Banner
The Overworld Design Contest ends in
1 MONTH, 2 DAYS, 19 HOURS, 44 MINUTES AND 15 SECONDS
Views: 898,192,741
Time:
13 users online:  1UPdudes, ArmAusStahl, BlueToad, FedoraFriday, GiraffeKiller, h.carrell, Hat Kid, k0nk4r4, mae_86,  MarioFanGamer, redkiller, Retro Master HD, TruffledToad - Guests: 67 - Bots: 76 Users: 50,404 (2,285 active)
Latest: paul_the_lifeguard
Tip: The lowest row of 16x16 tiles in a level do not appear, unless the "Allow viewing full bottom row of tiles" box is checked in the #lm{MARIO69} menu. Be mindful of this when designing levels!
Not logged in.
ShyGuy Advance - a Yoshi's Island: Super Mario Advance 3 editor
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - ShyGuy Advance - a Yoshi's Island: Super Mario Advance 3 editor
Tags:
Pages: « 1 » Link
This is something I'm working on. I initially started it to keep myself occupied during the Covid-19 lockdown and I've been working on it in my free time ever since.

v0.5 download

A Super Mario Advance 3 - Yoshi's Island (U) [!] ROM is required. I'll add support for international versions later.

Current features:

- Level editor
- Level entrance editor
- Midway entrance editor
- Level name editor
- Sprite set editor

Planned features:

- Display graphics for objects and sprites in room editor
- Better screen exit display
- Better object/sprite names and descriptions (I borrowed those from EggVine v0.81+ for now)
- More descriptive level header editor
- Auto scroll editor
- Message/other text editor
- Expand room upon saving if required
- Expand level name if exceeds original length
- WYSIWYG interface for text editors
- Overworld editor
- Extra options menu
- More interesting room editor toolbar (Done)
- 240x160 screen viewer
- Drag and drop from object/sprite window (Done)
- Scan room for undefined exits
- Support other versions of the ROM
- Right click to create copy objects/sprites
- Select multiple objects/sprites
- Import/export rooms

Due to the similarities between both versions, I may eventually add support for the SNES version, however it's not a top priority.

Please feel free to suggest any more you can think of!

Screenshots:

Room editor
(please don't be put off by the EggVine-like appearance, as it's only temporary!)

Level name editor
(I just noticed I forgot to display the pointers. Silly me 😂 I'll fix that next time)

Level entrance editor
Midway entrance editor
Sprite set editor

Thanks to Golden Yoshi for beta testing and SBird from the PokeCommunity for writing the GBA C# library I'm using, without which, this project could not have happened.

Note that since this is such an early release, although it's been tested and I've made every effort to find and fix them, there are sure to be bugs. Please report any you find!
Feel free to ask any questions about SMA3 hacking too. You can find out more here and here.

Have fun!Free counters!
Thanks for letting me test, the editor is very promising. My favorite feature so far would have to be the sprite set editor, makes it easier to make more interesting mixes of enemies for each level. Looking forward to seeing more progress.
I've been tested this for a while and holy shit, it's amazing. Despite the lack of graphical display, it's already more complete than current Golden Egg version, especially since you can edit spritesets, entrances/midway and level names within the editor itself (which currently, all of these need to be made with separate tools for SNES YI, which is honestly stressful and tedious).

I'd really hope you can add support for SNES YI, but I'd understand if you eventually drop it, because the rom isn't that flexible as we may want (which is probably the biggest roadblock of the YI hacking development), and the lack of interest in YI hacking as a whole.

Anyway, I'm very interested in this, will definitely test more later. Good job so far.

--------------------
2021 TRENO vibe check thread
Well, this is certainly a surprise! Can't wait to see how this project develops, and as Ayami said, I'm curious if it will eventually be compatible with SNES YI as well.
Thanks, all! 😁 I've updated the version in the first post to fix some minor bugs. I'll be posting progress updates in this thread too, so stay tuned!

To add support for the SNES version, I'd need to write a C# library to handle SNES ROMs, similar to the one I'm using for GBA ROMs. I could use the GBA library to help me, and one may even already exist. I'd rather add SNES support further ahead in the project when the majority of the GBA functionality is in place, as I could simply modify the code I'd have written.Free counters!
I just want to say that I've been waiting years upon years for some new editor for Yoshi's Island. This is lucky for me, because I personally like the GBA port better than the SNES. I'm so glad to hear that you are actively working on this editor. I think the Yoshi's Island hacking community has good chances of shining once more. I've always been a fan of the game ever since I held the console in my hands. I have a distinct memory of my babysitter buying me the game when I was a young lad. (SMA3 in this case.) I was so excited, haha.

I really REALLY look forward to seeing more updates as I'm egg-cited to see what's in store for the future! *runs in egg puns* I'll be honest, for the longest time I would consistently check the Yoshi's Island portion of SMWCetnral in hopes of seeing new content, whether it be an update to Golden Egg or even Egg vine, and new hacks in the making.

