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Blox: a new (unfinished) editor for SMB1

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What do you mean by "compatible with disassembly"? The editor is ROM based (as most are) not source-compiling based. I see no reason to provide this functionality. Why would a level editor need to be compatible with a disassembly anyway? Anyone that is experienced enough to be hacking via disassembly compiling would already have the bare basic knowledge to just incbin/incsrc a binary file of the level anyway. In which case, yes the editor does include an option to save the level in raw format as a .BIN rather than "hard-writing" to the ROM.

The new level format I'm currently working on (should the user select to use it) is planned to be both more efficient as well as more compact. In the end more space should be available for extra metatiles/objects.. however, I'm not entirely sure how much.. but we'll see.

I'm also not sure if I will even touch the sprite handling code. If a great need for it comes up then I'll see what I can do, but as of now I don't have a reason to.

Depending on how everything goes it may be made open source, but as of now it is not. Also, about the NoDice thing, like I said this editor is ROM-based, not source-compiling based. It doesn't execute game code to render the levels as NoDice does. At a pure basic level, as most level editors do, it only "emulates" the way level data is fetched/processed.

e: Progress. There's a couple of glitches with object lengths that I need to get worked out as well.

Stay tuned guys. I'm sorry this is taking much longer than expected.
I know how to ''incbin'', but level making is another thing, you're right...

Also, Hope everything in the programming department turns out better for you!
Originally posted by zkip
e: Progress. There's a couple of glitches with object lengths that I need to get worked out as well.

I am extremely impressed with the direction this project is taking as shown by that screenshot. This may be successful after all it seems but it is too early to tell for certain.
Originally posted by zkip
e: Progress. There's a couple of glitches with object lengths that I need to get worked out as well.

Stay tuned guys. I'm sorry this is taking much longer than expected.

YES. That is outstanding work! I don't see any need for improvement, keep it up!
I would love to hack SMB1 with such an editor! :')
Really hope this project is finished sometime soon ;D no rush!

But seriously awesome work. So many SMB1 editors are finicky to use...
good to see that doesn't seem to be an issue with this one!
3 years ago I enjoyed making SMB1 hacks, but I stopped mainly because of the fact, SMB1 editors weren't very good to use.

I'm quite amazed of your work. It looks really promising and it would make SMB1 hacking much more popular. Waiting for more news!
This editor has genuinely grabbed my interest.

So you rewrote the music engine for SMB1 so custom music is easier? That's pretty cool. I had a random thought though: how possible would it be to make music for SMB1 using FamiTracker? I was thinking that maybe you can grab the music from the NSF you can generate, and stick it in SMB1's ROM, but I'm not sure how music engines work in NES.

I assume you've heard of FamiTracker before, seeing you're doing NES stuff and all.

Also, it'd be cool if the editor and the ASM hacks would be open-source. Maybe I can learn stuff from it and make an editor for some NES game :p

About progress.PNG: looks solid so far! I just noticed that the map16 tiles available is so small though. Can the black tiles be used for extra, custom map16 data?
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Originally posted by Ersanio
how possible would it be to make music for SMB1 using FamiTracker?

As you know, NES music is very different from SNES music. Any music engine in use is coded with the same architecture as the whole ROM is. FamiTracker and all related NES music trackers use their own engine ASM, own RAM space, etc... you get the drill. This engine I have coded stand-alone and adapted it to SMB1 and it will only work with the output format of the tool. (which parses and compiles MML-formatted .txt files.)

tl;dr: It is possible (provided that you have the entire engine disassembled), however, not very applicable to SMB1 because of obvious ROM and RAM limitations.

Originally posted by Ersanio
I just noticed that the map16 tiles available is so small though. Can the black tiles be used for extra, custom map16 data?

All metatiles within the game are located there, however, in the original game code, data located directly after the last tile (the axe) is actually the start of palette data- following that are a few text tables. That being said, within the expansion scope of the editor, this data can easily be relocated leaving roughly around ~350 bytes for extra metatiles/objects. With a little bit of math that rounds out to being somewhere around ~80+ more metatiles free for user use.


Thanks for all the nice comments guys! I'm trying my best to work on this as much as possible!

Small tiny tiny update
When rendering a level with SMB's code- the bushes, clouds etc. are actually "hard drawn" into the level every 3 pages. I've incorporated the bushes here.

Give Mario some love?~
The unofficial answer, by me is:

It is technically possible to just use Shiru's Famitone2 and replace most of the music coding in SMB1 with it, Complete with Sound Effect support.

http://shiru.untergrund.net/files/src/famitone2.zip

Better yet, Transcribing it to your own music engine should improve a whole lot. I've seen people go to the New-Capcom/Takeru music engine (difficult for some like me)
where did i get it?#smw{o_O?}
Your layout has been removed.
Stop bumping dead threads.
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