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

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When I have a connection that lets me run my own applications.
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Interested in MushROMs? View its progress, source code, and make contributions here.

I finally spent the time to read through this thread, and I have to say, I'm pretty impressed! All the hard work you've poured into this, to match the power of Lunar Magic! I look forward to the first "official" release.

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Hmm... Have a friend with a computer? Sorry for all these questions, but I really want to see how this is going. :P
There's been no screen-worthy progress as of late. All the work I've been doing has been either asm or faster algorithms. I may release a patch of smas smb2 with compressed gfx. I need to make sure I covered all areas perfectly and there are no graphical glitches. But there are some holes I need to cover before I do.

Also, the primary level data asm is going to do another major rewrite to use more ram for better speed. The new method will also allow for map16 page expansion. Note, this does not mean map16 asm. Not yet anyway ...

More news as it develops.

PS In response to what ultimaximus said, I may spend some time editing my first post to either discuss or link to all the valuable information I have.
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You could use a flash drive to put screenshots on the library compy and upload them here, unless they won't allow it.
Your layout has been removed.
Rgardless of my options. There's not been any progress I would consider screen cap worthy.
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Interested in MushROMs? View its progress, source code, and make contributions here.

MushROMs ... progress? No way!

Anyway, MushROMs will be heading in to a β soon. Nothing special, just a few people I've selected will be testing the load/save features as well as giving me input on the overall user interface.
A note to my testers, feel free to criticize me publicly here. I'd like the public to get a feel for my work.

No requests to be a tester at this time please.

The progress of MushROMs is short of substantial, but far from medial. If Neil Armstrong could throw rocks from the ship, he'd hit the moon.

Palette editor: 100% complete
All functions are accounted for and work at optimum efficiency. The user can load data from the ROM as well as from .tpl files. The user can also save the data back to the ROM and .tpl files. As well, I've finished the custom palette asm and the user can, as you may have guessed, create custom palettes now. To my knowledge, this feature works with an infinite amount of happy juice, so on to the next pain in the ass.

GFX Editor: 95% complete
Once again, all functions work at the best possible speed and render happilly. The de/recompressor works fine. The recompressor may be a little slow though, so I should look into that. I tried to feature a format very similar to Lunar Magic where all gfx are saved uncompressed and externally to files. Upon the save, they are recompressed back into the ROM, but this takes a good 4 seconds, so I may need to find a better way to save the data, work on the compression algorithm, or a good mixture of the two. Anyway, you can save the GFX data presented to you, but I haven't yet installed the feature of changing which GFX file to use on which level. So far, it only loads the default GFX I've made in the asm file, which still needs some finishing touches of it's own.

Map16 Editor: 60% complete (90% for basic functionality)
It's hard to say how much of the Map16 editor needs work. What I do with it depends heavily on how I eventually decide to format the level data in the ROM. However, it loads everything, and you can edit all the details much like Lunar Magic allowed you to. It can't save yet, except to external files and can load from them as well. So in that respect, I'd say 90% done.

Save functions: 80% done
While I can save, the algorithms I use for them are still quite buggy and I will be hammering out the flaws later tonight. I use the Lunar Magic style of creating RATS tags and looking for free space in the expanded ROM territory. However, it seems that after I save a ROM, it can play on the emulator, but crashes the next time I load or save it. So something is obviously wrong somewhere. Also, the editor now supports ExLoROM support (and still supports header/non-header ROMs). So all I need to do is fix the saving, but this is obviously a very integral item which needs to be perfected.

Next project: Loading and displaying sprite data
While the object data may be written in lolcode, the sprite data is done quite nicely, simple, and easy to work with, so I will most likely not be needing to change anything and for that reason, will choose to work with it first.

GFX asm: 99% done
A few cutscenes are still garbled GFX, so I'll fix that.

Map asm: 100% done
As far as loading new levels, that is perfect.

Object asm: fml


To finish on a positive note, I get some internets on Friday, so I'll be able to provide more screens of my work, maybe a video, and the like.

I'm done rambling now, I have class and I need food, so away I go.
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Looks like it's almost done.
Originally posted by Rayman Man
Looks like it's almost done.


Don't misunderstand that - the full editor itself is far from done. We still have a long way to go - 3 more games -, and it will probably take some time before SMB1 is finished as well. But indeed, the progress is very nice. :) Great job on this, SWR.
--------> Don't follow "Find Roy's Dignity", my hack. Because it's pretty outdated. <--------
(this thread is not to old so let's keep it alive)
Anyway the editor looks awesome.
I hope you know how to seperate the games in the editor. Mabey a dbutton that makes the box pop up and you see this list.
i.e: SMB1, 1-1, 1-2 ect.
and we click the level and press "Open" and theres the level, all ready for editing.
How do we insert sprites? I really think you should have a add object/sprite button, so we could put in some enemys eaisily.
Do you mean insert sprites to a level, or insert new sprites to the ROM. Because the latter will not be supported (to my knowledge).
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When it will be released, i'm crazy to hack smas, and i see one of yours videos on youtube, and i love it!


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I think it would be hard to insert more sprites into the games because if there is more sprites in, then everything would have to be changed in order for the rom to work. This includes the whole SMB1, SMB2, SMB3, LL. I am pointing out that the pointers would have to match the new areas in the ROM. This is what makes inserting new things so hard.
Originally posted by Airbourne Bubblun
I think it would be hard to insert more sprites into the games because if there is more sprites in, then everything would have to be changed in order for the rom to work. This includes the whole SMB1, SMB2, SMB3, LL. I am pointing out that the pointers would have to match the new areas in the ROM. This is what makes inserting new things so hard.
Umm ... it's not that hard. I could easily add new sprites. JSLs make it so you don't have to change everything. Heck, I could add new sprites right now if I wanted to.
I just don't want to
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Fwee. Progress! This sounds awesome so far, SWR. This will be awesome when it is done.
<TLMB> I use YY-CHR to edit DNA
That "fake" MushROMs was pretty good and shows just how wel you are doing!
I just did some small beta testing for SWR, and I came up with some suggestions and comments:

- F4 to load emulator and play
- Give the 'level names' for the level numbers. I mean, I can't figure out which level is level 0x00. 1-4? 3-1? etc
^this will disappear once the level gets displayed, though. ...Unless someone hacks SMAS without playing the game first.
- When I expand the ROM with the tool, it says that the ROM is expanded to 8 MB... while in fact the ROM is expanded into 4 MB. When I expand it again, THEN it gets expanded to 8MB (ExLoROM)
- When I load the ROM, then save it, whole SMB1 screws up. Like, the title screen is an underwater level with extreme garbage and whatnot, and when I enter level 1 I immediately die. Not sure if it is my ROM or anything...
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Because I'm redoing the level format, I deleted all the levels. So the first level (all the levels) are underwater. You can change some properties in the "Edit Header" dialog though.
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Wow, this looks so good!!! When do you plan to probally send out more betas?? I cant wait for more!
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Then how come all the misc. graphics like "TIME UP" or the screen before the level start, are all messed up? Unless you are rewriting the ASM for that too...

Otherwise, your tool is awesome.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
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