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Kiiro
Posted on 08-17-11 12:34 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 146297


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Posted by copyRIGHThunter
Anyways, here's the point of this post (besides encouraging you guys ) I'm not a coder at all, but would it be helpful if we made the project open source and post the project to Google Code or something similar? It could be easier for the new guys to get up to speed with all the documentation and discoveries, and maybe the guys with more programming acumen could easier get help.

I did that with 0.4, but it's not worth it.
But i will still do that with 0.5, but with GIT.

Project Page is still there:
http://code.google.com/p/smagicadv/
(But it's going under major changes, changing from SVN to Git. And trying to keep Wiki pages.)

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Kiiro
Posted on 09-10-11 03:09 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 09-10-11 03:10 PM) Link | Quote | ID: 146764


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SMA 0.5 will be in this style, and Solar Core won't be used yet.
I planned however a simpler GUI, and can make new level cards of nothing.
Also, C# will be used.

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Kiiro
Posted on 09-23-11 10:41 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 147311


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Not possible at all. Roy and Solar Magic Advance goes in different ways of making. Solar Magic Advance will be mostly made in mind of other editors i could make too. But i didn't work on the new version yet, i need some free time.

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Kiiro
Posted on 10-13-11 06:23 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 147984


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Sorry, but no one has dumped that last SMA4 card yet.

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Kiiro
Posted on 12-10-11 12:15 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 148721


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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.

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Kiiro
Posted on 12-11-11 12:38 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 148726


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There's one in the works, but it's not released yet.
You'll see when it will release anyway.

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Kiiro
Posted on 12-20-11 07:31 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 148846


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No news, i'm all about BS-X Project for now. ( http://bsxproj.superfamicom.org/ )

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Kiiro
Posted on 12-22-11 03:29 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 12-22-11 03:29 PM) Link | Quote | ID: 148856


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Posted by H4ck3r
Posted by Kiiro
No news, i'm all about BS-X Project for now. ( http://bsxproj.superfamicom.org/ )

Sorry for the dumb question, but what is the BS-X project?
And can i help with it?


Did you look at the FAQ? I think it's pretty clear.
The only way to help is to know SNES ASM.

Anyway:
http://code.google.com/p/smagicadv/wiki/SAVDoc

Turns out the Save Files are done in a weird way.

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Kiiro
Posted on 01-05-12 07:08 PM, in We have reached an impasse, and now a wall! Link | Quote | ID: 149100


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board2, i don't want it to go, i still go on it...

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Kiiro
Posted on 08-13-12 04:08 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 152042


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I won't lie about this: I didn't do anything about SMA4 in the past few months.

Mostly because of BS-X Project, and also living my life when I can.
Solar Magic Advance is on hiatus for the moment, I still have to learn how to make an editor in the style of Lunar Magic or maybe even Reggie.
I'm unsure on how to do a PictureBox with Mouse interaction, things like that.

I'd certainly do it, but for now, it's not planned because of my current projects.

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Kiiro
Posted on 08-14-12 07:52 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 152055


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Well, from Liberty Basic, I then used Visual Basic, then Python, and now it's planned to use C#. And it's not really programmed, just the GUI is like 50% finished.

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Kiiro
Posted on 09-01-12 02:24 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 152246


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Switch Cards just activate Switch Modes from the game, it's possible to have AR codes to enable Switches. I had the code before, but I lost it.

The game supports up to 72 levels RECORD data. While it only supports up to 32 playable levels (+1 for uncleared state), a level data can be deleted, while the name and Ace Coin data, stays for record purpose. You can have a Save File with all 38 Level Record Datas.

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Kiiro
Posted on 03-07-13 04:29 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 153513


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Because now I figured out most of the Level Card Settings part:
(Note: Everything is Little Endian unless said otherwise)
e-Level Object Data Header:
TTTT ???? ?L CC S? ZG G? AD BB

TTTT = Time Limit (Decimal Mode) [Big Endian]
???? = 16-bit value copied to 030037D0 [Big Endian] (Next Area Enemy ID?)
LL = Length of Level
CC = Background Color
S = Scroll Settings
Z = Level Entry Action (3-bit)
G = Graphics Set (5-bit)
G = Graphics Set 2 (4-bit)
A = Extra Color
D = Extra Effect
BB = Background Graphics


e-Level Settings:
SSSS CCCC VVVV Cm CM YY XX AA BB OOOO MMMM G1 G2 G3 G4 G5 G6 ???? ???? ?? ?? ?? ?? ?? ??

