advance 4 levels.
Second, i have to tell that i am going to write my level viewer ( and maybe in the future also a editor ) in ( Please do not laugh me off ) GML, which means i am going to write it in Game Maker ( if possible ).


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H4ck3r
Posted on 09-12-11 04:52 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 09-12-11 04:53 PM) Link | Quote | ID: 146814


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Posted by 14159
And good luck H4ck3r with your editor, is it for e-levels or the in-game SMA4 levels?
First of all, i am making my program in Visual Studio, if i make it in Game Maker it will turn out as shit, believe me. Second, it will edit the SMA4 levels.
But i am stuck with something and i don't know if you wanna help me but here are the problem(s). How do i program my editor so that i will only open SMA4? And how do i program my editor that it can edit levels on SMA4, not like drag and drop but with hex editing like this ( i made it in paint for an example, i know it is ugly)

If you could help me with this, i would really appreciate it!
Well guy's, keep up the good work!

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H4ck3r
Posted on 09-15-11 03:28 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 09-15-11 03:30 PM) Link | Quote | ID: 147010


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Does nobody know's how to program my editor so, that it can open ONLY SMA4, and ( at least ) view a level ( in hex codes ) and edit it ?

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H4ck3r
Posted on 10-04-11 08:11 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 147790


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Previous week i started learning batch, which is pretty easy to learn, so i writed a Super Mario Advance 4 viewer in that programming language. I created a project on Google code and posted my project on that site, here's the link: http://code.google.com/p/super-mario-advance-4-level-editor/

The source is also on Google Code.

Here are some note's:

*Offset list is incomplete
*Object list is incomplete
*Sprite list is incomplete

This is version 1.0 of my sma4 editor/viewer.
In version 2.0 i want to try to make the sprite list of world 1 complete, and the offset list of world 1 complete. Maybe i can try in version 2.0 to program it so that it can hex edit sma4 levels, who knows? Also, how are your editors going Kiiro and 14159?

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H4ck3r
Posted on 10-13-11 03:56 PM, in Programming question Link | Quote | ID: 147990


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Hi everyone!
Previous week, i started programming a sma4 level viewer, which i have released ( it can be found here: http://code.google.com/p/super-mario-advance-4-level-editor/downloads/list). Now i have a problem and i don't know if you guy's wanna help me but alright. The problem is, how do i program my editor so, that it can edit the sma4 levels? Not something like Lunar Magic, but like hex. It's not that i am lazy or something, but i just can't figure it out. If anyone could help me, i would realy
appreciate it.

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H4ck3r
Posted on 10-13-11 04:25 PM, in Programming question Link | Quote | ID: 147992


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Posted by NightKev
Perhaps you missed the already existing thread for this? I believe someone has already made substantial progress on a SMA4 editor, you should talk to him.

I know there is a SMA4 editor thread, and i asked them, via PM and via the thread itself, but i am not getting any reply, so that's why i ask it here.

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H4ck3r
Posted on 10-14-11 03:53 PM, in Programming question (rev. 3 of 10-14-11 03:59 PM) Link | Quote | ID: 148012


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Posted by Stifu
Posted by H4ck3r
The problem is, how do i program my editor so, that it can edit the sma4 levels? Not something like Lunar Magic, but like hex. It's not that i am lazy or something, but i just can't figure it out.

When you load your ROM with your editor, you probably keep a byte array in memory that represents the content of the ROM file, right? If not, you should.
Then all you have to do is change some of these byte values, then create a new ROM file from this modified byte array.

What I do in my editor:
- Load the ROM file into a byte array (buffer), and keep it in memory (don't discard it, so you don't have to reload the ROM again later)
- Create various objects from reading this byte array (stages, tiles, enemies, etc)
- When the user modifies something, the objects are modified, but not the byte array (not yet)
- When the user saves, the values of all of the objects are used to update the byte array
- Just create a new file from the updated byte array

Thank you for this helpfull info, Stifu!
Oh, and if i want that the editor ONLY opens SMA4, do i need to program that if the rom has that and that info, he only opens that? Am i right?

EDIT:
My editor ONLY show's an object list from SMA4 without opening the actual rom, but i think that if i know this, i will also be able to let it show a real object list when i know this. Oh, and is it possible to make a SMA4 editor ( that edit sma4 via hex ) in batch?

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H4ck3r
Posted on 10-14-11 07:46 PM, in Programming question Link | Quote | ID: 148014


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Posted by Kawa
Posted by H4ck3r
Oh, and is it possible to make a SMA4 editor ( that edit sma4 via hex ) in batch?
You've got to be kidding me.

Just as i thought.
I am gonna write version 2 ( and the newer version's ) of my editor's in C.

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H4ck3r
Posted on 10-14-11 10:21 PM, in Programming question Link | Quote | ID: 148020


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Posted by Stifu
Posted by H4ck3r
Oh, and if i want that the editor ONLY opens SMA4, do i need to program that if the rom has that and that info, he only opens that? Am i right?

Yes. You check some values to ensure you're about to open a correct ROM.
For example, check my code. I have a ValidateRom() method which calls 2 sub methods, IsSnesRom() and IsSuperMarioKart().

Posted by H4ck3r
Oh, and is it possible to make a SMA4 editor ( that edit sma4 via hex ) in batch?

What do you mean "in batch", exactly? Have one or more batches act as an editor? Sounds bad.
By the way, you'll end up understanding "via hex" doesn't actually make sense. You relate to hex editors because you've used them to edit ROMs, but hexa decimal is just a way to display / format data. You handle bytes, it doesn't matter on which base (bit, decimal, hex, nibble, whatever) you read or edit them, it's all the same in the end. Depending on the context, you may want to handle the data on a different base.

I think i get it now.
So if i want it to open SMA4 i type this in my code: ValidateRom() IsGbaRom() IsSuperMarioAdvance4(). Am i right?

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H4ck3r
Posted on 10-15-11 09:49 AM, in Programming question Link | Quote | ID: 148027


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Posted by Stifu
Posted by H4ck3r
So if i want it to open SMA4 i type this in my code: ValidateRom() IsGbaRom() IsSuperMarioAdvance4(). Am i right?

That's the idea, but you'll have to implement each of these methods, of course, it's not magic. And you do not have to do it exactly like me.
(Not to mention C# naming conventions are different from C ones.)

Ok, so now i need to find a way to "play" with the bytes?

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H4ck3r
Posted on 10-15-11 10:43 PM, in Programming question Link | Quote | ID: 148039


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Posted by Kawa
Ik heb zo'n donkerbruin vermoeden dat H4ck3r geen flauw benul heeft van wat -ie moet doen.

Ik ben op dit moment C# aan het leren, zodat ik ( hopelijk ) op een dag in staat ben om een goedwerkende SMA4 editor te programeren

Ontopic: Ik kan er wel wat dingen uit opmaken van wat Stifu zegt, ik kan namelijk al een ( beetje ) Hex, dus als iemand ( bijvoorbeeld ) praat over offset's, of adressen, weet ik wel een beetje wat het betekent.

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H4ck3r
Posted on 12-16-11 04:20 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 148772


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Posted by Kiiro
Beta stuff easily gets on the box, like Super Mario All-Stars with SMB1 Beta screens.

Sorry if there's no news on Solar Magic Advance, but i'm putting all my attention to another project, if you heard about BS-X Project, that's me doing it.

What is the BS-X project?
And is Solar Magic Advance 5.0 almost finished, or way before that?

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