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11-02-05 12:59 PM
1 user currently in Super Mario World hacking: labmaster | 3 guests
Acmlm's Board - I2 Archive - Super Mario World hacking - Release: FixMap16.ips
  
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FuSoYa
Posts: 216/255
Which also answers the second question. As LM only installs the ASM when it hasn't been inserted yet, only users with a fresh ROM would benefit from a patch that modifies the ASM hack in LM.

The proper update to LM involves a check to see if the ASM in the ROM has been fixed yet or not, and then just changing the one byte.
Sukasa
Posts: 1376/1981
I can answer the first question with a no, since I have only had to patch the game once, and haven't had any crashing problems related to MAP16 since, even though I have made several saves with LM, including MAP16.
HyperLamer
Posts: 5970/8210
OMG, Fu posted a thread.

So does this need to be re-applied every time we save something in LM? Also, if you still have the original source code for the latest release, you could just change the ASM hack and recompile it. Assuming both hacks are the same size, you could make a patch that fixes the hack's code inside LM.
FuSoYa
Posts: 215/255
While helping Darkflight track down a crashing ROM problem involving different tile numbers and a custom block, I found that the source was apparently a bug in one of the ASM hacks that LM inserts.

Part of the original ROM routine that's responsible for doing updates related to changing one block into another is modified by LM for supporting the extra Map16 pages... but due to a typo, if the block you're changing into is at or above 0x400, the ROM will crash.

While this is really only a problem if you have a custom block that changes into a tile in that range (and uses that routine to do it), it's still kind of surprising that it's been like that for 4 years without being found....

Anyway, if you need the fix, you can get a patch for your ROM here. If an update to LM is ever released, the fix will be included with it.
Acmlm's Board - I2 Archive - Super Mario World hacking - Release: FixMap16.ips


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