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Kiiro
Posted on 06-26-10 02:44 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 132427


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Bump, and did a some docs about SMA4 :
http://code.google.com/p/smagicadv/w/list

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Kiiro
Posted on 07-01-10 11:58 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 132557


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I think it's possible to change the pointers from the SAV to the ROM.
I could always try, but not now. Busy discovering the e-Level Format.

Also, i made some docs, with all i know (some are not completed) :
http://code.google.com/p/smagicadv/wiki/ROMDoc
http://code.google.com/p/smagicadv/wiki/eLevelDoc
http://code.google.com/p/smagicadv/wiki/PowerUpDoc
http://code.google.com/p/smagicadv/wiki/SAVDoc

http://code.google.com/p/smagicadv/w/list

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Kiiro
Posted on 07-02-10 12:14 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 07-02-10 12:20 AM) Link | Quote | ID: 132560


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SRAM is accessible from address 0x0A000000 (GBA Memory).
So the pointers must have A on it.

Anyway, e-Levels are special to me.
I really want to add the e-Level format in the ROM, it can have customized Block Path, Auto-Scroll, etc...
Hacking SMA4 would be perfect with this.

Anyway, i'm interested about that Mad Dash/"Break through with the B-Dash!!!" e-level. It might be funny to say, but it's officially the second promo level card (i know that because i saw the header of the other two, it's level 1 and 3).

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Kiiro
Posted on 07-06-10 02:34 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 132689


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e-Level Data in the save is compressed and all of them uses the same size.

ShadowDog, who is this guy who seems to have Mad Dash ?

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Kiiro
Posted on 07-09-10 07:02 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 132790


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Posted by 14159
Hi all, glad to see this is still alive and kicking!

I'm here to announce that I am also working on an e-level editor/maker. I haven't been able to bring myself to tedious testing to work on the sprite list, and was bored at work. I've been working on it for about 2 weeks. Nothing to show yet, but so far it reads in the files (though not very well - I haven't even begun to interpret the object data), and allows editing and adding/removing objects/sprites/pointers (but doesn't save). I'm just working on reading in 5/6 byte sprites and hope to use it to help test out the rest of the sprite list.

Regarding the sprite list, is there a compiled one somewhere? The google docs one only has the first 16. Sorry if I missed it but where is Upa's sprite list? So far I'm using my outdated copy cross referenced with one posted a long time ago in this thread.

For level settings, that is the thing I plan to work on next in my editor, and will hopefully be able to report back any findings I have playing around with the values.

Similar to objects, I would like to work on sorting a lot of those out. Right now my program just lists the number it is, which is not very useful to anyone.

And excellent job on the documents Kiiro, they are very well done and quite handy!



Sprites List from Upa :
http://acmlm.kafuka.org/uploader/get.php?id=3020

My discoveries :
Bank 0 Sprite E0 : Camera Shift Up (Begin Shift)
6 bytes Sprite
Parameter 1 : Byte Link (links to E1, so the game doesn't mix up)
Parameter 2 : Camera Shift to how many pixels up.

Bank 0 Sprite E1 : Camera Shift Up (End Shift)
6 bytes Sprite
Parameter 1 : Byte Link (links to E0, so the game doesn't mix up)
Parameter 2 : Camera Shift to how many pixels up.

Bank 0 Sprite EA : Camera Block (Can't go Left)
5 bytes Sprite
Parameter : ???

Bank 0 Sprite C8 : Vertical Scroll Effect
6 bytes Sprite
Parameter 1 : ???
Parameter 2 : ???

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Kiiro
Posted on 08-22-10 10:48 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 3 of 08-22-10 10:49 AM) Link | Quote | ID: 134763


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I have some things to announce here :
Solar Core.
Obviously, it's the Core of Solar Magic Advance.

And probably the Core of other editors if they use it.

Anyway, here's some info (for fishspill) about where is the Level Data in the ROM :
$124970-$125283 Level Data Pointers
$125284-$12569F Enemy Data Pointers

Some notes :
http://acmlm.kafuka.org/uploader/get.php?id=1939

Also :
About e-Level Decompression in SMA4 :
r0 - Source
r1 - Destination

Code begins at $0A7BEC. Finishes at $0A800A.

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Kiiro
Posted on 09-16-10 06:21 PM, in BS-X Project - Reviving with Emulation Link | Quote | ID: 135778


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What is BS-X Project ?
BS-X Project is about to revive the only official SNES Add-on, the Broadcast Satellaview.

In other words, i'm trying to do a fake signal on it (via hacks).

