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The Ultimate Tool Request - What's left for SMW Hacking?! + Mode 7 Tilemap Editor
Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2019 - The Ultimate Tool Request - What's left for SMW Hacking?! + Mode 7 Tilemap Editor
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Unfortunately with the Lunar Magic 3.00 collaboration with FuSoYa, I could not produce anything release/final worthy for this C3. Hope that's understandable.

I also have a personal polity of only releasing new content here, so SA-1 Pack updates, SnesGFX updates, SpriteTip, etc., even Lunar Magic itself would not ever appear here under my name.

However, one thing I have noticed is the C3 request threads got really popular. That's awesome. But nobody had the courage to take tools requests yet (or at least I'm aware into). So let's make this small game happen!

The Ultimate Tool Request - With quality warranted by Vitor Vilela!

Tools are awesome because you can do anything in any SMW hacking department.

Graphical Tools

Graphic based tools are tool that can be used to rip, insert, process and manipulate graphics. Also allows for setting up levels and even sprites for advanced SMW hacks.


SnesGFX is an example of graphical tool.

Musical Tools

Music based tools are awesome example that with tools you have no limits for them. They can assist you with ripping, processing, debugging, listening and much more. What else is left for them?


BRR Player is the one of the music tools made by me. Allows for tuning and listening .brr files directly.

ASM Tools

ASM and tools are the perfect but underrated combination. It allows you for automating processes and generating high level code that offers non-ASM coders the opportunity to insert custom ASM hacks and for ASM coders opportunity to make its work slight faster.


UberASM Tool took down the limitations of using the patch version and made the UberASM Repository possible thanks for it. Still there is much more that can be worked on and expect improvements for the next months to come in.

Sprite-assist Tools

With sprites and custom sprites, you can't just write tools to insert and edit them, but also make analysis, combinations and even generate some.

For example, custom sprites are awesome but they could not be displayed on Lunar Magic directly.


SpriteTip is an example of tool that allows viewing custom sprites on Lunar Magic. An update is incoming for PIXI and GIEPY support!

Lunar Magic enhancements

Our most recent example of how tools can improve SMW hacking, Lunar Magic 3.00 is the perfect combination of ASM + Tool can enhance SMW hacking.


Thomas/kaizoman sample level. Click for larger version.


What else can be made? Make your Tool request now!

Ideas:
- automate something that currently is done manual.
- integrate ASM into a Tool.
- graphics and tools
- graphics and music
- music and tools
- animation
- Mario GFX animation
- music tracking
- music editing
- music debugging
- Addmusic enhancements
- Lunar Magic extensions
- patch integration
- GUI tools
- Console/script tools
- SA-1
- sprites
- simulation (bsnes analyzing code in background; SpriteTip works on that)
- break currentl limitation (level sizes? sprite count? music?)
- something for multiple players? characters?
- dual ROM?
- OW enhancements?
- merging multiple features?
- anything else?

Rules:
- Make a reasonable solid request. Abstract ideas will lead to nothing! Think on something that is viable user-wise.
- Make only one tool request per post! You can make more later though C3, but it's nice to post your best tool idea and then let other people discuss as well.
- The tool can also include ASM code -- technically a tool can be an ASM request as well.
- Available programming languages: C# (GUI/Console), C (Console only), Javascript (Web only).
- I can use third party tools without problem (bsnes for simulation, SNESAPU.DLL for SPC playing and DSP tracking), Lunar Magic command line tools, Lunar Compress for graphics, etc.


BONUS! Mode 7 Tilemap Editor

Who remembers my Mode 7 Level demo? If you haven't, you should check it out now!

I noticed working with Mode 7 wasn't hard just because you had to really have a special knowledge over the mode 7 registers, HDMA projection, etc., but also there was absolutely no Mode 7 editor available....

No longer!



M7 Map is THE Mode 7 Tilemap editor, features full tilemap editing features and support different ways of loading and editing Mode 7 tilemaps. It's the tool you always wish for creating and editing Mode 7 images.



The tilemap editor has everything you need for doing your tilemaps.

You can make Graphics and Tilemaps for M7 Map using the SnesGFX Tool!

You can either load the tilemap/graphics individually or load them interleaved, the way they're loaded directly from the VRAM. You have the complete freedom!



