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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 - Help with Lunar Magic Please. | |
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Knever

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Posted on 06-14-04 08:04 PM Link | Quote
I hope this hasn't been answered somewhere else, because if it has, I'm sure it must be buried God-knows-where. When I try to load the ROM (Super Mario World) with Lunar Magic (I believe it's the most recent one, I got about 3 or 4 days ago), it gives me a "The ROM does not have a 0x200 byte header" error message. First of all, can you help me with this? And second, what in the heck is a byte header? I'm extremely new to ROM hacking but it seems interesting and I think I may want to get into it.
Kario

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Posted on 06-14-04 08:06 PM Link | Quote
Get a different ROM, it may be corrupt. Byte header? I *think* that is what tells the system what game it is or something.
Knever

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Posted on 06-14-04 08:24 PM Link | Quote
Ok, I got another ROM, but the same error message came up...
Atma X

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Posted on 06-14-04 09:26 PM Link | Quote
Unzip the file using "WinZip"
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Posted on 06-14-04 09:31 PM Link | Quote
Lunar magic can't open ZIP files... thought the emulators can. So I can see why he have tried to open a ZIP file
Originally posted by Kario
Get a different ROM, it may be corrupt. Byte header? I *think* that is what tells the system what game it is or something.
The header contains info about what game it is, and what chip it uses, if it's PAL or NTSC etc. Info that makes the game work on emulators.


(edited by ^_____
Kario

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Posted on 06-14-04 09:34 PM Link | Quote
Well, you learn something new every day.
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Posted on 06-14-04 11:42 PM Link | Quote
The problem is that standard SNES ROMs (not on carts, but most on PC) have 512 (0x200) bytes before the real ROM data. Open the file in a hex editor and add 512 bytes of any sort (I don't think they do anything) to the beginning.
Knever

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Posted on 06-15-04 04:38 AM Link | Quote
Ok, thanks for the help. But, since I guess I wasn't that clear in my very first post, I'll restate that I'm new at ROM hacking, so I know of no hex editors of which to use, and know pretty much zilch about hex editors themselves, so if you could help with that also, it'd be greatly appreciated.
Alaric

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Posted on 06-15-04 12:15 PM Link | Quote
First off, it's not a "0x200 (byte header)" it's a "(0x200 byte) header"..
[Edit] Talking about the grouping there, sorry. [Un-Edit]
And.. if you can't handle the hex editing thing, unzip it and see where that gets you.. if that doesn't work, consult us again, otherwise, good luck!


(edited by Alaric on 06-15-04 03:18 AM)
JJ64

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Posted on 06-15-04 05:28 PM Link | Quote
The problem is that standard SNES ROMs (not on carts, but most on PC) have 512 (0x200) bytes before the real ROM data

It's kind of odd, mine has 513 bytes.
Knever

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Posted on 06-15-04 07:11 PM Link | Quote
Right, so I didn't exactly unzip it, I just clicked "extract all" from the right-click menu, which I suppose has the same effect (though I'm not sure if this comp has winzip, I remember it being displayed a long time ago, but meh). The first level appeared on the Lunar Magic screen, which is hopefully what's supposed to happen. Thanks for the help, and I'll be back if I need any more
Alastor the Stylish
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Posted on 06-15-04 08:11 PM Link | Quote
First level as in level 105, right?

And JJ, it says 513 on the standard screen, go in to properties, it'll probably say 524,800 bytes, rounded to 512 KB. At least, that's how it is for me.
Knever

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Posted on 06-15-04 08:31 PM Link | Quote
Ok, I got into into, but I have another question. How do you import music into the program? I know there must be a way but I can't find out how... any help please?
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


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Posted on 06-15-04 08:39 PM Link | Quote
blackhole's working on it. Bouche has a method but he doesn't come around this area of the boards anymore and no one remembers it.
Knever

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Posted on 06-15-04 09:07 PM Link | Quote
Darn, guess I'll have to wait, then
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