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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 - If you expand a SMW ROM how do you use the expanded space? | |
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Red_Oxygen

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Posted on 07-27-05 01:04 AM Link | Quote
Can you just clone the overworld (7E1F11) to the empty space and alter that?
Smallhacker

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Posted on 07-27-05 01:10 AM Link | Quote
7E1F11 is a RAM address, not a ROM address.
Red_Oxygen

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Posted on 07-27-05 02:26 AM Link | Quote
well how do you use that expanded space?
Kario

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Posted on 07-27-05 02:50 AM Link | Quote
You put code and graphics and other things into the epanded space. Then you use pointers to tell the game that those exra things are actually there.
KawaiiImoto-e

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Posted on 07-27-05 02:53 AM Link | Quote
best and most easiest thing would be: Let LM do the expanding work for you, and just edit the game in there.

and about bigger Overworld, read the other thread for that.
Keikonium
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Posted on 07-27-05 02:54 AM Link | Quote
By going to the end (?) of the ROM in a hex editor and looking for a bunch of FF's. Then you insert your own code (ASM) and use pointers to show that that stuff is located where you put it.

It's used for almost anything you want Ii think....
beneficii

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Posted on 07-27-05 03:01 AM Link | Quote
Originally posted by Keikonium
By going to the end (?) of the ROM in a hex editor and looking for a bunch of FF's. Then you insert your own code (ASM) and use pointers to show that that stuff is located where you put it.

It's used for almost anything you want Ii think....


Yeah, I've done that before for SMB3, in changing starting screen and x positions of Mario's start space. Only that I had to use a bunch of JSR's and JMP's to go to my added code (by inserting them into the game's original code at certain points), because I had to change so many individual functions (the part where Mario starts, the part where Mario at game over goes to the start space on the same screen he got game over at, the two parts where Mario goes offscreen to the screen where the start space is at game over (and the part in between those two parts), the part that determines whether Mario stays on the screen or not, and the part where he stays on the same screen that calculates how much he must go each frame and in which direction). Depending on what you're trying to accomplish and how many functions deal with it, Red_Oxygen, you may only need to JSR once or JMP and JSR several times to several parts of your hack.


(edited by beneficii on 07-26-05 06:03 PM)
(edited by beneficii on 07-26-05 06:04 PM)
(edited by beneficii on 07-26-05 06:04 PM)
Red_Oxygen

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Posted on 07-27-05 05:17 PM Link | Quote
Is it possible to get Lunar magic to "see" it?
beneficii

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Posted on 07-27-05 05:31 PM Link | Quote
Originally posted by Red_Oxygen
Is it possible to get Lunar magic to "see" it?


Eh, probably not, but if you keep the data format the same (as say the maps in the original game), then you can edit them from Lunar Magic and then copy the data into the correct place in your ROM.
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