But not just that! You can project the Mode 7 tilemap and make a preview on how it will look in-game after applying a special linear matrix transform!



And then you can go further and by using an actual C# code, you can simulate a completely custom HDMA effect and create whatever pseudo-3D Mode 7 projection you want!



With M7 Map you won't just be able to edit your tilemaps, but also play around with settings and make the 3D effect you always wanted for life! The above code includes projection similar to how DSP-1 do on Super Mario Kart and Pilotwings.

So what are you waiting for? Download Now!

Please note that this is still work in progress. There is no readme available, but the commands should be straightforward to use. You can use the available mode 7 patch offered here on SMW Central and SnesGFX to convert .png files to Mode 7 format.

Feedback is more than appreciated. Hope you have fun and that also inspire for the tool requests which I'll be open!

Of course tools can't be done as fast like a GFX file (though not impossible). The goal is to the list of accepted tools end up released for the next C3. Still, it will be worth waiting for.


So, what would you like to request for today?!
Live the C3!

After this post Luigi gave a mortal smash special jump on Crazy Hand!
A tool that lets you modify Mario's assets such as:

-Adding a health point mechanic
-Custom power ups with modifications for example projectile pattern that the Fire Flower shoots, an extra new use for the cape, new power ups, etc.
-Graphics

or a tool that lets you add more playable characters.

--------------------


Have a frost day~
Do you think an OW spritetool is feasible given I provide the finalized ASM code for it?

--------------------
I'm sure I'll find it


Other than automatize certain tasks, like patching, adding sprites and such, things that can be made via batch files, anyway... I'd like a debugger of sorts, that would be easier than bsnes. Don't take me wrong, it's just that I'm not that good at debugging, so... an easier tool could get the job done. Also, a simple ASM analyzer, like, checking the stack status, the processor flags, the loops' consistency... simple things like this.

--------------------


Signed Major Flare, a.k.a Br OW Hacker.


Originally posted by Blizzard Buffalo
A tool that lets you modify Mario's assets such as:

-Adding a health point mechanic
-Custom power ups with modifications for example projectile pattern that the Fire Flower shoots, an extra new use for the cape, new power ups, etc.
-Graphics

or a tool that lets you add more playable characters.


Noted. I have thought in creating a Mario animation editor, something that lets you edit the existing poses, adds your own animations, expand GFX32/33, etc. Probably health system is something that patch might work better, while adding new power-ups is a thing that we can work with LX5's powerups patch together.

As for adding players, animations, etc., definitely that tool can be a thing.

Originally posted by Erik
Do you think an OW spritetool is feasible given I provide the finalized ASM code for it?


For sure!

Originally posted by Major Flare
Other than automatize certain tasks, like patching, adding sprites and such, things that can be made via batch files, anyway... I'd like a debugger of sorts, that would be easier than bsnes. Don't take me wrong, it's just that I'm not that good at debugging, so... an easier tool could get the job done. Also, a simple ASM analyzer, like, checking the stack status, the processor flags, the loops' consistency... simple things like this.


Have you tried bsnes-plus as well?
Most of the TASes uses as well lsnes which has lua scripting facilities. Let me know how these work well for you or not.

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
I can't fucking believe we can do shit with Mode 7 now. You done good Vitor #smrpg{<3}

As for requests maybe start with making SPCtoMML less janky. I've used it extensively and there are a lot of notable issues:
-$EE tuning wastes a lot of space
-Pitch bends are really wonky
-Note lengths are a mess, always having the '=' sign in the length notation making it pretty much impossible to optimize anything SPCtoMML generates.
-Remote command spam is a problem in songs that use GAIN fading
-Vibrato can be inaccurate as well

As for more functionality you could add to SPCtoMML?
-Add a check box for people to chose whether or not they want the song looped or not
-Automatically add "#optimized" or "#default" in the samples bracket so that no one has to add that later to make sure the sound effects in game don't break

That's all I got.
Originally posted by Decoy Blimp
I can't fucking believe we can do shit with Mode 7 now. You done good Vitor #smrpg{<3}

As for requests maybe start with making SPCtoMML less janky. I've used it extensively and there are a lot of notable issues:
-$EE tuning wastes a lot of space
-Pitch bends are really wonky
-Note lengths are a mess, always having the '=' sign in the length notation making it pretty much impossible to optimize anything SPCtoMML generates.
-Remote command spam is a problem in songs that use GAIN fading
-Vibrato can be inaccurate as well

As for more functionality you could add to SPCtoMML?
-Add a check box for people to chose whether or not they want the song looped or not
-Automatically add "#optimized" or "#default" in the samples bracket so that no one has to add that later to make sure the sound effects in game don't break

That's all I got.


