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Main - Posts by ShaneM

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ShaneM
Posted on 02-17-14 07:42 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* (rev. 2 of 02-17-14 07:48 PM) Link | Quote | ID: 155708


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I found a glitch. It was triggered when I erased my save data and started a new game. Then, I beat 1-1 up until 1-3 on world 1 and the bonus game. Then, I took the Warp whistle to world 2. This image shows the outcome. As you can see. Some of the levels are cleared, while 2-1 was not. Not sure what causes that glitch. The uploaded screenshot shows what I mean. Can you fix this, please?




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ShaneM
Posted on 02-18-14 05:09 AM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* (rev. 4 of 02-18-14 08:39 PM) Link | Quote | ID: 155719


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I found another glitch. Well, I believe that it is a glitch.

When you beat a stage, if you reset or take off the system before going to the world map, it would still save the card at the end of the level, causing this to happen (in the picture below). On some stages, getting another card seems to cause glitching of the "1-up".



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ShaneM
Posted on 02-21-14 06:37 AM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* (rev. 2 of 02-21-14 06:38 AM) Link | Quote | ID: 155744


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I found another Whistle-related glitch. This is what I did.

I completed most of World 1 and got the Whistle from Fort in World 1. Then, At the start of World 2 I used the Whistle. When I appeared on the World 5 map, my timer was set to 400. Here is a pic.




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ShaneM
Posted on 02-25-14 08:01 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155777


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I found a glitch that is sort of related to the save patch. It is related in the sense that it could cause the Player to be forced to erase their current save. I was wondering if you could fix this glitch: https://www.youtube.com/watch?v=AClCpyg6toI

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ShaneM
Posted on 02-26-14 12:42 AM, in NES games with sram saving and other changes Link | Quote | ID: 155781


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So...where's the IPS patch?

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ShaneM
Posted on 02-26-14 02:25 AM, in NES games with sram saving and other changes Link | Quote | ID: 155783


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I'm new to this board. I don't know how you personally do things. Will there eventually be a release on here when you are satisfied with it?

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ShaneM
Posted on 02-26-14 05:26 AM, in NES games with sram saving and other changes Link | Quote | ID: 155787


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Posted by Drakon
I probably won't release it.


I'm sorry to hear that. I would have loved to try your patch out, Drakon.

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ShaneM
Posted on 02-26-14 09:01 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155798


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I am actually very grateful for your work. The reason I didn't want to post each time was I didn't want to come across as spamming/I didn't think you cared. But that does not excuse that. Sorry.

I am NOT just into getting stuff. In fact, I recently made Pokemon Green from hacking Blue and an SMB1 hack FDS with 2 games in one. I'll add them on this forum soon and you can see the quality of my work as proof. The reason I came to you was I thought that it would ruin a save in the sense that the player would not be able to continue because of that. But I had no idea that you felt "used". I apologize for that.

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ShaneM
Posted on 02-27-14 02:50 AM, in SMB1 & SMB2J (2-in-1) (rev. 2 of 02-28-14 03:22 AM) Link | Quote | ID: 155804


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The purpose of my hack is to add Lost Level features. This hack is PURELY ASM. So, do NOT ask what tools I used!



One player, of course, with changed player physics and gfx. (Compare my palettes to the original. It is even better than the original and Wii palettes! See below for original.)



Me showing off my Red Piranhas. Starting at 6-1:







I've added negative Warpzones, too. (I have improved z-order on the coin that I underlined to match Lost Levels):



Aggressive Hammer Bros. start at World 7, too:



I've added most beta features. Like unused enemies and an unused timer. I've even added flying Bloopers! (From the Lost Levels):




On side B, I've added The Lost Levels! (I've made use of every single beta tile, as well as fixed EVERY single glitch!):














THIS IS TWO GAMES ON 1 FAMICOM DISK. I WILL EXPLAIN HOW TO SWITCH DISK SIDES, TOO.


