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05-03-22 04:40:04 AM
Jul - General Game/ROM Hacking - The *official* MushROMs (SMAS Editor) Thread New poll - New thread - New reply
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SWR
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Posted on 03-13-09 08:52:11 AM (last edited by SWR at 03-13-09 07:51 PM) Link | Quote



Edit1: Here's the link to World 1 demo if you're bored.

Anyone who goes on IRC or reads the SMAS dis thread, knows that I've been working on an editor for Super Mario All-Stars. The editor has been an idea of mine ever since I started collecting SMAS data back in '06, but only recently did I gain momentum when I decided to write it in C#.

Stuff I have done so far:

-A full palette editor which can edit all colors in the game,
save them to external files, and, of course, load palettes from
them too.


-A GFX editor very similar to Tile Layer Pro and Lunar Magic's (which was based off of TLP). Once again, GFX pages can be saved to and loaded from external files.


-A Map16 editor with very similar functionality to that of LM's.

Stuff I still need to do:
-An objects editor
-Enemy tile editor
-Animation data
-Property data (like enemy speed, jump height, etc)
-Levels (duh)

Stuff I plan to do, but probably won't for difficulties:
-ASM Editor
-ExGFX
-Extended Map16

Click here or here to see the editor at its current power.

Stuff I've done to the ROM:
-I've completely re-written the level pointers to allow up to 256
levels
-I've edited header data for custom (or infinite) time, starting on
any XY in the first page, selectable Layer 2 BG, and other goodies

Stuff I'm still working on:
My biggest problem with the SMB1 ROM is the "No more than 5 objects in a vertical line" limit. If you ever hacked SMB1 NES, you'd remember it was three. It's five in SMAS, but I don't like any limits.
The picture below shows what I mean.

To fix this, I had to completely erase how level data is written (it was hardcoded), so I am currently re-writing the level ASM routine to get rid of this. The plus side of this is that I'll be able to add something similar to SMW's LevelASM feature which can be integrated to the editor later on.

Another thing you SMB editors may remember is that you could only expand something across X or across Y, not both. So if you wanted to make large, rectangular objects, it'd be a tedious pain.

Well, I am not done with the work yet, but I can finally write individual Map16 tiles into rectangular shapes up to 16x16 in size in any position without stuff disappearing.


Think of it like making levels in LM with only the Map16 tiles. While this means levels can be made, I still want to make whole objects like pipes, castles, flagpoles, etc. and ASM like pageskips, bullet bill screen generators, and castle loops. So everything is still very WIP.

Finally, to wet your appetites just a little bit more, here is a Kaizo-like, level-only hack, TAS speed run of World 1 of SMB1 and SMB3. The levels were made painstakingly in a hex editor back in '06.
<object width="445" height="364"><embed src="http://www.youtube.com/v/f4dRChfDh90&hl=en&fs=1&color1=0x5d1719&color2=0xcd311b&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"></embed></object>

I will release the editor when I finish the SMB1 portion (expect it by the end of '09 hopefully) and will continue to release it for every game the editor can work with. As you can see in the vid, I already have data on SMB3 (and of course the Lost Levels since it's so similar to SMB1).

I'm open to suggestions or features you guys would like to see in the editor.

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Posted on 03-13-09 11:49:43 AM Link | Quote
A way to kill the rom selector and auto-boot/make selectable only "X GAME" would be nice.

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Higsby

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Posted on 03-13-09 06:34:12 PM Link | Quote
Wow what you've done so far looks amazing. I would definitely use this once it's released

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Posted on 03-13-09 07:03:58 PM Link | Quote
Yeah, if limitations were lighter then the NES counterparts, I would probably throw together a hack.

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messiaen
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Posted on 03-13-09 07:37:41 PM (last edited by messiaen at 03-13-09 05:07 PM) Link | Quote
Even though SMAS, in my opinion, lacks the charm of the original NES games, the fact that you are working around limitations and designing a good interface will be of huge interest to people interested in doing SMB1/2/3 hacks. So, congratulations and keep us updated .

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Tina
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Posted on 03-13-09 07:43:12 PM Link | Quote
Originally posted by messiaen
Even though SMAS, in my opinion, likes the charm of the original NES games, the fact that you are working around limitations and designing a good interface will be of huge interest to people interested in doing SMB1/2/3 hacks. So, congratulations and keep us updated .

A lot of it is the crapped-on music (horrible instruments, guys. ), broken/wonky physics, and other things...

Regardless, this is pretty neat. I would strongly recommend implementing a file menu over buttons, though, and especially over hotkeys:
File
- Save
------------
- Export to file
- Import from file

Also, having a scrollbar (or other method of selection, like a dropdown box) for selecting palettes would be better than buttons.

Just some small interface suggestions; sure, it's LM-like, but LM's interface for everything outside of palettes and levels sucks horribly.

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AlexAR
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Posted on 03-13-09 07:47:39 PM Link | Quote
That looks fantastic man. I say the more Lunar Magic-like features you can get the better. The map 16 editor alone shoots this editor right to the top in my opinion.

I only ask that you give SMB2 its proper time and effort. It seems like most people just don't give a rats ass bout it, hence why SMB2 editors suck/don't work.

Keep up the great work SWR.
SWR
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Posted on 03-13-09 10:38:28 PM Link | Quote



Originally posted by Darkdata
A way to kill the rom selector and auto-boot/make selectable only "X GAME" would be nice.
I've actually been thinking of this idea for a good long time. I'd like it to start at the game screens, but then I face the issues of save data. I can start it as a lock on the select screen, but that's not too appealing.
I'll definitely look at the issue though.