For sure! I'm been thinking on updating SPCtoMML for a while. When I coded it I had absolutely no knowledge on digital signal processing (DSP), nor calculus and linear algebra. When I joined university during the classes I have thought many times "holy man, I can't believe I haven't thought in that before, that will make SPCtoMML 1000x better". Expect an update any time ;)

Thank you for reminding me!

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GitHub - Twitter - YouTube - Blog - SnesLab Discord
Originally posted by Vitor Vilela
For sure! I'm been thinking on updating SPCtoMML for a while. When I coded it I had absolutely no knowledge on digital signal processing (DSP), nor calculus and linear algebra. When I joined university during the classes I have thought many times "holy man, I can't believe I haven't thought in that before, that will make SPCtoMML 1000x better". Expect an update any time ;)

Thank you for reminding me!


Glad to hear that! If you wan't I can be your beta tester #smrpg{:D}
I like quite a bit of the ideas you have there Vitor, especially with one that directly allows for music tracking, as I would like to see one be made specifically for addmusicK insertion (or other addmusic ver. but AMK is the standard here).


As for any new suggestions, id like to see a personal redesign of the ExAnimation tool seen in LM because as it is... I find it pretty cumbersome to use since it lacks as graphical user interface nor the ability to preview animations. Having to memorize the hexademical location of the tilemaps being used and to unlock internal ROM viewing in to do that is tedious and should be the underlying process behind a GUI.

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On Pixel Art Requests: I generally do not accept free work unless I either have the time, if I see your project worth my time to contribute towards, and that is usually me doing the approaching to you on that second part. I do not accept speculative work as I do have various art I made on-hand with me. I am more receptive to paid work and equivalent exchange of resources (trades) in which case, you can DM me wherever I have an active presence on for the details and we can work something out. If not, then don't DM unless absolutely necessary.



I really love SMW Customizer, I would love to see a newer take on that idea that has even more features. There are probably dozens of patches which could be integrated into this tool. A few which come to mind are:

Mario Physics Modifier
No Title Screen Movement
Fix Mushroom Priority
Remove Score
Save on Overworld Movement

It would be a great conversation to have, to figure out all the patches which could be replaced by this tool, it would make a new Customizer a truly indispensable resource.

SMWC members who have helped make Ganymede the hack I want it to be
I would request an alternative of IT2AMK.
I still I don't know about programming.

The tool. I write music it was made with OpenMPT and Famitracker and there is no music tracking on SNES.
I wish that IT2AMk can implement it.
Now Jimmy still not continue this development and still got a few issues.

- Unoptimized port.
- Add ZXX for Custom Macros
- Inaccurate or missing options with SNESBRR
- Hard work

I will make an executable that translates from MPTM File to AddMusicK MML Format or AMK SFX Format.

This stuff could add
- BRRPlayer with SNESBRR Converter GUI (C700 Style)
- AddMusicK TXT ARAM Debugger
- AddMusicK Player (Based AMPlayer)
- MPT2AMK possiblefor this.

Sorry for a lot of lists.

My machine is WinXP SP3 and my English broken.
A much better SPC to MML would be awesome for porters.

That, and expanding the OW. Bigger submaps would definitely be awesome.
We could use a better graphics ripper (for game tilemaps; I know SNESGFX already does spritesheets), since edit1754 never finished his. Having an editor for that SMB1 level intro patch I made would be nice, though that's probably too specific to be worth the trouble. Actually, a better generalized tilemap editor would be good; Racing Stripe is honestly pretty lacking (no ability to even select multiple tiles at once? come on...). There aren't any HDMA editors that let you see the effect in-game, either, are there? Having an actual music editor, like FamiTracker or something, would be useful as well, but that would probably take too much work.

