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05-18-24 11:34 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario 64 ROM Extender 1.1b Official Release!
  
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Shiryu
Posts: 39/275
Those are good news (I couldn't use the internet version... computer problems...)
VL-Tone
Posts: 96/156
That's great, I hope to hear about your translation soon

The text editor program should be released soon, probably before the end of the week.
1196
Posts: 2/2
VL-Tone: Thanks for info. Yes, an ips for original rom (8MB) has 14.6MB (packed 8.7MB - same as packed 24MB rom, so there is no sense to do it). I think that people will cope with your extender before applying patch so I'll just create a patch that contains the changes between 24MB roms.
proffessor_gad
Posts: 53/126
I know this is going off topic, but I think that donketu 64 would be a good name for the editor.
VL-Tone
Posts: 90/156
Shiriyu, that was a good suggestion, I thought about naming the editor Teresa Obake for the same reason, but these names are too obscure.

The general consensus seems to be around "ToadsTool" or "Toad's Tool". The final name will probably be "Toad's Tool 64"...




RomekG: It would be impossible to fit this uncompressed data in the original 8 megs ROM.

It could fit in 16 megs (with only the text and fonts) but I don't see how it would make the IPS patch smaller. The thing is, to patch an original 8 megs ROM, you'd have to produce a patch that contains copyrighted data to be added at the end of the ROM.

To avoid that, you have to create a patch that only contains the changes between two already extended ROMs. If you only modify text, the resulting patch will be the same size for a 16 megs or 24 megs. Actually it will be probably small.

The "catch" is that this patch can only be applied on an extended ROM. Sure it's far from ideal, but it's about the only way to avoid including copyrighted data in an IPS patch that modifies MIO0 data.

There may be another way. If you can fit the re-compressed MIO0 for text and fonts in the original location, you could get way with it, keeping the original 8 megs space. This may or not happen depending on the changes you make since the size of the re-compressed data varies depending on the content. Also, none here has made a perfect re-encoder, the current ones produce bigger data even when not changing anything.
Shiryu
Posts: 36/275
I wasn't asking anything, I was suggesting a name for the level editor XD I arleady knew that
proffessor_gad
Posts: 52/126
"what about "Uraniwa" o.O (one of the names in the Level Select, it's the garden with the boos, the star and the "Luigi is Real" thing...) or "Mario Is Real"... "

That is what is used in the game shark code "Level select", they use that as the text that defines the levels. Uraniwa means the back of the castle, and teresa (maybe teresa obase) means the big boo's haunt level. Hope this answers your question.
1196
Posts: 1/2
Hi,

Can you please tell me if it's possible to decompress and relocate only compressed text and graphic with text (I mean fonts, logos etc.,)? So the rom size could be smaller (16MB, or even 8MB, thereby ips or aps patch with eg. SM64 translation could be smaller).
Shiryu
Posts: 35/275
what about "Uraniwa" o.O (one of the names in the Level Select, it's the garden with the boos, the star and the "Luigi is Real" thing...) or "Mario Is Real"...
I suggest it has to be something related to the paintings... (Mario Paint 64 XDD)
Deleted User
Posts: 23/-7750
Check the link in my layout, to go to the thread about the editor. They once discussed the name, but nothing was official yet.
Edit: Here is the first name suggested, followed by others after.
Shiryu
Posts: 34/275
I also think is the checksum, but you can insert cheats manually anyways... so it's not a problem...
If you want I can be a beta tester of the editor, i don't know much about ASM or hex in N64, but I can find stuff (by the way, how are you going to call the editor?)
VL-Tone
Posts: 89/156
It's possible that the checksum is responsible for the missing GameShark codes.

I know that one of my emulators decided that my older save-states didn't belong to the new extended ROM, because it identifies them by checksum.

The checksum only needs to be changed when the extended ROM is created (and the ROM extender takes care of that). Changing the content of MIO0 data and level scripts doesn't affect the checksums.




Thanks SoNotNormal! for the kind comment. The extender is a good step toward an editor, but for those who don't know the editor is already fairly advanced, but it need to be rewritten in part. For now it's in a state that would make unusable for anyone of you.
S.N.N.
Posts: 565/2028
Holy friggin crap. Twinkle Star is in the thread.

On topic: This is definitely a step towards an editor. When a full editor is released, people are gonna be all over it. This is an awesome piece of work VL, great job
proffessor_gad
Posts: 49/126
Checksum? Is it found in the rom's header? I remember hacking the text in super mario 64, and the same problem happened... Maybe it is a problem with the text?
HyperHacker
Posts: 1568/5072
The emulators might be identifying the ROM by its checksum. The expanded ROM would have a different checksum, so they don't find any codes for it.
proffessor_gad
Posts: 48/126
Ok, maybe I should have been a bit more percise.

I cannot apply any gameshark cheats using my nintendo 64 emulator. When I start up project 64's built in gameshark code editor, a blank box comes up, thus disableing my ability to cheat.

Something similar happened with 1964, it's as if the emulator does not recognize the game as something valid for using codes. I think that it is probably a problem with the emulators, but I really don't know.

Either way, I don't think that it is a big problem if the game shark cheats are disabled. I mean, there is always the eep editor... And hacking....
Someguy
Posts: 71/124
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It was the first thing I could think of that was of fitting size.
VL-Tone
Posts: 87/156
Originally posted by proffessor_gad
I found one bug (if you can call it that). Gameshark does not work with the extended rom.



It would help if you was more precise on what exactly doesn't work. Your codes don't work as usual? Does your emu report an error when you try to apply a GS code?

It's possible that some codes won't work anymore because some data has been moved. Please provide more details about the problem.
proffessor_gad
Posts: 45/126
I found one bug (if you can call it that). Gameshark does not work with the extended rom.
VL-Tone
Posts: 85/156
I'm sorry that I cannot support Linux

The program is not complicated though and already relies on some C externals that could be easily compiled for Linux. Anyone with knowledge of C could recreate my program without too much fuss.

The thing is, you only have to use this program once. At worse, boot in Windows, convert the ROM then get back to Linux. From that point, keep the extended ROM locked as a backup, and simply make copies when you want to edit.

So just to make that clear, you don't have to run the program each time you want an extended ROM. Just duplicate the extended ROM at will.
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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario 64 ROM Extender 1.1b Official Release!


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