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MushROMs: An (unfinished) editor for Super Mario All-Stars

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No joke. I finally finished 2 of the 3 major ASM hacks regarding SMAS SMB1, and its editor, MushROMs. And now I need some play testers to give the hack a run through.

Now I'm not joking about boring sadly. Cosmetically, the game has no changes (in fact, that's what I need to be sure of). These hacks apply the custom Palette and GFX routines to allow for the expansion in SMAS SMB1. This involved completely 86ing the original codes and a giant fireball of errors has occurred from it. Today, I finally patched up the last error and to what I've noticed, the entire game is running perfectly, but I want some different people to make sure of the same thing.

Testing is open to anyone and everyone. You get all my source ASM too, so that's not a bad thing. =D
Simply play through the entire SMB1 game and make sure no visual errors exist.

Link

If you happen to find any errors, please post in this thread and I'll get right on it.

For the time being, I'm going to work on the level ASM again (1400 lines of code when I left off). Once I finish that, everything should finally be squared away. At the same time, I'll be tweaking MushROMs to adjust with the new changes I've made. So yeah, I have been working on it, just nothing worth updating till now.

Thanks for your patience and continued support everyone!


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Edit2: Here's the new 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

Here are two pictures of the full editor's capacity:


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"><param name="movie" value="http://www.youtube.com/v/f4dRChfDh90&hl=en&fs=1&color1=0x5d1719&color2=0xcd311b&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><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.

ErsanEdit: Fixed HTML which made this whole post act like a non-working link.
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Interested in MushROMs? View its progress, source code, and make contributions here.

I'm actually really excited for this :O

Making those levels in a hex editor must have been hell. You got some willpower o.O
Also, i'm gunna download the hack just for the hell of it, because i like kaizos.

If you ever need beta testers or anything, id be honored, since i can usually screw with stuff enough to find obscure errors.

EDIT: After level one in the smb1 part, its just the regular old levels. Plus, i checked twice, once with the included sram and one without D:
The Lunar Magic of SMAS. LMIV demands one.
Edit: BIGLOL, it's Aqualakitu!
i just lurk sometimes
Originally posted by Geno
I'm actually really excited for this :O

Making those levels in a hex editor must have been hell. You got some willpower o.O
Also, i'm gunna download the hack just for the hell of it, because i like kaizos.

If you ever need beta testers or anything, id be honored, since i can usually screw with stuff enough to find obscure errors.

EDIT: After level one in the smb1 part, its just the regular old levels. Plus, i checked twice, once with the included sram and one without D:
Hmm ... did you try the star levels too? If it still doesn't work, I'll look into the problem.
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"star levels"? i dont really know what you mean by that...
That means after you beat the original 8-4, then you can play star levels. (Like *1-1)
Originally posted by T.I.M.E.
That means after you beat the original 8-4, then you can play star levels. (Like *1-1)


You wouldnt happen to have an sram/state of that would you? Google turns up nothing...
Star levels are just more fast moving koopas, goombas turned into buzzy beetles, and moving platforms became smaller. Otherwise they are just the exact same levels.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Originally posted by VisibleCoinBlock
Star levels are just more fast moving koopas, goombas turned into buzzy beetles, and moving platforms became smaller. Otherwise they are just the exact same levels.
Actually, I made an ASM hack to load different levels for the star levels, that's why I made the suggestion. Also, I included an SRAM with the hack to include the star level already available.
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Amazing. SWR, I knew you were good at ASM/programming, but...wow. I'll definitely have to download this when it comes out. I heard EggVine is a pain in the butt to use, which is why I haven't looked into it much yet.

I just have two simple questions: 1) Are you planning to give the SMB3 editor overworld support? 2) In all four editors, you're planning to allow different tilesets than the original, right? For example, if I wanted SMB3 1-3 to be underground of SMB1 2-1 to be underwater, would that be perfectly acceptable?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Will you be having an editor for ALL of the SMAS games? A Mario 2 editor would be very nice.....
Layout by Tom Servo
Originally posted by imamelia
I just have two simple questions: 1) Are you planning to give the SMB# editor overworld support? 2) In all four editors, you're planning to allow different tilesets than the original, right? For example, if I wanted SMB3 1-3 to be underground of SMB1 2-1 to be underwater, would that be perfectly acceptable?
yes and yes

@yoshibear: If you had read my post, yes.
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i'm guessing a hacked rom will only be hacked in 1 particular game or else it's going to waste a lot of space for stuff that should be released seperately. what happens to the game select in that case? i figure it should just jump right to the save select but what do you have planned
this editor attracts me (since level designing is more interesting than asm in opinion of matter of tastes, as you find more interesting asm than level design XD)

i have some questions:

1- this editor will be editable as LM? i guess yes, but i don't think that asking is wrong :/

2- i patched that level to try, but it crashes the rom, even if it is a US SMAS rom: i guess that is the fact that is SMAS+SMW, but i'm not prety sure :/
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Originally posted by Dinomar
1- this editor will be editable as LM? i guess yes, but i don't think that asking is wrong :/

2- i patched that level to try, but it crashes the rom, even if it is a US SMAS rom: i guess that is the fact that is SMAS+SMW, but i'm not prety sure :/

1)My plan is to indeed make it that powerful. I think I will work on the basic functionality for all games first, then later move on to more powerful functions.
2)Actually yes. The hack expands to 4MB and will mess up SMAS+W ROMs.
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i have another question:

will be it editable even with SMAS+W, i hope: if so, could a rom like that work both in LM(for SMW) and MushRoom (for SMAS)?

maybe i'm making a n00b question, since i don't know so much this new SMAS editor (as most of us, i guess)
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First, it's MushROMs.
Second, yes. I perform checks to recognize SMAS+W ROMs and allow edits to be made to them.
However, if you plan on making 5 ROM hacks in 1, you'll have to remember that ROM sizes have a limit.
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Originally posted by SWR
First, it's MushROMs.
Second, yes. I perform checks to recognize SMAS+W ROMs and allow edits to be made to them.
However, if you plan on making 5 ROM hacks in 1, you'll have to remember that ROM sizes have a limit.


eek i misread... sorry(but this shouldn't be a serious problem O_o)

of course about the romsize, but making 5 hacks in 1 would be awesome imo

i have another question:
will be the stuff out the 4 games editable? kind title screen.
also, will be the graphics of the 4 images of the games editable? i ask it because for the last question, i checked in a savestate that theyr graphics is really strange assembled.
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yeah,same for me >_>and also,this is awesome!!!i can't wait!!!
MushROMs is the best Editor ever!!!it rocks!!!(it's actually the same as lm,but in greater hights)also,is this gonna be as easy as LM???or even more easy to use than LM???
Originally posted by anime hedgehog erotica II
i'm guessing a hacked rom will only be hacked in 1 particular game or else it's going to waste a lot of space for stuff that should be released seperately. what happens to the game select in that case? i figure it should just jump right to the save select but what do you have planned

^ This is what I have been wondering. I would THINK that bypassing the game select section and loading the specific game wouldn't be TOO hard, but then, what do I know? It would be a great feature, though, so you can 00 out all excess data besides the specific game being hacked (unless someone wanted to have a 1-3 hack series all in one ROM for some dumb reason).

As for features, I think killing the multiple game select is a big one, even though it could prove to be difficult. However, this would provide ample room for any future tools that may came along.

Anything you can add that allows text editing of the game messages would be cool too.

[?] Miscellaneous Helpful Hints
If I moderated your hack, there was apparently a 90 percent chance it was rejected.
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