SMB1 Changes:

-Player starts with 5 lives
-Fixed the infinite lives glitch
-Poison Mushrooms have been added
-Green Super Springboards added
-All graphics taken from SMB2J.
-The game is now 1 Player, where Mario/Luigi have their 2J jump physics.
-The SMB2J Flagpole routine was used here
-The Player now gets points awarded after beating a Castle Stage, just like 2J.
-Skid sound added, from 2J.
-Fixed a bug at the end of all water areas/stages.
-Palettes have been optimized for various sprites.
-The Minus World has now been fixed.
-I have added the SNES SMAS (Super Mario Allstars) water tile from it's SMB1/TLL.
-I have optimized levels, as well as add beta enemies, such as the left-fast Firebar.
-I have added 2J enemies, such as but not limited to Flying Bloopers.
-Red Piranhas
-Aggressive Hammer Bros have been added to worlds 7-8
-Negative Warp Zones
-NUMEROUS and I mean numerous bug fixes. Over 27 fixes compared to the original SMB1

SMB2J (Side B):

-Player Starts with 5 lives
-I have added the SNES SMAS (Super Mario Allstars) water tile from it's SMB1/TLL.
-Palettes have been optimized for various sprites.
-The skid while wind blowing sound glitch has been fixed.
-The pause glitch at the end of 8-4 and D-4 have both been fixed.
-The message in World 9-4 has been translated into English.
-World A-1 level design has been optimized to match the SNES remake, where a glitch is fixed.
-The infinite lives game over fix has been made if you get more than 128 lives
-I have made use of ALL beta tiles. (See photos)
-Bowser throws hammers in Worlds A-D
-Aggressive Hammer Bros code has been added to Worlds A-D
-NUMEROUS and I mean numerous bug fixes. Over 27 fixes compared to the original SMB2J

Getting the FDS bios to work:
==================
To install the BIOS to Nestopia, first open Nestopia. Then go to Machine on the upper left (next to File). Once there, go to External, Disk System, then Options.
Once there, click on browse and upload the BIOS file from whichever directory you have it in. Then, click on Ok.

HOW TO SWITCH DISK SIDES (Nestopia):
=========================

To switch disk sides, go to Machine, External, Disk System, Insert, then select Disk 1 Side B. Now, what you want to do is go to Machine, Reset, Hard.
That's it; have fun! DO NOT FORGET TO DO A HARD RESET, AS MENTIONED.

How to use the included .pal file to enhance GFX on this and ALL NES games:
===============================================
To install the .pal file, go to Options, then choose Video. Now, on the bottom left you'll see "Palette". Choose Custom and then click on browse and choose the
file called "Custom.pal" in whatever directory you have it stored in. Enjoy.


Using a Joypad on Nestopia:
=================
To get a game controller working, go to Options, Input and under select Set All. The rest there should be self-explanatory.

Here is the IPS patch. Patch it to a clean, unheadered SMB1 FDS ROM: See below

Here is my custom PAL file: http://www.mediafire.com/download/6x9jodl8k434eg8/Custom.pal

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ShaneM
Posted on 02-27-14 04:15 AM, in SMB1 & SMB2J (2-in-1) (rev. 5 of 02-27-14 04:20 AM) Link | Quote | ID: 155817


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Posted by Drakon
I like the changes except for mario's skin colour. No need for the sauna look, really just a preference thing. Hopefully we can see a video of it in action someday, pictures don't do enough justice.

Hold on...the rom palette hasn't been edited? Palette changes are done by using an emulator palette replacement file? That's no good for playing on the real thing unfortunately.


I modified it for use on my .pal file. I didn't like the original color. I'm kind of like you and hack for my pleasure.

Second, you can make a video anytime you'd like. I don't mind. I did everything from add Poison Mushrooms to Green springs. Oh yeah, this is "hardware friendly" except for the fact that true FDS images are 65, 536 bytes and that all dumps are missing the dummy bytes. Though, my PRG would be stable if somebody were to port it to a "true" disk image. My SMB1 was mapperless and I used residual code that I wrote over to add stuff. Fixing World -1 (36) gave me some free space, too.

I feel I need to stress this one more time to everyone in general, since at my last forum I posted this I had to say the same thing 3 times...sigh. SMB2J is on SIDE B of the game. Sorry to all the diligent readers, but I'm sure someone along the way might have missed that point. (I just wish the non-diligent readers whoever they are would take the time to read the first post, as I took over 1 hour typing it.)

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ShaneM
Posted on 02-27-14 07:19 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155827


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@infidelity

I've made use of your SRAM patch in my hack, am I free to release an IPS patch publicly of my hack if I credit you on your SRAM part?

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ShaneM
Posted on 02-27-14 07:53 PM, in My Super Mario Bros 3 Hack - ROM Saves Player(s) Progress *UPDATED v7 9-17-14* Link | Quote | ID: 155830


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Cool. Thank you.