SSSS = Screen Y Boundary
CCCC = Fixed Screen Center Y (Signed)
VVVV = Player Y Screen Center (Signed)
Cm = Camera Min Distance from Mario
CM = Camera Max Distance from Mario
(dDDDDDDD: d=0=Down; d=1=Up; D=Pixels)
YY = Player Y Start
XX = Player X Start
AA = Screen Y Start
BB = Screen X Start
OOOO = Object Set? (0x08124948) (Only 8-bit are read)
MMMM = Music (Only 8-bit are read)
G1 = GFX Set 1 (0x0812F5DC)
G2 = GFX Set 2 (0x0812F5CC)
G3 = GFX Set 3 (0x0812F64C)
G4 = GFX Set 4 (0x0812F630)
G5 = GFX Set 5 (0x0812F69C)
G6 = GFX Set 6
???? = ?
???? = ?
?? = (0x0812F6E2 16-bit)
?? = ?
?? = ?
?? = ?
?? = ?
?? = ?


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Kiiro
Posted on 05-15-13 08:27 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 153904


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Hiatus. I'm trying to get more data. And school.

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Kiiro
Posted on 01-17-14 09:05 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 155474


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A snippet of something... Solar Magic Advance 0.4!

This time, when it will be released... it should be able to make/edit levels.

Source Code will be available there:
https://github.com/LuigiBlood/smagicadv

I finally have a bit of time to spend on that, though it will take some time, as I have other projects to work on as well, but this time it should be able to edit levels. When it's ready, I'll make another topic as it goes.

As for why the TreeView again... it's just a matter of being able to do a working editor without taking huge time. But it will work, I learned a lot in programming since then, and it should go right.
And this time, no Liberty Basic, no Visual Basic .NET, no Python, but C#, which I've been familiar enough for a long while.

I promised too much stuff back then (Solar Core), but I'll make a working Level Card editor. Getting that motivation back wasn't very easy, but I think I should be able to come up with something in the next months, at most.

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Kiiro
Posted on 01-18-14 11:58 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts (rev. 2 of 01-18-14 12:51 PM) Link | Quote | ID: 155480


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Like 0.33, it shows what's in the Level Card data... well, when it's programmed. But I'm thinking of how I can do it right without making it a mess of a source code like 0.33 did with Visual Basic.

But I'm keeping your offer in mind.

Just added a few important structs.

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Kiiro
Posted on 03-18-14 07:04 PM, in The Shiny New Layout Thread! Link | Quote | ID: 156133


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It is time to show the cuteness of this pink layout!

I hope you like Roll.exe.
Someone else made it, but I edited a bit of it to include a cat Roll-chan.

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Kiiro
Posted on 07-13-14 12:15 AM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 157427


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I started working again on Solar Magic Advance 0.4.
Right now, you can fully edit the eCoin Data.

I planned to add Import/Export RAW data, in case you prefer using a tile editor.
I hope you didn't mind the hiatus and now I'm getting serious about it.

Reminder, the source code is updated there:
https://github.com/LuigiBlood/smagicadv

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Kiiro
Posted on 07-13-14 01:04 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 157431


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Absolutely nothing yet. We documented the level format of a Level Card (not the same as in ROM), there's still some stuff we don't know about as well.

My editor can edit eCoin Data, sure. But it can't save a whole level. You need to wait a few months for that.

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Kiiro
Posted on 05-26-17 12:59 PM, in SUPER MARIO ADVANCE 4 - Hacking & Editor Efforts Link | Quote | ID: 165637


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If you have extensive notes I don't mind having it also. I'm too busy with Satellaview, 64DD and life to work on Super Mario Advance 4 Level Card making D:

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