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Advantages on Hacking SMAS over SMW

Okay, so today, I was told that some stuff was going on with hacking SMAS. My question is this:

What are the advantages (or anything good) about hacking SMAS over things like SMW? I somewhat didn't get the point of it, because we already have a foothold in SMW and all or most of the assets (or at least conversions of said assets, like music and sprites in their own form) are made for SMW.

I'm not trying to be ignorant, I just want to know what's good on hacking SMAS.
The way I see it, there are no advantages to hacking one game over the other beyond ease of use. This is just another game to hack, not one to replace another.

I think this is just a project people are doing just so we have the data and can hack these games in a more flexible way.
What MercuryPenny said pretty much. I mean, we also have YI hacking and SM64 hacking but they're in no way replacing SMW. It's just expanding the amount of games we hack (and with this, we're actually taking 4 games in 1 go).

I'm sure that most people want to hack SMAS badly, but there's just no editor for it at the moment. I'm predict that especially SMB3 hacking will be popular.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Your post shows that you have radically different reasons for hacking than I do. I don't have anything to add, I just find it interesting.

Meh, I guess I'll add something.

Super Mario world is an incredibly important game to me. It marks a good portion of my childhood, being one of the first -- if not the first -- game I ever played. For someone else, that position may be held by SMAS. It's just different hacking for different people.
There may be benefits, though. Think of the sprite disassemblies! SMW may get an Angry Sun that moves in circles before diving at you as opposed to moving just up and down, and it may get a more accurate Boom Boom in terms of animation and behavior.
Your layout has been removed.
True. If we document the sprite data we may be able to make a near-perfect remake of the sprite. I mean, we can't literally copy the sprite code from SMAS to SMW due to different RAM addresses but hey, the addresses still have the same functionality (X-Speeds, positions, misc. timers, etc).
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Indeed. (If only I could find where the heck SMB3's sprites handle their graphics...) That could even apply to things other than sprites. MushROMs is supposed to be open-source as well, unlike Lunar Magic.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Sma4 elevels could actually replace smw because it has all the features from smw and previous mario games but smas can not.
Yup, but the question is how easy/hard it is to do ASM on a GBA. The majority of this site is used to 65c816, not ARM.
My blog. I could post stuff now and then

My Assembly for the SNES tutorial (it's actually finished now!)
Originally posted by Ersanio
Yup, but the question is how easy/hard it is to do ASM on a GBA. The majority of this site is used to 65c816, not ARM.

As easy as the snes you just have to learn it(learning it is the hard part).
It would be cool to warp between games. Go down a pipe in SMB3 and end up in SMB Lost Levels.