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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - ROM data | |
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Mario Maniac

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Posted on 08-05-04 09:15 PM Link | Quote
I'm just curious with it. LM can do almost anything in SMW. When I tried to use another program with another mario game, it says that it's impossible to add things because there's no way to add data to rom. So when we add anything, LM automatically change the coding?
Emptyeye
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Posted on 08-05-04 09:18 PM Link | Quote
Pretty much.

I've never actually used Lunar Magic before, but my guess would be yes, it automatically adds data to and (More likely) expands the ROM if necessary.
shidakusen
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Posted on 08-05-04 10:58 PM Link | Quote
For any data structure in a SNES game that is referenced by 16-bit pointers, yeah: the editor would have to change the programming in order to increase the available space for new instances of said structure. That's assuming, however, that we have a space problem: sometimes a LowROM bank ($8000 bytes) leaves more than enough space leftover/unused. In an early-generation SNES game like SMW, which is a fairly small cartsize...I don't find it very likely.

Of course, I'm tossing aside the possibilities that a.) space could be made by utilizing an in-game compression, and b.) that there might be data which can be safely removed or shifted to another bank. Both are unlikely, but possibilities none-the-less.

If the pointers to given structure are 24-bit already, then they can already reference anywhere in the ROM and therefore all the editor needs to do is expand the physical space. Generally speaking, the process of expanding that space for a LowROM game which is less than 32 mbit (4 mbyte) already is pretty much just padding the end of the ROM file.

Of course, that's assuming the game isn't programmed with irrational bank-bounds checks, and as mentioned it already incorporates full use of those 24-bit pointers.
dan

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Posted on 08-05-04 11:43 PM Link | Quote
Other editors are probably for NES games, which aren't as easy to expand as SNES games are. It's certainly possible to expand NES games, it's just that most of the Mario hacking utilities were written back in the bad old days when people thought that NES ROM expansion was impossible.

Besides, when you expand the PRG area in NES ROMs, you have to deal with the problem that you can't use IPS patches to distribute your hacks anymore. (Well, you could, but you'd end up including a ton of the ROM's original banks in the IPS file, which totally defeats the purpose of IPS patches, to allow legal distribution of ROM hacks) So, don't expect NES ROM expansion to become common-place in editors until a new distribution method is created.
FuSoYa
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Posted on 08-05-04 11:52 PM Link | Quote
Originally posted by Mario Maniac
So when we add anything, LM automatically change the coding?


Only when required. As already explained, for data that already has 24 bit pointers, no code changes are necessary. For others (such as sprite lists for levels), the code is altered slightly so the game will use 24 bit pointers.



(edited by FuSoYa on 08-05-04 02:52 PM)
(edited by FuSoYa on 08-05-04 02:53 PM)
Mario Maniac

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Posted on 08-06-04 01:13 AM Link | Quote
Okay. About the editor, I used a editor to NES who also have support to Mario All-Stars.
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