Post by Insectduel on May 20, 2008 13:36:39 GMT -5
I decided to make up the FAQ for ISD SMB Util. Just to help you out a little or a lot.
Q. What is ISD SMB Util?
A. ISD SMB Util (Insectduel’s SMB Utility) is a SMB1 level editor that is based on the English SMB Utility version 1.00 BETA 3 created by M.K.S which has SMB2 Japanese Item names along with corrections. SMB2 Japanese items are based on the Japanese SMB Utility version 1.04 designed by SMB Software.
Q. Why did I make the editor
A. I didn't make the editor, I modified it. It helps me to hack SMB2 Japanese a LOT Easier and you can as well.
Q. Who built SMB Utility?
A. It is made by our founder M.K.S who started the editor before I made any changes to it. YY and Cheezman1 are the international contributors.
Q. Why is the Jump Stand image on the 10coin block or the flagpole image on the sideways pipe?
A. That is most likely caused by some kind of scripting code. It is barely impossble for me to fix it because I have no certain knowledge for it.
Q. Why did you renamed the utility after yourself? Can you give it a different name?
A. No, because I'm the only person who research SMB2 Japanese databases while the rest of you can't . And besides, YY named the utility after himself called YY Mario Editor.
I would go with Item SMB2 International, but mine is better.
Q. Why can't I edit the levels using ISD SMB Util after expand the ROMs mapper?
A. You can. Just use YY Mario Editor to edit the levels. I may need to contact Japanese ROM Hackers for it to show the proper way to make the levels. If you're using ISD SMB Util, you have to edit the levels first before using Mapper1 and applying both patches.
Q. Why the FCE Ultra Emulator is the only one that works than other emulators.
A. According to Disch's words, The header is $10 bytes and tells things like PRG/CHR sizes, mirroring mode, mapper used, etc, etc. This tells the emulator the layout of the board it needs to emulate. It's sort of like a software representation of what hardware the game uses.
Trainers are an additional $200 bytes that follow the header. Traditionally it's placed at $7000-71FF in addressing space -- although more accurate emulators will either put SRAM at that address or leave it open bus if there's no on-cartridge RAM.
Trainers, unlike headers, do not represent anything on the cartridge. They don't exist in any commercial game (or any game that is functional on an actual cartridge) for the simple reason that a trainer doesn't exist anywhere on the hardware. It's not part of PRG or CHR-ROM, and there's no seperate chip for it on a cartridge board.
Trainers were originally used by FFE copiers (I think, anyway). FFE copiers were kind of like the Super Wildcard DX for the SNES -- they would let the user play ROMs on their famicom. The thing is, rather than actually emulate all the dozens of mappers that games use, the FFE had it's own "custom" mappers that games were hacked to use. Since mapper hacks often involve additional code, the FFE copiers had an additional $200 bytes of "trainer" space that could be used for such mapper hacks.
However, this is most likely SMB Software's fault. Not mine. So do not blame me that I did it.
Q. Can't you do the SMB1-SMB2J Item ROM without trainers?
A. I may not but the RHDN team are working on it. Mostly Disch and Dr. Floppy since they knew ASM very well.
Q. Can you use the SMB2 Japanese ROM with ISD SMB Util?
A. No, only SMB1 ROMs are compatable with it.
Q. Your SMB1 ROM with SMB2 Japanese Items isn't accurate. There are crappy weird effects.
A. Don't expect it to be 100% accurate beacuse it's only used for viewing and not for actual playing. However, it can be used for hacking SMB2 Japanese for FDS.
Q. Can you do the same for All Night Nippon Mario Bros.
A. No, because All Night Nippon Mario Bros. isn't large like SMB2 Japanese.
Q. Are you gonna make any new updates of ISD SMB Util.
A. I proberly will. It depends though.
If there's any more missing, let me know.
Q. What is ISD SMB Util?
A. ISD SMB Util (Insectduel’s SMB Utility) is a SMB1 level editor that is based on the English SMB Utility version 1.00 BETA 3 created by M.K.S which has SMB2 Japanese Item names along with corrections. SMB2 Japanese items are based on the Japanese SMB Utility version 1.04 designed by SMB Software.
Q. Why did I make the editor
A. I didn't make the editor, I modified it. It helps me to hack SMB2 Japanese a LOT Easier and you can as well.
Q. Who built SMB Utility?
A. It is made by our founder M.K.S who started the editor before I made any changes to it. YY and Cheezman1 are the international contributors.
Q. Why is the Jump Stand image on the 10coin block or the flagpole image on the sideways pipe?
A. That is most likely caused by some kind of scripting code. It is barely impossble for me to fix it because I have no certain knowledge for it.
Q. Why did you renamed the utility after yourself? Can you give it a different name?
A. No, because I'm the only person who research SMB2 Japanese databases while the rest of you can't . And besides, YY named the utility after himself called YY Mario Editor.
I would go with Item SMB2 International, but mine is better.
Q. Why can't I edit the levels using ISD SMB Util after expand the ROMs mapper?
A. You can. Just use YY Mario Editor to edit the levels. I may need to contact Japanese ROM Hackers for it to show the proper way to make the levels. If you're using ISD SMB Util, you have to edit the levels first before using Mapper1 and applying both patches.
Q. Why the FCE Ultra Emulator is the only one that works than other emulators.
A. According to Disch's words, The header is $10 bytes and tells things like PRG/CHR sizes, mirroring mode, mapper used, etc, etc. This tells the emulator the layout of the board it needs to emulate. It's sort of like a software representation of what hardware the game uses.
Trainers are an additional $200 bytes that follow the header. Traditionally it's placed at $7000-71FF in addressing space -- although more accurate emulators will either put SRAM at that address or leave it open bus if there's no on-cartridge RAM.
Trainers, unlike headers, do not represent anything on the cartridge. They don't exist in any commercial game (or any game that is functional on an actual cartridge) for the simple reason that a trainer doesn't exist anywhere on the hardware. It's not part of PRG or CHR-ROM, and there's no seperate chip for it on a cartridge board.
Trainers were originally used by FFE copiers (I think, anyway). FFE copiers were kind of like the Super Wildcard DX for the SNES -- they would let the user play ROMs on their famicom. The thing is, rather than actually emulate all the dozens of mappers that games use, the FFE had it's own "custom" mappers that games were hacked to use. Since mapper hacks often involve additional code, the FFE copiers had an additional $200 bytes of "trainer" space that could be used for such mapper hacks.
However, this is most likely SMB Software's fault. Not mine. So do not blame me that I did it.
Q. Can't you do the SMB1-SMB2J Item ROM without trainers?
A. I may not but the RHDN team are working on it. Mostly Disch and Dr. Floppy since they knew ASM very well.
Q. Can you use the SMB2 Japanese ROM with ISD SMB Util?
A. No, only SMB1 ROMs are compatable with it.
Q. Your SMB1 ROM with SMB2 Japanese Items isn't accurate. There are crappy weird effects.
A. Don't expect it to be 100% accurate beacuse it's only used for viewing and not for actual playing. However, it can be used for hacking SMB2 Japanese for FDS.
Q. Can you do the same for All Night Nippon Mario Bros.
A. No, because All Night Nippon Mario Bros. isn't large like SMB2 Japanese.
Q. Are you gonna make any new updates of ISD SMB Util.
A. I proberly will. It depends though.
If there's any more missing, let me know.