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Mari0 SE level converter

Posted: 20 Jun 2012, 14:42
by Sašo
The level converter is accessible at the following links:
  • Single map converter - open the map txt file, paste the contents into the form and submit. You will receive the converted map.
  • Batch map converter - zip up all map txt files (NOT INSIDE A FOLDER) and upload it. Almost immediately you will be prompted to download a converted mappack. Unzip into mappack folder and you should be done.
The converter provides basic functionality (for now at least) Things may break or be fixed at random (but mostly break).
Use at your own risk.

Old post below:
As you may already know, Mari0 SE release will bring some core changes to the save format to accommodate more entities and make editing easier, making old maps incompatible and likely to crash the game.

To make conversion of old levels easier, I'll be working on an online map converter. It will be released before SE is released so you'll be able to prepare your custom maps before the game is even released.

While it's planned to mimick exactly what the old format did, you MIGHT need to make small adjustments.



Once SE is out, this entire forum will be moved to archive subforums that will be created later. Once you'll convert maps, you'll create a new thread.

If you have any questions regarding the converter, post them here.

Re: Regarding map format changes in SE

Posted: 20 Jun 2012, 15:09
by JohnnyM21
Thank you Maurice and Saso!

Re: Regarding map format changes in SE

Posted: 20 Jun 2012, 15:22
by FaycalMenouar
i don't get it , we'll have to upload our mappacks into a website to convert them into a format that SE will be able to process ? is there going to be anychanges about the tiles and custom backgrounds/music ?

Re: Regarding map format changes in SE

Posted: 20 Jun 2012, 15:25
by renhoek
FaycalMenouar wrote:i don't get it , we'll have to upload our mappacks into a website to convert them into a format that SE will be able to process ? is there going to be anychanges about the tiles and custom backgrounds/music ?
I assume there wouldn't be.

Re: Regarding map format changes in SE

Posted: 20 Jun 2012, 15:49
by TheSeek
Sašo wrote: If you have any questions regarding the converter, post them here.
Im not sure if this might help map makers, but could it be helpful to know what kind of changes SE and the converter imply? Not saying the specific changes, just a slight idea of them.
As example, if it changes(and im not saying it will) how tiles attributes are placed around the tile itself and how they work, just say it will without necessarily saying how it changes them.

Re: Regarding map format changes in SE

Posted: 20 Jun 2012, 16:13
by Flutter Skye
not sure what that is but im think that will be great

Re: Regarding map format changes in SE

Posted: 20 Jun 2012, 16:16
by renhoek
supermarioportal2 wrote:not sure what that is but im think that will be great
I'll try to give a simple explanation for you.

current maps will not work in SE
the converter makes them work in SE.

Re: Regarding map format changes in SE

Posted: 20 Jun 2012, 16:21
by Flutter Skye
*this sentence is false don't think about it !*
Really ? I'm don't thinked about that !

Re: Regarding map format changes in SE

Posted: 20 Jun 2012, 16:43
by Lawnboy
supermarioportal2 wrote:Really ? I'm don't thinked about that !
Please tell me you're joking right now.

Re: Regarding map format changes in SE

Posted: 20 Jun 2012, 17:31
by Sašo
Do I really need to treathen with week long bans to keep you guys on topic? Questions.
FaycalMenouar wrote:i don't get it , we'll have to upload our mappacks into a website to convert them into a format that SE will be able to process ? is there going to be anychanges about the tiles and custom backgrounds/music ?
Custom tilesets, backgrounds and music aren't very likely to change. As far as uploading is concerned, I'll look into enabling batch upload (basically upload a zip and it processes all level files inside it) and providing a way to easily script it. I'll probably release the source code as well, so it can be used with commandline php too.
TheSeek wrote:Im not sure if this might help map makers, but could it be helpful to know what kind of changes SE and the converter imply? Not saying the specific changes, just a slight idea of them.
As example, if it changes(and im not saying it will) how tiles attributes are placed around the tile itself and how they work, just say it will without necessarily saying how it changes them.
Maurice prepared a document for me to know what kind of changes will be made and how the new format of it looks. I'll upload it somewhere once it's pretty certain there won't be (m)any more changes.

