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09-26-18 04:38:34 AM

Jul - General Game/ROM Hacking - The General Project Screenshot/Videos Thread... New poll - New thread - New reply
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Raccoon Sam
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Posted on 12-02-13 02:15:13 PM Link | Quote
MooJelly was an ambitious project but the author did not test it enough, you're right about that. We really need an entirely new editor... I asked CoolToby to release the source code of MarCas way back then but he refused and said he was ashamed of his mess of a code.
CoolToby/Coolboyman might be the only one who still has the newest version but I have no idea how to contact him...
stag019

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Posted on 12-02-13 02:21:54 PM Link | Quote
I don't think they're the same person.
http://acmlm.kafuka.org/archive2/profile.php?id=1162
http://acmlm.kafuka.org/archive2/profile.php?id=1354

Because I know how to contact cKoolboyman pretty easily usually.
Kak
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Posted on 12-02-13 03:17:37 PM Link | Quote
Originally posted by Raccoon Sam
MooJelly was an ambitious project but the author did not test it enough, you're right about that. We really need an entirely new editor... I asked CoolToby to release the source code of MarCas way back then but he refused and said he was ashamed of his mess of a code.
CoolToby/Coolboyman might be the only one who still has the newest version but I have no idea how to contact him...
That's a shame...

...because if he did release the source code some people could have fixed those bugs (adding a "data shifter" if a level becomes bigger than expected (like in Lunar Magic)).

But if a SML3 Editor comes up at some point, I'm going to ditch... nah just kidding.

Anyway, I'd still have to rewrite the ROM and mappings (corrupted ROM that can't be worked on).

The former requires me copying the entire GFX onto another ROM.
The other requires me re-doing all the mappings by hand.

Maybe I should give a better look to my files though, as I may still have a pre-Moojelly edit ROM (I may have to look at the backups).
xdaniel
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Posted on 12-02-13 03:26:49 PM Link | Quote
Originally posted by stag019
http://acmlm.kafuka.org/archive2/profile.php?id=1162

Ohh, that Coolman and that editor! Was originally supposed to be a community project IIRC, but a bit later it was just two people (him and myself actually, tho all I ever did was GUI stuff, if even that...?), and yet later just him... damn, it's been so long since the FWB... I haven't spoken to him since then - 2005-ish? - so I have no idea how to contact him nowadays either, tho.
Raccoon Sam
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Posted on 12-03-13 02:08:00 AM Link | Quote
Oh? I always got mixed up with the names. Cooltoby, Coolman, Coolboyman, Koolman, ugh..!
I do remember he was a very nice person, though. The private release was the best SML2 editor I've used, and it was the very tool I used to create the hack I linked you to. I used a Hex editor and Treeki's OW editor to make this. In all honesty, I think that in order to make a full SML2 hack, one would only need Treeki's OW editor, a Hex editor, a tile editor and 'that' MarCas.
If someone can get a hold of him, please ask if he still has the editor. I want to wake my hack up too
Kak
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Posted on 12-03-13 08:10:56 AM (last edited by Kak64 at 12-03-13 08:12:59 AM) Link | Quote
UPDATE:

Non-corrupt backup of the ROM found!

For the sake of preservation: Link

It's slightly buggy, I haven't worked out with problems with object mappings and positions (hit a block while small to see it).
Kak
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Posted on 12-04-13 08:00:20 AM Link | Quote
Double post for reasons:

1 - I've looked back, and I was wrong. That rom was currupted too. I've replaced it with the actual non-corrupted ROM (aptly named Original.gb). It was much more unfinished, so I've just made it moreon par with the corrupted ROM (except the corruption, of course).
The object layout hasn't been edited in this ROM, so look out for hidden Piranha Plants.

