| MushROMs: An (unfinished) editor for Super Mario All-Stars |
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Forum Index - Non-SMW Hacking - Super Mario All-Stars - MushROMs: An (unfinished) editor for Super Mario All-Stars |
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| Posted on 2011-03-20 07:35:11 PM |
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2 months had passed since SWD said progress about the editor. And I'm wondering what he is doing right now. Anyone knows??
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| Posted on 2011-04-02 01:01:15 PM |
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Originally posted by spel werdz riteIt will be compatible with SMAS+W, and you can even load Lunar Magic from MushROMs. However, you're going to run into a lot of problems concerning patches, hacks, and BlockTool SuperDeluxe
What if you don't have LM? I'm just curious. (DUH I HAVE LM)
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| Posted on 2011-04-03 03:47:42 PM |
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You won't be able to use the "load LM" feature then of course.
DonutYoshi: He's still working on it as far as I know. I've seen some of his (rather awesome) progress.
He's working on graphics-related stuff at the moment I think.
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| Posted on 2011-06-05 09:26:53 AM |
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When do you expect to have a release date for this?
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| Posted on 2011-06-05 01:58:54 PM |
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jezzes! I think he said later this year although I could be wrong but quit posting stupid post saying I can't wait for this to be released yes we know!
although I do wish he would post a update to quest our thirst and to give us a little taste.
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| Posted on 2011-06-05 04:02:38 PM |
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I've been experimenting. Right now I'm working on xkas code because MushROMs is definitely gonna need it for some of its features. There haven't been many visually pleasing work (I'll try to do something when I can). But for those of you with a knowledge of x86 assembly, you can have a lol at this code:
CodeEXPORT void DrawPalette(uint *scan0, uint* palette)
{
static int i, j, x, y;
__asm
{
push esi
push edi
mov esi, scan0
mov edi, palette
mov y, 10h
loop_y:
dec y
jl E
mov x, 10h
add esi, 4000h-400h
loop_x:
dec x
jl loop_y
mov eax, [edi]
add edi, 4
mov j, 10h
sub esi, 4000h-40h
loop_j:
dec j
jl loop_x
mov i, 10h
add esi, 400h-40h
loop_i:
dec i
jl loop_j
mov [esi], eax
add esi, 4
jmp loop_i
E:
pop edi
pop esi
}
}
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| Posted on 2011-06-13 07:31:35 AM |
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Originally posted by Shy Guy's Stashjezzes! I think he said later this year although I could be wrong but quit posting stupid post saying I can't wait for this to be released yes we know!
although I do wish he would post a update to quest our thirst and to give us a little taste. I'm sorry but if you a referring to me which I'm certain you are, I was only wondering an estimated release date for this editor. no need to reply with backlash.
And of course I would be looking forward to the editor, who wouldn't when they grew up with such cherished games?
And you said it yourself, There hasn't been any updates in a considerable amount of time.
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| Posted on 2011-06-14 04:15:40 AM |
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Wow, really awesome. I just randomly decided to read through this whole thread in one good session and I am impressed with all the good work you have done, spel werdz rite. Keep up the good work and happy coding! (Coding is definitely a love-hate relationship. I love it but I want to take a break from it often.)
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| Posted on 2011-06-21 07:57:08 AM |
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Originally posted by spel werdz rite 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.
I know what you mean. That's why hacking SMB has been very frustrating for me, even using SMBUtil makes it frustrating.
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| Posted on 2011-06-21 08:54:20 PM |
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Hello new board member. Anyway, to get you caught up, I program very slowly. It'll be out one day, I just don't want to promise when, because then people will be upset if it's not ready by then. Let's say sometime within the end of this week, or five years from now.
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| Posted on 2011-07-03 10:42:39 AM |
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So you know we don't have to wait any more than five years? That's good. I'll be holding you to that.
Will MushROMs support headerless ROMs? There's been a bit of an argument about that with Lunar Magic, and a stitch in time saves nine. No doubt it would be much easier to change this editor if it didn't, since it's a work in progress.
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| Posted on 2011-07-03 12:04:36 PM |
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It does SNES addressing, so ROM types are invariant to the editor.
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| Posted on 2011-07-03 03:22:20 PM |
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Once the SMAS hacking scene grows, I'll make sure to enforce headerless ROMs in my possibly future tools :D
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| Posted on 2011-07-03 03:57:47 PM |
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I forbid it. Learn to program invariant of headers or I'll ban you.
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| Posted on 2011-07-03 04:04:25 PM |
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In all seriousness, this is about SNES purity not programming laziness or anything. I don't want SMAS to suffer the same fate as SMW.
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| Posted on 2011-07-03 04:07:07 PM |
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The suffering that smw had was one good programmer and several mediocre ones. I still say snes hacking programs should be header invariant. A simple header removal tool would suffice for those who seek purity.
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| Posted on 2011-07-03 04:07:50 PM |
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Have fun making patches that knows if the source ROM is headered and cleaning up the mess caused by unheadered and headered PC addresses everywhere on the forums.
I still say we need a standard somewhere, or stuff will get messy.
Edit: Who would this good programmer be? FuSoYa is lamehacking around the headers, and nobody else (except emulator authors, and they're not just one) has made anything important.
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| Last edited on 2011-07-03 04:16:11 PM by Alcaro. |
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| Posted on 2011-08-13 07:36:01 PM |
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I don't know if anyone has mentioned this before, but...since this project is open-source, can we please have decent documentation of the ASM hacks MushROMs installs? At the very least, I'd like to know where the program puts its extra stuff in the ROM.
As far as the header discussion goes, well, I may very well make some tools and patches for SMAS hacking as well (Tessera for SMAS?!), and...I'm not sure if I'd make them header-invariant or require headerless ROMs, but leaning toward the latter. We can avert the mess that happened with SMW.
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| Posted on 2011-10-17 01:12:11 AM |
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This looks cool, though I have six questions...
1) Can you only edit 1 game per ROM?
2) Is Lunar Ips compatible with MushROMs, as well.
3) When you said earlier, about the limitations on objects/sprites,
does that mean you can't have more than five standard blocks in a row?
How does THAT work?
4) You know how in SMB1, before you enter the level, it shows you a "preview" of the level? Can you edit those as well? (E.g. It showing a water stage, when you made a land stage, or a day stage intro, when you have a night time, level)
5)When you edit one of the games, will the other unaltered games still be playable? (If question 1 was yes"...)
6)What would exactly happen, if you tried to change more than one game?
(If question 1 was "yes"...)
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| Posted on 2011-10-17 01:20:19 AM |
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1: The first version will only be able to edit SMB1 (and probably TLL), but the finished product is intended for all four (it'll leave the SMW part of SMAS+W to LM).
2: Lunar IPS doesn't care what files you give it.
5: I'm pretty sure they will. ...of course we can hope that he adds a button to disable the useless ones.
6: They won't interfere with each other (unless you run out of freespace).
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Forum Index - Non-SMW Hacking - Super Mario All-Stars - MushROMs: An (unfinished) editor for Super Mario All-Stars |