Re: Regarding map format changes in SE

Posted: 20 Jun 2012, 21:29
by RWLabs
But why is the conversion necessary (as in, why are normal maps incompatible with SE? Was the old map-engine-thing unable to hold all the awesome at once?)?

Re: Regarding map format changes in SE

Posted: 20 Jun 2012, 23:30
by Sašo
Because some entities which were 4 or more different before (like gel dispenser and lasers) were put into a single one as right click menu was improved. Also, some of the new entities use old entity mappings.

Re: Regarding map format changes in SE

Posted: 21 Jun 2012, 13:02
by Flutter Skye
in my mod there is a map with many entities when my internet get's better i send you the normal map

Re: Regarding map format changes in SE

Posted: 21 Jun 2012, 18:51
by Sašo
Map submissions won't be needed any more since pretty much all is tested to work.

And while maps of mods might end up getting through the conversion, the mods will need to be remade anyways.

Re: Regarding map format changes in SE

Posted: 21 Jun 2012, 20:14
by Superjustinbros
Sašo wrote:Map submissions won't be needed any more since pretty much all is tested to work.

And while maps of mods might end up getting through the conversion, the mods will need to be remade anyways.
How will map submissions no longer be needed?

Re: Regarding map format changes in SE

Posted: 21 Jun 2012, 20:32
by Sašo
I had a notice on the top of my post for entity heavy maps for testing. Converter is pretty much tested to work now.

Re: Regarding map format changes in SE

Posted: 21 Jun 2012, 21:23
by rokit
Just to ask, will the thread by MrCytosine can be left alone or will it need some minor/major changes?

Re: Regarding map format changes in SE

Posted: 21 Jun 2012, 21:57
by Maurice
Nothing related to that thread was changed.
Only what's inside the .txt files.

Re: Regarding map format changes in SE

Posted: 22 Jun 2012, 18:45
by TurretBot
So...
My entity free levels are SE compatible?
---
And also what do you mean archive?

Re: Regarding map format changes in SE

Posted: 22 Jun 2012, 18:59
by FaycalMenouar
Turret Opera wrote:So...
My entity free levels are SE compatible?
---
And also what do you mean archive?
by archive , he meant the .rar and .zip files , i guess .

Re: Regarding map format changes in SE

Posted: 22 Jun 2012, 19:14
by LightningFire
What if a mappack has custom entities? Will it convert and load fine?

Re: Regarding map format changes in SE

Posted: 22 Jun 2012, 20:32
by Sašo
Turret Opera wrote:So...
My entity free levels are SE compatible?
---
And also what do you mean archive?
If you use pipes, no, since that changed too. Otherwise it should be fine, but the new format allows for reducing map file size. Besides, converting the maps takes less than 30 seconds from start to finish using archive - basically you'll be able to zip up all the mappack files (or just level files, since others are ignored in conversion), upload them to the server, and as soon as the conversion is done, you'll be offered a download of the converted maps in a zip archive. It couldn't be any simpler.

LightningFire wrote:What if a mappack has custom entities? Will it convert and load fine?
Any entities that haven't changed will be ignored. However, if custom entities were to use same numbers as any new/existing entities, you could end up making a mess. Though with custom entities the bigger problem will be modding the game again since I doubt any of the mods will be compatible.

Re: Regarding map format changes in SE

Posted: 28 Jun 2012, 21:29
by Q Mark
1. Just wondering about creating custom new tiles. Like the mirror or the one you can jump up through from underneath and stand on, Will we be able to make custom versions of those like we do the other types.

2. I know kind of old topic (fond elsewhere) but gonna ask any way. Will there be a moving red laser (it can move from one side of the screen to the other)?