2 - Does 'that' MarCas have a warp editor or map repoint features? To cope up with the limit of how much a level can be big, I had to do THIS unholy thing on the underground part of the level:

 photo map0_zps8a09dd56.png
Raccoon Sam
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Posted on 12-05-13 01:18:58 AM Link | Quote
iirc 'that' MarCas did have a warp editor but not map repoint. You could repoint them by hand, though. Also, no editor to date supports overworld paths and sprites but it is very possible by careful planning and a hex editor; I have personal notes and a demonstration (which i really should release )
Kak
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Posted on 12-05-13 01:30:17 AM Link | Quote
Originally posted by Raccoon Sam
iirc 'that' MarCas did have a warp editor but not map repoint. You could repoint them by hand, though. Also, no editor to date supports overworld paths and sprites but it is very possible by careful planning and a hex editor; I have personal notes and a demonstration (which i really should release )
AH, ok. I could shrink the map size then. Still, the problem is finding it.

:/
Celux

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Posted on 12-23-13 11:31:32 PM Link | Quote
Incidentally, I've also been working on a SML2 hack on and off. The main character is Vivian for no particular reason (most sprites are complete, including grown form). One and a half levels are done so far, plus a bit of the overworld map.






Does anyone have documentation on the music format? I'd be happy to make a simple conversion program, it would certainly give me more motivation to finish this project.
Raccoon Sam
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Posted on 12-24-13 05:49:10 AM Link | Quote
That looks stunning!!
Do you need help editing the overworld paths or do you know something I don't?

Regarding your music issue; I used to have a small document describing the music formats of Super Mario Land 1 and 2. It's long gone now though :C
My method was GBS corruption. Wish I still had it.
Celux

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Posted on 12-24-13 07:59:58 AM Link | Quote
Originally posted by Raccoon Sam
That looks stunning!!
Do you need help editing the overworld paths or do you know something I don't?

Regarding your music issue; I used to have a small document describing the music formats of Super Mario Land 1 and 2. It's long gone now though :C
My method was GBS corruption. Wish I still had it.


Thanks, I already have the document on overworld paths, it says that the array starts at 0x6163A. I seem to recall reading a forum post about SML1/2 music format a while back, but I have no clue where that was.
Kak
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Posted on 12-24-13 08:09:56 AM Link | Quote
A thing it would be helpful to know was where to search in the ROM which tileset does a level use - it's not in the header apparently.

Although for now every level GFX bank contains a copy of level 0 GFX bank, it's only s temporary solution which won't work for some later levels (where I'm not lucky and their tileset ID doesn't work for their level) that need a different tileset from the vanilla SML2 one.
devin

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Posted on 12-24-13 12:13:15 PM Link | Quote


I'm bored. I don't know if this constitutes a "project" yet or not
Raccoon Sam
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Posted on 12-25-13 06:39:12 AM Link | Quote
Hey man, you made the exhal toolset and now you're sleeping with it. It is your duty to create a level editor for every Kirby game.
Just kidding; that looks very interesting! Hope it evolves into something great!
devin

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Posted on 12-26-13 06:09:14 AM (last edited by devin at 12-26-13 06:09:25 AM) Link | Quote


using FCEUX / Lua to explore tile behavior because I have too much free time or something
devin

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Posted on 12-28-13 05:41:22 PM Link | Quote



more Lua nonsense
Kak
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Posted on 12-29-13 10:55:24 AM Link | Quote
Bleh, I'm releasing this stupid SMB hack created as "response" to this.

Patch here.

Use "Super Mario Bros. (JU) (PRG0) [!].nes"

It was a simple experiment on trying to do as much fake transparency as possible (therefore making the graphics horrible), that is. It was cancelled before I could edit a single world. :/ Also, for "full enjoyment", use this settings (in this case for Nestopia).

 photo settings_zpse4cc5cf5.png
Celux

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Posted on 01-04-14 03:46:06 AM Link | Quote
I uploaded a video of the SML2 hack, here you go.
<object width="480" height="360"><embed src="//www.youtube.com/v/hbi4Fdk26k8?hl=en_GB&version=3" type="application/x-shockwave-flash" width="480" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Kak
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Posted on 01-04-14 04:21:16 AM Link | Quote
In the meantime of finishing up the first World of that SML2 hack, here's a quite old hack I've made which was supposed to be a serious one, but then (after realizing the SML2 level limit) it just became a broken hack which poked fun at those who make stupid hard levels. And also a bit to other games...

The file is aptly named "bullshit.gb".
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Jul - General Game/ROM Hacking - The General Project Screenshot/Videos Thread... New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 5d36857 [2018-03-03]
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