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Questions about SMW hacking

I want to create some kind of Mario Maker for PCs, i'm thinking this will be my final paper of my course.

Well, the idea is creating a client with a level editor in it, so the users can create their own levels and submit them as .bps to server so other users can see thoses levels, download and play them.

I have no knowledgement about SMW haking but i could see that the easiest way to edit levels is with Lunar Magic, so my question is: how hard is to create/edit levels WITHOUT Lunar Magic? Is that even possible? If so, what i need to learn in order to acomplish it? (i'm not talking about assembly, i mean specifically stuff about SMW hacking)


edit: is it possible to create a SMW rom without intro/menu/etc? I wanna create a rom that goes right to the level, without the main menu, world map, etc.

PS: sorry my english.
Sounds a bit like my SMW Maker, except in mine you still edit levels using LM.

The level data format itself is quite straightforward, so the hardest part of a custom editor would probably be creating the UI. How difficult that is really depends on what you use to make it. I haven't written many GUIs myself so I can't really give advice here. One thing I can say is that it will require programming skills, which you may or may not have.
Originally posted by randomdude999
Sounds a bit like my SMW Maker, except in mine you still edit levels using LM.

The level data format itself is quite straightforward, so the hardest part of a custom editor would probably be creating the UI. How difficult that is really depends on what you use to make it. I haven't written many GUIs myself so I can't really give advice here. One thing I can say is that it will require programming skills, which you may or may not have.


I'm a .Net programmer, so programming (at least high lvl languages) and GUI are not a problem. My biggest doubt is how to insert the custom level data into the .smc file so i can generate the .bps file.
In that case, a general overview of the level data format (with SNES addresses of relevant tables) is here.
Originally posted by randomdude999
In that case, a general overview of the level data format (with SNES addresses of relevant tables) is here.


thank you, i will have a look. Its seems to have Lunar Magic stuff all over the place lol, lord helpe me.
Yeah, it's possible. I think Smallhacker and Alcaro have done it, and I once made a level for SMAS SMB3 using just ASM files. It's definitely a lot more tedious than using an editor, though having graph paper helps. I also highly recommend setting up macros for things like placing objects.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
I cheated. I designed them in LM, then translated them to asm.

I could've done it fully manually if I wanted to, but I needed something to design the levels in.
<blm> zsnes users are the flatearthers of emulation