3. Can you "ballpark" when SE might be released? If not, that's alright.

Re: Regarding map format changes in SE

Posted: 28 Jun 2012, 21:33
by Maurice
yes no no

Re: Regarding map format changes in SE

Posted: 29 Jun 2012, 02:38
by FaycalMenouar
Sašo wrote:Any entities that haven't changed will be ignored. However, if custom entities were to use same numbers as any new/existing entities, you could end up making a mess. Though with custom entities the bigger problem will be modding the game again since I doubt any of the mods will be compatible
.

ok , according to what you wrote , codes are likely to change ? does it make modding/coding easier or harder ?

Re: Regarding map format changes in SE

Posted: 29 Jun 2012, 10:48
by pbalazs
FaycalMenouar wrote:ok , according to what you wrote , codes are likely to change ? does it make modding/coding easier or harder ?
I guess the code will just be different, we can't say that it will be easier or harder.

You know what makes coding easier? If you know what you're doing.

Re: Regarding map format changes in SE

Posted: 29 Jun 2012, 13:06
by FaycalMenouar
pbalazs wrote:
FaycalMenouar wrote:ok , according to what you wrote , codes are likely to change ? does it make modding/coding easier or harder ?
I guess the code will just be different, we can't say that it will be easier or harder.

You know what makes coding easier? If you know what you're doing.
every coder does , and by easier or harder i meant if it was gonna be the same or not , looks like you answered my question .

Re: Regarding map format changes in SE

Posted: 29 Jun 2012, 13:56
by Maurice
No, the code for Mari0 SE is the same as the one for Mari0 1.6.
All the additions are made through the power of imagination.

Re: Regarding map format changes in SE

Posted: 18 Jul 2012, 02:42
by TheHamster400
Is it possible that it will delete the mappacks?

Re: Regarding map format changes in SE

Posted: 18 Jul 2012, 03:20
by RWLabs
But it's a map converter... why would it delete the original one? And besides, you could back up the mappacks if you want to be careful.

Re: Regarding map format changes in SE

Posted: 08 Aug 2012, 03:48
by Q Mark
About the companion cubes: I know Maurice posted a pic of one being used on that new purple ("gravity") gel, but will the cubes work on/get covered in the other gels (blue,orange) like in the real portal games? I was just wondering partly because they aren't right now.

About the "redirecting cubes"?:
Image
Will this be in there as well?

Re: Regarding map format changes in SE

Posted: 08 Aug 2012, 04:00
by Turtle95
Q Mark wrote:About the companion cubes: I know Maurice posted a pic of one being used on that new purple ("gravity") gel, but will the cubes work on/get covered in the other gels (blue,orange) like in the real portal games? I was just wondering partly because they aren't right now.

About the "redirecting cubes"?:
Image
Will this be in there as well?
Maurice said no to redirection cubes I'm certain. He said it's pointless in a 2D game. Think about it. You can easily use portals in 2D to move the laser. But then again what if the map doesn't have portalable surfaces and the creator doesn't want to use conversion gel?

Re: Regarding map format changes in SE

Posted: 08 Aug 2012, 04:27
by Q Mark
Turtle95 wrote:Maurice said no to redirection cubes I'm certain. He said it's pointless in a 2D game. Think about it. You can easily use portals in 2D to move the laser. But then again what if the map doesn't have portalable surfaces and the creator doesn't want to use conversion gel?
That's what I'm thinking. That and what if you would have to redirect the lazer and use both portals for yourself to get through the level.

Re: Regarding map format changes in SE

Posted: 18 Aug 2012, 21:24
by popcan12
How is the map converter's progress?

Re: Regarding map format changes in SE

Posted: 19 Aug 2012, 02:23
by renhoek
I don't think knowing the progress of the converter is really important because even if it was finished now we still would have no use for it.

Re: Regarding map format changes in SE

Posted: 22 Aug 2012, 14:28
by Maurice
The converter was done over 2 months ago.

Re: Regarding map format changes in SE

Posted: 22 Aug 2012, 16:25
by popcan12
In other words, you probably finished it one day after this thread was made (It's August, 2 months ago was June... wow).

