If anyone has any suggestions for other features (so long as they are not too outlandish ), feel free to make them here. I would also like to program a feature to convert IPSes for the SNES version of SMW to work on SMA2, but that is highly unlikely (& would certainly not support ASM hacks, which seem to be rather common). Also, the level format is similar (though not identical) to the SNES version (at least, as given by SMW Central), so I could potentially have an editor done in a few weeks (after I return from vacation). All of the data is uncompressed (except perhaps some of the sounds - I did not check too closely), which certainly makes my job easier. The ROM has around 1MB of free space at the end, which means plenty of room for custom stuff. I have not tried to do anything much with the music yet, though since it appears to be PCM (I sent it to /dev/dsp & heard Mario & Luigi talking), extraction & reinsertion might be doable. The level editor is waiting on me describing how the objects are structured, since the actual object definitions in the ROM are done by ASM code. I have most of the data located in the ROM (other than the overworld events), & I have overworld (again, other than the events) & title screen editing implemented (in Visual Basic, though I am contemplating a rewrite using C & GTK+). I have begun work on an editor for SMW: SMA2.
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