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ShaneM
Posted on 02-27-14 08:34 PM, in Pokemon Green - 151 Edition (100% Proper English) (rev. 8 of 03-21-14 10:50 PM) Link | Quote | ID: 155831


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This is my version of Pokemon Green, in which I hacked Pokemon Blue's coding to make it. This was a 9 month project and has recently been finished. I have made both a 151 edition and the regular edition. I will be releasing the 151 edition on here, first. Enjoy.


About:
-----

I have always been a fan of Pokemon, ever since I was a boy. When I was nine, I heard about a version of Pokemon that had never hit North America,
my birthplace. (It really was not released outside of Japan.) This version is commonly known as Green, a.k.a Midori. Now, I have always wanted to play it,
but I couldn't understand what was being said because of the language barrier between the Japanese tongue and myself. Later on, when I was in my teens, I purchased
a bootleg copy of Pokemon Green in so-called English, thinking it was the real deal. Never had I been as disappointed as when I turned that game on.
(Yes, the 'Engrish' version.) That was the worst piece of garbage that I've ever played.

I am in my twenties now. One day, I thought to myself, "There has been so many failed attempts to localize Green into English. What if I tried?"
Never would I have imagined that I would learn GB Z80 ASM, and program this game, using English Blue as my codebase! I have finally localized Pokemon
Green 100% into proper English! This version contains all sprites, texts, etc., as found in Midori v1.1.


What this is:
------------

- A Pokemon Green game localized into English, that is Nintendo quality
- A game that is loyal to its Japanese counterpart in texts, including Pokedex, sprites, etc.
- A good-quality translation, which is not based off of that 'Engrish' crap
- A high-quality Green, that is 100% bug-free and stable
- A game with amazing bug fixes, such as but not limited to: Glitch City, Cinnabar Coast's tile fix, Celadon Hotel invisible PC fix and I also made
Missingno. a real Pokemon (only accessible through Gameshark/Game Genie), etc.



It is:
-----

- Compatible with Gameshark and Game Genie
- Compatible with Pokemon Stadium I and II
- Compatible with most, if not all emulators (99.9% sure it has compatibility with real hardware)
- Compatible for trading with all English generation I and II games

Differences from Aka/Midori:
-----------------------

- I have optimized the green palette used for Viridian City (in Green English alone)
- I have lowered frame rate on Thunderbolt and Hyper Beam (for safety concerns)
- I have left the battle interface alone (localization)
- I have left the Bill's PC storage alone (for localization purposes; the main reason this was changed from 8:30 to
12:20 in foreign editions is because there simply isn't enough room in SRAM to hold 30 Pokemon per box. They both add up to 240 Pokemon in total though)

Everything else matches Midori, including the 30.1% Blizzard freeze effect, title screen stuff, etc.



Special thanks to:
-----------------

- 80C, for helping me fix Glitch City and for doing some beta testing
- Alexander_13, for helping out with most beta testing



What's included:
---------------

The Green version IPS patch. It is compatible with the following ROMs:

- Pokemon - Blue Version (USA, Europe) (SGB Enhanced) [No-Intro]
- Pokemon - Blue Version (UE) GoodGBX

Both Blue versions are of the same dump and have an MD5 checksum of 50927E843568814F7ED45EC4F944BD8B



What you will need:
------------------

- An IPS patcher, such as Lunar IPS. If you do not have it, simply google these words: "Lunar IPS"
- A Game Boy emulator. My emulator of choice is BGB. If you need a copy, simply google these words: "BGB Game Boy emulator download"
- Computer gamepad, for added fun (optional)



Health and safety info.:
-----------------------

I list these for your health benefits.

- Take a 10-15 minute break every hour
- If you are tired or are lacking sleep, rest and then play
- Play in a well-lit room
- Play as far away from the screen as possible, to reduce eye-strain
- Play video games in moderation (no more than a couple hours a day)



If you have read these instructions and follow them, then good for you! You should now have optimal enjoyment of your games.

Contact info.:
-------------

You may contact me if you:

- Have any constructive comments
- Have any 'constructive-criticism' comments
- Have a question pertaining ONLY to these games
- Have a question about setting up the emulator

You may not contact me if you:

- Are a spammer
- Use profane language/threaten me
- Ask a ridiculous question about something random
- Do drugs
- Have been convicted of a felony

If you do not follow the above guidelines, then I will be forced to ignore/block your e-mails. Also, please leave the word "Red" or "Green" in the subject portion of
your e-mail (or e-mails) to me.

