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Random level generator v1.0
Forum Index - SMW Hacking - Resource & Tool Releases - Random level generator v1.0
Pages: « 1 2 3 »
v2.0Here
The levels look ok.(not background it is layer 2)
There always beatable.
Can be customized.(Read how to use.txt)
Sprite graphics errors fixed.
Fixed level size issues.(the first 2 sprites where deleted along with the last 2 blocks of level data)
All 3 infinite mario bros level types no longer made from concrete blocks.
Output in .mwl so no risk of corruption.

Todo:
Layer 2
Goal Tape Post
The pipe colors are not errors but they may be changed.
Overworld
Better sprite support.
Better script support.


Any input would be appreciated.(feature requests,bug reports)
All bugs will be acknowledged!
well I guess FuSoYa does. You could try ask him via PM or hope he sees this thread.

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... what even am I doing with my life?
Or you can edit the rom directly, information can be found here: http://www.smwiki.net/wiki/SMW_level_data_format

I actually think, an .mwl is more or less a wrapper of this format, but I haven't checked this.

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Your layout has been removed.
Ok what am i suppose to do with the new screen flag.
The format is as such, that it goes from left to right and puts the objects according to there XXXX and YYYYY positions in the current screen. If you finished with the current screen you can set the (N)ew screen flag to indicate that you want to write to the next screen.

It is also important to note, that the z-Position is depending on the order you insert the objects in the screen. As this causes problems if you want to have an object on the next screen behind one on the current screen there exists the screen jump object (Ext. Obj. 01) allowing to jump to an arbitrary screen number. So you could then:

First write the object on the second screen.
Then jump back to the first screen.
And add the object you want in front.

for this case of z-ordering.

Also note: the top right corner indicates on which screen the object is (therefore an object on the right of the first screen could potentially overlap an object on the left of the second screen).

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Your layout has been removed.
I am writing this in java and need to export .mwl files for lunar magic.
I have no experience with hex/editing executables. (snes or otherwise)
I know this may be much but if anyone knows java and can write a function that could write .mwl or to the rom could you please pm me I have the level generator working and can upload it if necessary.(it looks pretty crappy but it is less than 2 weeks old.)
Could i just include lunar magic in my program and hijack its gui to make and export the level.

Finally got it working with directly editing the rom.(no .mwl)
Yeah, mwls are just containers so you'll be working with the same format whether you do it in the ROM or an mwl.

But if you want to do it in mwls, it'd probably just be easiest to save an empty level in LM then modify the offset and size value for the level data in that mwl to point to your own data which you could append to the end of the file.

In mwls, file offset 4 has the 32 bit file offset to the main offset+size table. In that table, each index gives you a 32 bit file offset and a 32 bit byte size. Index 1 has the layer 1 data (file offset 0x48 in a typical mwl file). The data it points to starts with 8 bytes that you can probably leave as 0, then comes the level data in the same format you'd find in the ROM.

Good luck!
See last post.
How can I do direct map16 access it is not documented on smwiki.
I need to because the level generator makes blocks not objects to every block is an object and corner tiles are not a block.
For the first two pages, it's objects 22 and 23, with an extra byte at the end containing the low byte.
For the other pages, it's either object 25 or 27, can't remember which.
To use the latest LM's add-multiple-tiles-at-once feature, set the 0x40 or 0x80 bit in the high byte of the tile number; I don't know what to append after that, nor which of the bits to use.

If you want to know the remaining details, reverse engineer it yourself. Add a DM16 tile, save (or export), and look at the level data. Change something, save again, and see what changed. Try to figure out the patterns; they're usually reasonably simple.
Alternatively, look up the handlers for those objects and disassemble them.

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<blm> zsnes users are the flatearthers of emulation
Put the generator and mwl foundation in the same folder run the generator click go there is now a file named level.mwl witch is a valid level.
Now with 99% less concrete blocks and 100% less corruption!
Generator
Mwl foundation
Doesn't do anything for me, I hit Go and no file is created.

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Your layout has been removed.
What os are you using. (I used windows 8)
Is foundation.mwl in the same folder.
Is the area your using it in cluttered with icons.(cant find the file)
Is the area you are in write protected.
Are you using the latest java version.
Does it crash because if it does thats a different issue and you should pm me with more details.
Update
This is the next update (theres not much aside from unused structure code parts in the source)the source is Here.
If you want to help please do since school is starting.
I am currently making it place structures(not done yet)(look in the source code) through out the level like pipes but custom (houses,trees,puzzles,btsd block puzzles,ships)and you can set parameters. (make within 5 blocks of a pipe,only in sky levels,must have one per level)
The structures will be placed in .ums (user made structure)files and can be made in lunar magic max size is the first screen.(Very early beta at github)(click the blue ghost house door in lunar magic)
First release
Theres a how to use.txt in the zip.
Please move to finished tools this is release v1.0
You can now customize it with python scripts.
Originally posted by crith
Please move to finished tools this is release v1.0

You mean the resource release forum? Sure, can do.

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Get the official ASMT resource pack here!

v2.0 Here
The levels look ok.(not background it is layer 2)
There always beatable.
Can be customized.(Read how to use.txt)
Sprite graphics errors fixed.
Fixed level size issues.(the first 2 sprites where deleted along with the last 2 blocks of level data)
All 3 infinite mario bros level types no longer made from concrete blocks.
Output in .mwl so no risk of corruption.

Todo:
Layer 2

Any input would be appreciated.(feature requests,bug reports)
All bugs will be acknowledged!
A sample hack featuring 7-8 levels generated by this tool will be nice.

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Demo.ips
Fixed secret1key.py
secret1key.py crashed this is the fixed version.
Pages: « 1 2 3 »
Forum Index - SMW Hacking - Resource & Tool Releases - Random level generator v1.0

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