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.
----------
Interested in MushROMs? View its progress, source code, and make contributions here.
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!
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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.
----------
Interested in MushROMs? View its progress, source code, and make contributions here.