Originally posted by Tina
Regardless, this is pretty neat. I would strongly recommend implementing a file menu over buttons, though, and especially over hotkeys:
File
- Save
------------
- Export to file
- Import from file

Also, having a scrollbar (or other method of selection, like a dropdown box) for selecting palettes would be better than buttons.

I will have all the functions selectable in the main file menu. Also, I do use a drop-down box for selecting palettes.

Originally posted by AlexAR
That looks fantastic man. I say the more Lunar Magic-like features you can get the better. The map 16 editor alone shoots this editor right to the top in my opinion.
If you like that, you're really going to love the next thing I'm working on: an objects editor. It will allow you to rearrange what map16 tiles certain objects use, like castles, pipes, you can even make your own. I'm dedicating an extra byte in level data for custom objects (or maybe extended Map16 depending on which seems better). But the standard objects editor will come in and will have room for custom objects regardless.


I only ask that you give SMB2 its proper time and effort. It seems like most people just don't give a rats ass bout it, hence why SMB2 editors suck/don't work.

Trust me, I feel the same exact way about it. I love SMB2 equally to all other SMB games and plan to give it all the same functionality and power as the other 3 games.

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Posted on 03-13-09 11:03:40 PM Link | Quote
Originally posted by SWR
Originally posted by Darkdata
A way to kill the rom selector and auto-boot/make selectable only "X GAME" would be nice.
I've actually been thinking of this idea for a good long time. I'd like it to start at the game screens, but then I face the issues of save data. I can start it as a lock on the select screen, but that's not too appealing.
I'll definitely look at the issue though.


What if you hacked the game's title screen to include the save data selection as part of it? With all the stuff you've already done, I'm sure it would probably be doable. For example, SMB1 could have a line of text that says "Save file: A B C D" where the selected file is marked with a mushroom (like the 1/2 player game menu) or some other tile.

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Tina
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Posted on 03-13-09 11:09:11 PM Link | Quote
Or just do it the SMW way. Game boots up, hit start for menu, choose save, choose players.

More work, though.

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Posted on 03-14-09 06:56:46 PM (last edited by FieryIce at 03-14-09 03:57 PM) Link | Quote
This looks promising! I can't wait to be able to hack Super Mario Bros 2 once you make it possible with this editor.

A small suggestion, please add an undo function to the Level Editor once you start working on it! The lack of one in Lunar Magic was so annoying!
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Posted on 03-14-09 07:07:14 PM Link | Quote
Originally posted by Tina
A lot of it is the crapped-on music (horrible instruments, guys. )

What? Really I think Koji Kondo did a good job using just the SMW instruments (plus two extra)...I figured he just wished to make the music sound SMW style (to go with the SFX) and he did a good job of that at least. Unless you think SMW had bad music too :p

This editor looks sexy though. I am really, really, really, REALLY looking forward to it~
Tanks

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Posted on 03-15-09 03:47:04 PM Link | Quote
Just a QUICK, little question/suggestion. Could you somehow incorporate BMF's physics fix? Just like a simple check box or something would do.

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SWR
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Posted on 03-16-09 03:31:11 AM Link | Quote



Originally posted by Shantae
Just a QUICK, little question/suggestion. Could you somehow incorporate BMF's physics fix? Just like a simple check box or something would do.
I'll be sure to add it to the "Edit Misc Settings" window.

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Posted on 03-19-09 06:08:20 AM Link | Quote
I'm not really familiar with how SMAS works. Do all the games have variants on the same engine, or are they entirely separate games?

If they're fairly unified, would it be possible to switch game engines mid-game, possibly during a room transition?

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Posted on 03-19-09 06:32:00 AM Link | Quote
They are pretty much the NES roms with a few modifications, a common SNES music engine, and a few different object types to SMB/Lost Levels, I thiiiink...

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Posted on 03-23-09 11:28:46 PM Link | Quote
I have a question, you said you rewrote the level pointers to allow up to 256 levels, not that I'm going to make that many, but if someone were to make more than 32 levels so the game would need more than 8 worlds, how would the editor handle that? Will it be possible to make the game run more than 8 worlds and have the princess show up on the very last one?
SWR
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Posted on 03-26-09 09:50:05 PM Link | Quote



You can choose how many levels you want in how many worlds, yes.

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SWR
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Posted on 04-20-09 01:48:06 PM Link | Quote



<object width="425" height="344"><embed src="http://www.youtube.com/v/CkOTA15jFic&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

This is another SMAS SMB vid.
It's Acmlm's The New Strange Mario Bros. This video shows all the bugs and crap I still have to work on before releasing the editor. I did not show all the bugs, just some of them.

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Posted on 04-20-09 06:25:30 PM (last edited by Higsby at 04-20-09 04:46 PM) Link | Quote
Wow that looked fantastic ! It's great to see that the editor is coming along so well that you're able to recreate SMB hacks with it now!

P.S. I've always loved Acmlm's Strange Super Mario bros. series (especially Strange Super Mario bros. 3). Unfortunately since Acmlm's site has been gone for a long time I haven't been able to find the most recent versions of them (Websites like Zophar's only have outdated versions ).

EDIT: It's funny that almost right after posting that I found this. .

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Jul - General Game/ROM Hacking - The *official* MushROMs (SMAS Editor) Thread New poll - New thread - New reply


Rusted Logic

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