My e-mail address is: shanespkmngreen2013@gmail.com (Remove the 2013. I have done this to avoid spambots.)




Checksum values of my English Green:
-----------------------------------

My English Green's final checksums are as follows. If they do not add up to these, then it is either not my work or has been tampered with:

- Header Checksum $89 (ROM0:14D)
- Global Checksum $C6 $11 (ROM0:14E-14F)
- MD5 Checksum 7C2F1524473366C8592BD339BD2C31F7
- SHA1 Checksum DB289C0AC6CAEB8B52EEA73B4A9FF1E0279B66F2
- CRC32 Checksum D383A95A
- CRC32B Checksum 31D03D69



*Final note: I have made Missingno. as close to a real Pokemon as it will get. I still do not recommend catching it, though it will not mess up your Hall of Fame anymore.
I have also somewhat optimized 'M, as well as give Missingno. $B8 the name 'GHOST', as found in Aka/Midori. I have improved the names of $B6 and $B7 to 'FOSSIL'. The reason why
$B6-$B8 copies the last Pokemon's base stats, as well as types, along with the fossil/ghost images is that these are the same sprites used in Pewter Museum and Lavender Town!
They are stored as constants, along with the other 151 Pokemon/36 Missingno., but are really not Missingno.s themselves.

- If you have found this patch distributed by another site (other than RHDN), or not distributed in its entirety as a single package (by other means), then please let me know.
I would also appreciate it if you would refrain from hacking my code/patch for any hacks.

Thank you for reading and enjoy Green English.


I hope that you enjoy this. My English Red will be ready on Feb. 13, 2014 for public download. I have also included a special 151 "Catch em' All" edition! In that version, I've added a whole new island. Also, stay tuned for my promo giveaway on Dec. 09th!



















THIS IS A FINISHED PRODUCT; THERE WILL NOT BE ANY MORE REVISIONS.


Unique to the 151 edition:
----------------------------

-Redesigned Celadon & a few other places
-Added beta tiles, such as but not limited to: icy rocks in the Seafoam Islands
-Fixed various glitches, including Old Man on the Roof, coast tile glitch (surf), Max Ether/Elixer, Focus Energy glitch, etc.
-Added water surf data for all areas
-Assigned Mew to the Safari Zone surf data with a .00000001% chance of catching one
-Added the beta Seafoam entrance sign
-Corrected and translated a few more script changes that I somehow missed
Green, original: See below.
-EVERY Gen. I glitch has been fixed (to my knowledge)
-Mew IS catchable in the Safari Zone in the same zone as the SURF HM. It can be found in the water by SURFing. It has a 00000001% catch rate.

Green, promo 151 edition: SEE BELOW POST (03/21/14)



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ShaneM
Posted on 02-28-14 01:53 AM, in SMB1 & SMB2J (2-in-1) Link | Quote | ID: 155835


Snifit
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Did you patch it to an UNHEADERED FDS ROM?

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ShaneM
Posted on 02-28-14 02:37 AM, in SMB1 & SMB2J (2-in-1) (rev. 5 of 03-08-14 08:03 PM) Link | Quote | ID: 155839


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Here is the new and final build. It fixes some of the original glitches, like the one in 4-3 with the Koopa etc. This is a complete project unless a bug is found. Enjoy and remember that SMB2J is on SIDE B (See my first post on how to swap disk sides on an emulator like Nestopia.) It has bugfixes too.

Build 2.0 SEE BELOW

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ShaneM
Posted on 02-28-14 03:22 AM, in SMB1 & SMB2J (2-in-1) Link | Quote | ID: 155841


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@Chaobomr

Thank you. I have made the changes accordingly.

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ShaneM
Posted on 02-28-14 04:27 AM, in Pokemon Green - 151 Edition (100% Proper English) (rev. 3 of 02-28-14 04:31 AM) Link | Quote | ID: 155845


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Thank you, Drakon.

This is actually the first Z80 ASM hack I did. Without this, I wouldn't have learned it. Really, when I started this last March hacking Pokemon Blue English, I never would have thought I would actually do it, but I'm surprised too.

If you find any glitches or any problem, let me know and I'll be glad to fix it.