It's also about documenting things about BS-X.

I've discovered many things, with some that Byuu actually knew (32M Data Pack anyone ?).
And also, i've made a BS-X SRAM Checksum Fixer, AND the first homebrew for BS-X.

Now, my new discoveries :

Something got me into my eye, i don't know what, but it gets more interesting...

80c30e lda $218a     [80218a] A:fe00 X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIZC V:237 H:1046
80c311 sta $143d     [80143d] A:fe00 X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIZC V:237 H:1076
80c314 beq $c34f     [80c34f] A:fe00 X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIZC V:237 H:1108


From the Trace Log, while trying to get a signal.
I tried to change the loaded value to #$FF, it's the same thing.
But #$7F...

80c30e lda #$7f               A:0100 X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIZC V:239 H: 648
80c310 nop                    A:017f X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 664
80c311 sta $143d     [80143d] A:017f X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 678
80c314 beq $c34f     [80c34f] A:017f X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 710
80c316 bmi $c350     [80c350] A:017f X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 726
80c318 cmp #$14               A:017f X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 742
80c31a bcc $c31e     [80c31e] A:017f X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 758
80c31c lda #$14               A:017f X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 774
80c31e sta $143d     [80143d] A:0114 X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 790
80c321 sta $47       [000047] A:0114 X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 822
80c323 stz $48       [000048] A:0114 X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 846
80c325 stz $143c     [80143c] A:0114 X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 870
80c328 ldx #$0000             A:0114 X:0006 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 902
80c32b lda $218b     [80218b] A:0114 X:0000 Y:0000 S:1e78 D:0000 DB:80 nvMxdIZC V:239 H: 926
80c32e sta $7e9a20,x [7e9a20] A:0121 X:0000 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 956
80c332 inx                    A:0121 X:0000 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H: 996
80c333 cpx $47       [000047] A:0121 X:0001 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzC V:239 H:1010
80c335 bne $c32b     [80c32b] A:0121 X:0001 Y:0000 S:1e78 D:0000 DB:80 NvMxdIzc V:239 H:1042
80c32b lda $218b     [80218b] A:0121 X:0001 Y:0000 S:1e78 D:0000 DB:80 NvMxdIzc V:239 H:1064
80c32e sta $7e9a20,x [7e9a21] A:0121 X:0001 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzc V:239 H:1094
80c332 inx                    A:0121 X:0001 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzc V:239 H:1134
80c333 cpx $47       [000047] A:0121 X:0002 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzc V:239 H:1148
80c335 bne $c32b     [80c32b] A:0121 X:0002 Y:0000 S:1e78 D:0000 DB:80 NvMxdIzc V:239 H:1180
80c32b lda $218b     [80218b] A:0121 X:0002 Y:0000 S:1e78 D:0000 DB:80 NvMxdIzc V:239 H:1202
80c32e sta $7e9a20,x [7e9a22] A:0121 X:0002 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzc V:239 H:1232
80c332 inx                    A:0121 X:0002 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzc V:239 H:1272
80c333 cpx $47       [000047] A:0121 X:0003 Y:0000 S:1e78 D:0000 DB:80 nvMxdIzc V:239 H:1286
80c335 bne $c32b     [80c32b] A:0121 X:0003 Y:0000 S:1e78 D:0000 DB:80 NvMxdIzc V:239 H:1318
[EDIT : Repeats, and also do the same kind of thing, with $218C]


It takes the value from a BS-X Register and WRITES IT TO THE WRAM ? !
It might get interesting... Stay tuned...


My thoughts about BS-X Registers :
$218A - Number of byte blocks (Max = $14)
$218B - Number of bytes in a block
$218C - Data ?

I think we're about to find how the BS-X Downloads Data.


I also found out that $218D is very important, because if i change something to a certain value, BS-X searches for a signal nonstop (in other words, no "No Signal" Message).

Maybe soon, i'll get a fake signal working, and getting access to things we couldn't access before...

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Kiiro
Posted on 09-29-10 03:13 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 136212


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Related to Super Mario Advance 4, everyone should read this :
http://wiki.rustedlogic.net/Super_Mario_Advance_4

It contains some interesting info. It's worth it.
(Switch Card Pics, fuck, i didn't know about it !)

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Kiiro
Posted on 10-17-10 04:13 PM, in BS-X Project - Reviving with Emulation Link | Quote | ID: 137066


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The website got an update.
Also :
I made the BS-X Download some data.
Now, the thing we need, is to know how the data should be.

