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Tool suggestion ( not necessarily the site)

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In that could benefit most everyone in the hacking industry have a suggestion that could benefit most everyone in the hacking industry.

I proclaim this as the Superior Hack module ( ok that sucked but what ever)
/////////////
This program is multi-function.

1a)/// The Music section///
The program can recognize what certain characters are,
and will show you them in a way to place them easy and quick.
Think of a very, very advanced-but-easy Mario Paint composer,
you click a sound, and it adds it the way you want.
It knows how to decipher a loop, octave change, etc... to what ever you wish.
There is even a previewer that composes and plays the midi
( or txt if you use that) with a built in spc player .
You can import your rom inside, and it will display your music for editing,
and even export for other uses, import new music, and more!
/////////////////////////////////

1b) ///The Graphic section///
This feature will allow you to do many graphical things to you rom,
as you can import it for editing.
It will read the data, and show you your graphics in a depository of some sort.
You can "import" a small Bitmap/Vector image and examine the pixels
for a reasonable conversion.This will try to show you what a
certain picture would look like, and obviously can't use 132x234 graphics for a
16x16 picture. After that, you can save to your rom directly,
or export it for another use later.It may have a few HDMA graphical functions as well.

2c)/// The Hex/Asm section///
probably the most desired section. This function reads your commands like
common language. Like if you type "Load specifically 12 and replace with 19 then stop"
It will put "LDA #$12 STA $19 RTS" in return. It can back track like that too through a scan.
When you scan, it tells you exactly what your commands and edits are doing. it would scan
"LDA #$12 STA $19 RTS" and say " you are taking 12 and replacing it with 19, then stopping the
code." This could help the advanced, and the beginners. I myself am horribly bad at hex
editing, so I am not going into much detail here.
///////////////
More to come(?) !

I am unable to create this tool, maybe someone else can program it.


thoughts? Suggestions? comments?
You serious about the ASM part??? There is a reason why ASM is the way it is. It's impossible to make an "English" compiler that works exactly as you say. There are higher level, compiled languages like C that are closer to what you speak, but they are not suitable for ROM hacking.

The rest is all possible, but it would be hard to do and take months or longer to successfully create the "Superior Hack" whatever.

I do have an idea (emphasis on idea) for a plugin based "Hack Manager" that would manage your hacks and handle backups and be able to interface with existing hacking tools, as well as having a plugin system with native plugins (including IPS patching, ASM editor and xkas frontend, and Graphics and Palette converter). I have plans to build such a thing myself, but don't you dare try rushing me. Then again, it may never happen. If it does happen, it will utilize Mono C# + GTK# so it will run on Windows, Linux, and Mac. (Probably BSD too)
Your layout has been removed.
really? Hmm.. I did not know asm was like that...
People use ASM for one or more of the following reasons:

1. They need the code to be able to run as fast as possible.

As far as the SNES goes, this is a fairly big factor, considering the (slow) speed of the 65c816 processor. There is C for SNES, but C is not as precise as ASM wasting much CPU time. Besides, the C compilers for SNES are buggy and as such you would require ASM knowledge to fix the mistakes the cruddy C compiler put in there for you.

2. They need to speak a language that can easily be translated both ways to and from binary CPU object code.

This is the main reason we use ASM for ROM hacking. You see, ASM is practically the same as the binary CPU object code that is run by a processor. The only difference is, instead of working with 10101011's we use three letter text representations of direct CPU operations code.

For example, we have the NOP ASM code (the one that tells the CPU to do nothing)
Code
ASM     Numerical
     Binary  Hexadecimal
---------------------------
NOP  11101010 EA


Because we're hacking, we need to know some of the code that is already in the game, so we can find routines (code for a specific function, for example a graphics routine, collision routine, or a lives handling routine) in the game and hack them to do what we want. For this we also need to know the size in bytes of what we are putting into the ROM, so we don't exceed the amount we can put in that location and corrupt the ROM.
Your layout has been removed.
Here's another tool suggestion.

Lunar Magic Advance

It's the exact program, but it can modify the GBA version of SMW.
Spah sapped mah layout!

Call me Reshiram_The_Artist, or RTA.
Originally posted by CorruptendoX
Here's another tool suggestion.

Lunar Magic Advance

It's the exact program, but it can modify the GBA version of SMW.

Why? The GBA version is basically the original, but with lower quality sound/graphics, some glitches, and that Mario Bros. game that comes with it.
Originally posted by Supertails
Originally posted by CorruptendoX
Here's another tool suggestion.

Lunar Magic Advance

It's the exact program, but it can modify the GBA version of SMW.

Why? The GBA version is basically the original, but with lower quality sound/graphics, some glitches, and that Mario Bros. game that comes with it.

I agree with Supertails, the GBA version was worse than the Snes version, and it really made me sad to play it.
The only main difference is a few cutscenes, worse GFX (only a little though), horrible music and SFX remixes, and alot of glitches that weren't in the original (and yes, I mean the spin jump corner = death glitch -_-")

Sorry, but I do not see anyone making a SMW advanced editor anytime soon, but a GBA game editor would be a nice concept to study... *smiles evily*

Caio~
Follow me on Hermitscape for random bits of game design talk and pixel art, or even request something for me to draw.
Latest Post: Wayra Devpost #2: "A Little New"
why not just add all the "new" blocks and sprites from sma2 and rebuild them for smw? Other than the new graphics they were the same game + that mario bros. game stated before.
*WARNING: due to cosmic radiation, Quantum fluctuations, or earth going into sector x79352C, the world may end at any moment. Have a nice day.

Current Project:



Status:Complete

Previous project status: Failed/Quit

Current Issue

C++ : fsteam help



Originally posted by Chrismentio
Originally posted by Supertails
Originally posted by CorruptendoX
Here's another tool suggestion.

Lunar Magic Advance

It's the exact program, but it can modify the GBA version of SMW.

Why? The GBA version is basically the original, but with lower quality sound/graphics, some glitches, and that Mario Bros. game that comes with it.

I agree with Supertails, the GBA version was worse than the Snes version, and it really made me sad to play it.
The only main difference is a few cutscenes, worse GFX (only a little though), horrible music and SFX remixes, and alot of glitches that weren't in the original (and yes, I mean the spin jump corner = death glitch -_-")

Sorry, but I do not see anyone making a SMW advanced editor anytime soon, but a GBA game editor would be a nice concept to study... *smiles evily*

Caio~


Gohere to find out the awesome differences....

-_-╬
Spah sapped mah layout!

Call me Reshiram_The_Artist, or RTA.
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