EDIT: Well, I actually copied and pasted that text from the readme last July that I wrote. Mainly because I release it for free and in good faith that nobody would claim the work as their own. Plus, even if they do, I added my name to the credits.

EDIT2: Oh yeah, I almost forgot. Anybody can make this into a flash cart as they please. No issue there. If I find anybody selling this behind my back I may have to take it down. Enjoy.

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ShaneM
Posted on 02-28-14 04:34 AM, in Pokemon Green - 151 Edition (100% Proper English) (rev. 4 of 02-28-14 04:39 AM) Link | Quote | ID: 155847


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Well, still thank you for your kind remarks Drakon.

I was born in 1991. Pokemon actually got started 1 year before that and was released in 1995. Mew was surprisingly copyrighted before the series as a whole.


EDIT: One reason why Pokemon hacking is so popular is due to the abundance of resources and documentation on the game. Sadly, Green Japan was undocumented and I had to do all the work. I'll post a brand new feature I found on Midori soon.

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ShaneM
Posted on 02-28-14 04:41 AM, in Pokemon Green - 151 Edition (100% Proper English) (rev. 5 of 02-28-14 04:54 AM) Link | Quote | ID: 155850


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@Drakon
From the Pokered disassembly by IImarkus. Since I hacked Blue's coding, I made use of the disassembly. Plus, Swampert Tools has a load of utilities to use. Though, ASM work must be done within BGB or a hex editor. Alternatively, one can assemble the disassembly with RGBDS. Though, I didn't do that as I had to expand the ROM to twice it's size.

Onto the beta thing that I found in Green Japan. In the Seafoam Islands, the signs for the Seafoam entrance are on the outside. But there are two warps on the inside that don’t point to anything in particular. I stumbled across this while comparing object data with Green Japan. It could very well be a text post for ‘Welcome to SEAFOAM ISLANDS’ before it was moved to the outside. Compare data between my Green and Green Japan:


;My Green

SeafoamIslands1Object: ; 0x4484f (size=72)
db $7d ; border tile

db $7 ; warps
db $11, $4, $0, $ff
db $11, $5, $0, $ff
db $11, $1a, $1, $ff
db $11, $1b, $1, $ff
db $5, $7, $1, SEAFOAM_ISLANDS_2
db $3, $19, $6, SEAFOAM_ISLANDS_2
db $f, $17, $4, SEAFOAM_ISLANDS_2

db $0 ; signs

db $2 ; people
db SPRITE_BOULDER, $a + 4, $12 + 4, $ff, $10, $1 ; person
db SPRITE_BOULDER, $7 + 4, $1a + 4, $ff, $10, $2 ; person



Next


;Green Japan

SeafoamIslands1Object: ; 0x44e2f
db $7d ; border tile

db $7 ; warps
db $11, $4, $0, $ff
db $11, $5, $0, $ff
db $11, $1a, $1, $ff
db $11, $1b, $1, $ff
db $5, $7, $1, SEAFOAM_ISLANDS_2
db $3, $19, $6, SEAFOAM_ISLANDS_2
db $f, $17, $4, SEAFOAM_ISLANDS_2

db $2 ; beta signs
db $0d, $05, $03
db $0d, $19, $04

db $2 ; people
db SPRITE_BOULDER, $a + 4, $12 + 4, $ff, $10, $1 ; person
db SPRITE_BOULDER, $7 + 4, $1a + 4, $ff, $10, $2 ; person


As you can see, the beta data is for signs, while every other version is empty there. I have included it in my version, but Green Japan crashes when you press A by the unused pointers. Below, I have included pictures of where to press A, along with Green Japan, and a .sav file. You may use my Gyrados and Spearow to FLY/SURF between entrances to check this cool feature out!





USE THIS ON A REV A (1.1) ROM!

http://www.mediafire.com/download/0acyvd71vvjni43/Pocket_Monsters_-_Midori_(Japan)_(Rev_A)_(SGB_Enhanc).sav

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?

ShaneM
Posted on 02-28-14 05:13 AM, in SMB1 & SMB2J (2-in-1) Link | Quote | ID: 155852


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Why thank you.

I strive for absolute perfection in my work and take great pride in it. I guarantee that the coding and quality is superior to Nintendo's version. If you find a glitch or any other issue, please inform me. Thank you.

____________________
At the end, when the day is over, the only one left to face is yourself. Have you been true to yourself and made the most of your day?
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