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Kiiro
Posted on 10-28-10 01:24 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 137389


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Unless i'm wrong (yeah, after a while, i kind of forgot what the last version can do except reading level cards ^^), Solar Magic Advance 0.33 Beta 3 can edit saves.
NO$GBA's Saves are compressed, and my editor doesn't support it.

Also, about Solar Magic Advance, now as part of the Solar Core project, it's on hiatus for a while.

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Kiiro
Posted on 05-31-11 05:42 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 142841


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I'm still here, i'm just working on another project.

If you want all e-Reader levels to be unfinished, use sma4savtool (or very last version of Solar Magic Advance).
About the JPN SMA4 e-Reader Loader, i don't plan on uploading it soon, mostly because i'm busy.

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Kiiro
Posted on 06-01-11 07:35 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 142945


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Posted by erpster2
quick question: does sma4savtool work with JPN SMA4 SAV files? I know it also works with the EUR & USA SMA4 sav files.

it'll also be nice if purplebridge001 can improve his sma4savtool program so that the power-up switch cards can also be inserted or removed from SMA4 save files, not just adding/removing world-e levels onto them.

another reason why I'm after the JPN SMA4 e-Reader Loader: to load power-up switch cards, not just add e-level cards into world-e. playing all the world-e levels is HALF the fun. activating several power-up switch cards is the other half.

though I do have some SMA4 sav files (USA & EUR versions) that have all world-e levels (minus the Mad Dash level of course) AND several power-up switch cards activated. I may share them someday when I have more time.


Well, here:
http://acmlm.kafuka.org/uploader/get.php?id=3905

But all things you said are supported in the last version of Solar Magic Advance:
http://sma4ecard.blogspot.com

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Kiiro
Posted on 06-04-11 10:07 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 143307


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Posted by laoush50
when will the SMA4 Editor, aka Solar Magic support PRINTING AND DOODLING [like the official nintendo-made card] the levelcard, powercard, switchcard, and democard?


It never will. Get caitsith2 and Firefly Tools for that.

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Kiiro
Posted on 06-16-11 06:13 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 06-16-11 06:14 PM) Link | Quote | ID: 143865


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Not worth it:


The code "83002D52 0F03" activates the following FIVE e-switch effects:
3up Moon, Vegetable Sprouts, Half Power Meter, Luigi Low Gravity & 2x Score + Harder Enemies


It's an addition of values :
0001 - Vegetable Sprouts +
0002 - Short Power Meter +
0100 - Luigi Low Gravity +
0200 - 2x Score +
0400 - 3-up Moon +
0800 - Harder Enemies
=
0F03.

So it's not worth to try.
You need to do an addition to activate more than one switch.

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Kiiro
Posted on 06-20-11 05:41 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 143999


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It made it from nothing, just used documentation to make it with a hex editor.

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Kiiro
Posted on 06-21-11 07:22 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 144016


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Posted by NightKev
I suppose this might be a bit 'off-topic', but I suggest you start a new thread that you can control the title of; I have to wonder how accurate the current title of this thread is now, after almost a year...


The original topic name were about motivation on hacking Super Mario Advance 4. Then i released my Level Card Viewer and the topic name changed.

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Kiiro
Posted on 06-21-11 06:48 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 144029


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Posted by NightKev
Is your editor still "0.33beta3" and do you still need help with whatever "spritelist" is mentioned? After a year?


There's a 0.4 alpha, but you know, it's on hiatus for a while...
But the most advanced version is still 0.33 beta 3.

About the Sprite List, it's not really complete though.

And anyway, i will work on a 0.5, with Solar Core editor system i'll be making.

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Kiiro
Posted on 06-22-11 12:23 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 144049


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Posted by H4ck3r
Is Solar Magic Advance 4.0 Alpha a new version or not? And if it's a new version, where can i get it?
Or haven't you made it public?



I made it public, i even made several videos of it.
But there's only the source code :
http://code.google.com/p/smagicadv/source/browse/#svn%2Ftrunk%2Fold

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Kiiro
Posted on 08-08-11 12:25 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 08-08-11 12:27 AM) Link | Quote | ID: 145747


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Not my fault if life comes in.
I'm planning Solar Magic Advance 0.5.
(0.4 is kinda lame)
It will do some Level Editing, but don't expect a Lunar Magic-like.
That will be for 0.6 (where Solar Core will begin).

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Kiiro
Posted on 08-16-11 11:12 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 08-16-11 11:13 AM) Link | Quote | ID: 145995


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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.

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