Nonetheless, I'm excited. Good luck with your continuation of this editor because I'm REALLY looking forward to what comes next. :)
Originally posted by iZackefx
I just want to say that I've been waiting years upon years for some new editor for Yoshi's Island. This is lucky for me, because I personally like the GBA port better than the SNES. I'm so glad to hear that you are actively working on this editor. I think the Yoshi's Island hacking community has good chances of shining once more. I've always been a fan of the game ever since I held the console in my hands. I have a distinct memory of my babysitter buying me the game when I was a young lad. (SMA3 in this case.) I was so excited, haha.

I really REALLY look forward to seeing more updates as I'm egg-cited to see what's in store for the future! *runs in egg puns* I'll be honest, for the longest time I would consistently check the Yoshi's Island portion of SMWCetnral in hopes of seeing new content, whether it be an update to Golden Egg or even Egg vine, and new hacks in the making.

Nonetheless, I'm excited. Good luck with your continuation of this editor because I'm REALLY looking forward to what comes next. :)


Thank you!

Minor update: I've replaced the create and delete buttons in the room editor with a drag-and-drop interface from the list to add objects and sprites (those buttons are still used for screen exits). I've updated the download link in the first post. I've also separated object and sprite editing modes. You can use the Esc key or select the option in the toolbar to switch between them.

There is currently a bug in this version where you can't delete any objects in object mode until you click on a sprite or screen exit within the editor. After doing that, you will be able to from then on. No idea why that happens. I'll fix it in the next release.

I've begun working on the graphical display in the room editor. As I suspected, loading the graphics was the easy part, constructing them will be much more challenging and time-consuming 😂Free counters!
You're very welcome! :D

That's wonderful to hear. As far as that one particular bug goes, I've encountered that myself though it wasn't a huge issue.
I'm seriously looking forward to what you have in store for the future of the Yoshi's Island hacking scene! (SMA3 for now, obviously.)

I've been fiddling around with the editor for a little while now and I'm very satisfied with what it's currently capable of. In any case, good luck working on your editor and just know we'll be excited for future versions! (I'm particularly excited about the file expansion upon adding more objects and sprites per level. Hehe.)
No new release this time, just a progress update. I'm still working on the graphics. It's going to be a lengthy process 😂 Every object needs its own unique scripts to assemble and draw its graphics.

Originally posted by iZackefx
(I'm particularly excited about the file expansion upon adding more objects and sprites per level. Hehe.)

What makes SMA3 even better is that the ROM can be expanded 😁 SNES ROMs which use the Super FX chip are restricted to 2MB. Of course, this doesn't apply to the GBA version. To make efficient use of space, my plan is to allow the user to choose a new location to save to if the level size exceeds the length of the current location. They will be asked to specify the number of bytes they need. If all the free space is used, the ROM will be expanded.Free counters!
Take as much time as you need. I'm happy to hear that you are continually working on this! (At your own pace, I'd presume.)
Time for a new release! The main improvement to this version is that I've rewritten a lot of the earlier code so that it's much more efficient, so the program runs faster. For that reason, I strongly recommend downloading this update. I've also replaced the room editor's menu bar with a prettier-looking toolbar, as you can see here. You'll also notice there are no external files except the GBA DLL. I've moved all that data inside the program 😁

Still no editor graphics, I'm afraid. I abandoned my original method as it was taking an awfully long time. I need to find out where the tilemap data for objects and sprites is stored in the ROM before I can implement graphics, and I don't know how to find it 😟 For now, I'll keep trying.

Merry Christmas!Free counters!
Phenomenal work!!! Thank you for this update. Merry Christmas to you and your family. :3
If you do finish the GBA editor for YI, then an SNES editor of YI would be great.
You need to update Shy Guy Advance to v0.6:

- Display graphics for objects, sprites and screen exit in room editor (You will borrow those from Golden Egg v0.005 for now).
- Better object/sprite names and descriptions (You will borrow those from Golden Egg v0.005 for now).

Or it will be available Golden Egg for Super Mario Advance 3 - Yoshi's Island ROM.
Originally posted by BashfulJg
You need to update Shy Guy Advance to v0.6:

- Display graphics for objects, sprites and screen exit in room editor (You will borrow those from Golden Egg v0.005 for now).
- Better object/sprite names and descriptions (You will borrow those from Golden Egg v0.005 for now).

Or it will be available Golden Egg for Super Mario Advance 3 - Yoshi's Island ROM.


Your parents surely didn't teach you the word "please"? #tb{'_'}

That aside, if the ROM size limit can be expanded, can the music be upgraded as well? Since the SNES rom size can't be larger than 2MB. The GBA version with an expanded FOV and SNES-quality music has become my Moby-dick for the last couple weeks and that past comment surely made me wonder if it was possible.

EDIT: Forget it, I've just found out about the GBA audio handler limitations, so it's really a hardware issue until XQ is 100% for emulators or else #tb{:(}
Pages: « 1 » Link
Forum Index - Non-SMW Hacking - Yoshi's Island Hacking - ShyGuy Advance - a Yoshi's Island: Super Mario Advance 3 editor

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks