Link | Quote A super mario 64 editor laterthis year? Holy cow. It was intentional Nahh I wrote this before going to bed yesterday (actually this morning in your time zone). I like this program, it makes it a lot easier, but. Link | Quote Originally posted by stag910 + It won't work with ROMs that have a byte ordering other than ABCD or BADC. Link | Quote I like this program, it makes it a lot easier, but. Other benefits include being able to generate standard IPS patches (Unless you put some padding, MIO0 files would move around when their compressed size change), and also generating patches without having to re-compress all the MIO0 data beforehand. Also, anyone wanting to write an editor for Mario 64 wouldn't have to implement MIO0 decoding and encoding in their program. Being able to use standard tools like Tile Molester is one. I still think it's a better idea to standardize around a decompressed format. Now that I found I can call command-line utilities, this point is moot. I had a few arguments against it, and at least in appearance it looked like I wanted a decompressed version only because I had problems writing a fast compressor in Director. Some people in the past argued that it would be best to only move compressed data after the end of the ROM, instead of being de-compressed, to save space.
I wouldn't mind at all if someone would host the Windows version somewhere, and if anyone wants to make a smaller version of this ROM extender, just PM me, I'll provide the details. The first part at 0x800000 also includes the game text. You'll have to find the textures yourself, starting at 0x800000 in the ROM. Tile Molester will open the extended ROM and enable image viewing and editing, if you set it to RGBA 5551.
The documentation includes a list of where the MIO0 files are moved/decompressed.Įven if you are a newbie, you can make some good use of this program if you know how to use a graphic/tile editor. Ultimately, this ROM format will be used by my Super Mario 64 Level editor that will be released later this year. Wait until it's done (a few seconds only) and there you get a 24 megs version of the ROM, with.
It doesn't make Luigi a playable character.Ĥ. It won't work with ROMs that have a byte ordering other than ABCD or BADC.ģ. It doesn't work with European and Japanese versions.Ģ. Change pointers to match the decompressed data.ġ. Copy the uncompressed data in the upper 16 megs of the extended ROM, leaving 32k gaps between data segments.ĥ. Decompress all the MIO0 files in a directory named "MIO0files".Ĥ. Extend the ROM to 24 megs, by adding 16 megs of "FF".ģ. Here is in geekier terms what it means: (Copy/paste from documentation)ġ. The decompressed data inside the extended ROM can be edited directly, and it can run as is in an emulator. It means that instead of struggling to fit re-compressed edited data in the ROM. This program will produce a usable decompressed version of the Mario 64 ROM. Yeah, not only it's not a very original name, and it doesn't exactly convey it's real use. Link | Quote After some delays, at last I'm releasing the Super Mario 64 ROM Extender!
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