For Lunar Magic stuff, I still want better support for custom objects, or at least displaying them. And level modes 03-06 should be fixed to work properly. Being able to edit levels with background modes other than 1 in Lunar Magic would also be interesting (I'd think Mode 0 and 2 would definitely be doable, 3 and 4 most likely, and 5 and 6 probably), and it would be one decent use for level modes 12-1D, which are currently just invalid and unusable. It might require the VRAM registers to be mirrored rather than hardcoded, but that's probably a good thing; I wish that Lunar Magic let you move things around in VRAM from level to level, since not all levels need the same amount of space for each BG layer's tilemap and character data, not to mention using 16x16 tiles for some layers instead of 8x8 on occasion. Some of those features could potentially make use of the unused bits of $0D9B, too. Also, wasn't there a patch in the works that greatly expanded the overworld size, allowing for each submap to be the size of the vanilla main map at maximum? I don't know what happened to that, but it would be nice to have in Lunar Magic as well. The overworld editor definitely hasn't changed as much as the level editor has, and I feel like there must be more that could be done with it. I also wish that my spriteset system could get Lunar Magic support, at least for display purposes, but I doubt that would happen. And, you know, isn't item memory still semi-broken in Lunar Magic 3.00? That should get fixed. So should GIEPY. Also, one weird thing that would be neat...somebody a while back brought up the idea of putting some level data in SRAM so that it could be swapped out to create, basically, DLC levels. I don't know how you'd implement that in Lunar Magic (especially without requiring a hex editor to modify the .srm file), but it would be interesting.

So...if I'm making one request, I'd have to go with the tilemap editor, honestly. It seems like the most widely applicable tool or feature of any of them (especially since it could be used even outside of SMW).
Isn't there a shortage on music creation tools. Like I think most of the songs here are ported by hand from midi files, but like wouldn't it be nice to have some type of tool to create new and original music that is user friendly.

That mode 7 looks awesome.
One editor which really would be useful is a tilemap editor, kind of like Racing Stripe except there is no need to load a ZSNES/ZMZ savestate. Support to import savestates (presumably SNES9x too alongside ZSNES) still would be nice, though.

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Okay, my layout looks ugly.
Originally posted by StrikeForcer

As for any new suggestions, id like to see a personal redesign of the ExAnimation tool seen in LM because as it is... I find it pretty cumbersome to use since it lacks as graphical user interface nor the ability to preview animations. Having to memorize the hexademical location of the tilemaps being used and to unlock internal ROM viewing in to do that is tedious and should be the underlying process behind a GUI.

Im seconding this, also lack of any kind of basic features undo/redo, shift everything or selected area backwards/forward makes it tedious quickly.

Its also annoying when #lm{exang} window has priority and wont let me use anything else in LM. But I guess this belongs to the LM's thread and not there.

--------------------

Given most other ideas I have got mentioned already, how about an overworld importer/exporter? Being able to import or export individual submaps would be really useful, and would make the overworld ExGFX on this site far more convenient to use (and smaller in terms of file size for the admins).

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For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.
overworld map size expansion tool

expands submaps or main map sizes and lets you have more space to make submaps bigger, create more of them, and expand the main map
Oh, another Lunar Magic feature that would be useful, especially for v3.00 and beyond, is being able to set a level as using 16x16 tiles rather than 8x8 for its background. Yoshi's Island (as far as I know) always uses 16x16 tiles for both Layer 2 and 3 backgrounds, which enables it to have 1024-pixel-tall repeating Layer 2 backgrounds (the Layer 3 ones only use a 16x16 tilemap, compared to 16x32 for the Layer 2 ones, so they're limited to 512 pixels tall). Adding it to Layer 3 in SMW would require a warning about it being incompatible with Layer 3 status bars, including the original one (which usually wouldn't be a problem for me, but it would be for other people), but Layer 2 at least should be doable (and as a bonus, it would save a little bit of NMI time because the tilemap would no longer have to be updated when scrolling vertically).
Would it be possible to make a version of AddMusicK were there isn't a slight pause from loading a new song in the same level? I know the old AddMusics did this with their inaccuraties and even vanilla SMW does it with the final boss. It would be neat to have, especially now that we have to the ability to make large exploration areas within a single level.
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Forum Index - Sunken Ghost Ship - C3 Museum - Winter 2019 - The Ultimate Tool Request - What's left for SMW Hacking?! + Mode 7 Tilemap Editor

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