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05-08-24 03:27 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Possible to Expand SMRPG Rom? New poll | |
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ShadowSonic

Red Goomba


 





Since: 11-20-05
From: Minnesota

Last post: 6288 days
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Posted on 07-03-06 04:27 AM Link | Quote
I was wondering if it was possible to expand the size of the Rom from like 32 to 48. I tried using Lunar Expand but in the readme it said that any game using a chip, SMRPG uses the Super FX chip or something doesn't it?, and so I kinda ran into some trouble for the expansion. Does anyone know any other way for expansion?
Kingpin



 





Since: 11-21-05
From: Amarillo, TX

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Posted on 07-03-06 04:36 AM Link | Quote
Why do you need to expand it? Thats what I am curious about...
Doritokiller

Mole


 





Since: 06-15-06
From: California

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Posted on 07-03-06 01:28 PM Link | Quote
He probably wants to expand it to enter more enemies, areas, etc.
spel werdz rite









Since: 11-19-05

Last post: 6289 days
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Posted on 07-03-06 01:29 PM Link | Quote
I believe manually adding 0's to the ROM to the desired size might work, but my validity of this statement is shakey.
d4s

Shyguy








Since: 12-01-05

Last post: 6410 days
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Posted on 07-03-06 02:33 PM Link | Quote
Originally posted by ShadowSonic
I was wondering if it was possible to expand the size of the Rom from like 32 to 48. I tried using Lunar Expand but in the readme it said that any game using a chip, SMRPG uses the Super FX chip or something doesn't it?, and so I kinda ran into some trouble for the expansion. Does anyone know any other way for expansion?


newsflash:
super mario rpg uses the sa1 chip, not the super fx.
and besides, this could be quite handy for you, because the sa1 supports bankswitching, so you could expand the rom to 64mbit without having to care about an extended mapping system such as the one top uses.(although its not that difficult, either, you just dont get the full 64mbits with it)

however, i dont know if emulators support the bank switching feature of the sa-1 because there are no retail games out there that use it.(no sa1 game is bigger than 32mbit)

be warned however, you have to be able to code in assembler in order to put it to good use.


the problem with rom expansion isnt just adding zeros to a rom, but making it accessible to the game aswell.
while its usually sufficient to move data around and update pointers accordingly (eventually expanding them to 24bit in the process) if you stay within the normal 32mbit limit, it gets a bit more complicated if you are expanding above 32mbit on a sa1 game.

again, you probably wont get very far without good assembler programming capabilities.


(edited by d4s on 07-03-06 01:34 PM)
(edited by d4s on 07-03-06 01:35 PM)
giangurgolo
Newcomer


 





Since: 11-23-05

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Posted on 07-03-06 07:46 PM Link | Quote
To expand SMRPG using Lunar Expand, you'll have to change the byte at offset $007FD5 (23h) to 20h which changes the mode so that LE will not recognize the SA1 chip (normally refusing to expand it).

You'll have to choose either 48Mbit ExLoROM(6MB)2 or 64Mbit ExLoROM(8MB)2.

When you're finished expanding it you'll have to change the 20 at 7fd5 back to 23, then go to offset 407fd5 and change the 20 to 23 (this is for the new banks).

If you want to expand it manually in a hex editor, go to offset 7fd7 and change the 0C to 0D (this makes it 64Mbit).
Then add either 200000h bytes (for 48Mbit) or 400000h bytes (for 64Mbit) to the end of the ROM. Next, copy all bytes from offset 0 - 7FFF and paste at 400000-407FFF so that 400000-407FFF is a direct copy of the first 8KB of the ROM.
d4s

Shyguy








Since: 12-01-05

Last post: 6410 days
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Posted on 07-04-06 09:12 AM Link | Quote
Originally posted by giangurgolo
To expand SMRPG using Lunar Expand, you'll have to change the byte at offset $007FD5 (23h) to 20h which changes the mode so that LE will not recognize the SA1 chip (normally refusing to expand it).

You'll have to choose either 48Mbit ExLoROM(6MB)2 or 64Mbit ExLoROM(8MB)2.

When you're finished expanding it you'll have to change the 20 at 7fd5 back to 23, then go to offset 407fd5 and change the 20 to 23 (this is for the new banks).

If you want to expand it manually in a hex editor, go to offset 7fd7 and change the 0C to 0D (this makes it 64Mbit).
Then add either 200000h bytes (for 48Mbit) or 400000h bytes (for 64Mbit) to the end of the ROM. Next, copy all bytes from offset 0 - 7FFF and paste at 400000-407FFF so that 400000-407FFF is a direct copy of the first 8KB of the ROM.



thats the normal extended lorom map, yes.
it might even be possible that it works on emulators, but i guess it wont work that way on the real hardware.

afaik, the trick with the extended lorom and hirom maps is that a23, which is normally used to select between fast/slow rom access is used as an additional rom adress line aswell. that way, you can access double the amount of rom. the downside is that half of it cant be accessed with fastrom speed.

however, the sa1 doesnt pass a23 to the rom.
therefore, it doesnt support the extended lorom map. thats what the bankswitching i described earlier is for.
giangurgolo
Newcomer


 





Since: 11-23-05

Last post: 6517 days
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Posted on 07-04-06 02:50 PM Link | Quote
I see. Is there any documentation on bankswitching for the SNES, or are there any hardware registers that affect whether the CPU/SA-1 reads from 000000-3FFFFF or 400000-7FFFFF? I've searched and haven't found anything detailing or even mentioning this, although I might be searching for the wrong thing and/or looking in the wrong places.

Thanks.
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