Re: Regarding map format changes in SE

Posted: 03 Sep 2012, 17:51
by Sunset_Moth
I use mods... What should I do?

Re: Regarding map format changes in SE

Posted: 03 Sep 2012, 18:03
by FaycalMenouar
bubba_nate wrote:I use mods... What should I do?
you have to wait for the makers of the mod to make a compatible version with Mari0 SE ( Special Edition )

Re: Regarding map format changes in SE

Posted: 07 Jan 2013, 23:20
by Sunset_Moth
FaycalMenouar wrote:
bubba_nate wrote:I use mods... What should I do?
you have to wait for the makers of the mod to make a compatible version with Mari0 SE ( Special Edition )
Yes, but will I need to remove the custom entities, or will it convert them and SE just crashes?

Re: Regarding map format changes in SE

Posted: 17 Feb 2013, 09:12
by BlueSheep123
Thank You Saso!

Re: Regarding map format changes in SE

Posted: 02 Jul 2013, 22:02
by lovechild
You know, it would be great for us mapmakers to have an image of the entire map without the UI or Mario in it. That way, if mapmakers wat to produce guides of some sort (as I am doing right now), they can quickly and easily get the panorama of their entire map instead of having to compile them by hand, which is an absolute pain in the ass.

Or, something more intuitive in-game, would be to place a level guide in-line with the maps available in the map pack selection screen. And locking maps with a password, or permanently locking maps so only the computer which made the file (along with a key which can be duplicated as to prevent total lockout from machine failure) would be nice.

Re: Regarding map format changes in SE

Posted: 02 Jul 2013, 22:07
by Camewel
Locks on mappacks can and will be reverse-engineered.

Taking a screenshot of a full level can be achieved via modding rather easily, just change the width of the window in the main.lua and screenshot it.

Re: Regarding map format changes in SE

Posted: 02 Jul 2013, 22:52
by lovechild
Camewel wrote:Locks on mappacks can and will be reverse-engineered.

Taking a screenshot of a full level can be achieved via modding rather easily, just change the width of the window in the main.lua and screenshot it.
Didn't know that; Thanks! Though, it wold still be relatively nice to have an image of the entire map without the need to hack the game.

Actually, uhm, yeah, Windows users wouldn't even know how to do that. I assume I have to be in a Linux system or install the Love2D engine in Windows to bother. I'll try it in a Linux system in the near future.

Re: Regarding map format changes in SE

Posted: 02 Jul 2013, 23:03
by Qcode
...

Re: Regarding map format changes in SE

Posted: 05 Jul 2013, 01:53
by BobTheLawyer
Qcode wrote:Or use this mod to change width while in game.
viewtopic.php?f=13&t=2738
Giving the ability to take good screenshots was the entire point of that mod, actually.
I'd really be happy if you used it.

Re: Regarding map format changes in SE

Posted: 20 Oct 2013, 09:15
by Dynamor
Sašo wrote:As you may already know, Mari0 SE release will bring some core changes to the save format to accommodate more entities and make editing easier, making old maps incompatible and likely to crash the game.

To make conversion of old levels easier, I'll be working on an online map converter. It will be released before SE is released so you'll be able to prepare your custom maps before the game is even released.

While it's planned to mimick exactly what the old format did, you MIGHT need to make small adjustments.



Once SE is out, this entire forum will be moved to archive subforums that will be created later. Once you'll convert maps, you'll create a new thread.

If you have any questions regarding the converter, post them here.
What' SE?

Re: Regarding map format changes in SE

Posted: 20 Oct 2013, 13:27
by weee50
SE is the next version of Mari0.

Also, that was a bump. The last post was on July 5, leading to a 4-month bump.

Re: Regarding map format changes in SE

Posted: 20 Oct 2013, 14:00
by Mari0Maker
The bump is okay because this was pinned, and he was asking a question.
Also, SE stands for "Special Edition."

Re: Mari0 SE level converter

Posted: 05 Feb 2014, 20:33
by Superjustinbros
Now that Mario SE's beta version is available, has any progress been made to the level converter?