frjd
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| Posted on 03-23-10 06:03:50 PM (last edited by frjd at 03-23-10 03:07 PM) |
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Originally posted by angelsl Something is wrong with your newest patch (20 march)...
I have made a new patch but whan I repatch the original used for the patch it still crash. Strange.
I will see if I can make it work. |
angelsl
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Originally posted by frjd
Originally posted by angelsl Something is wrong with your newest patch (20 march)...
I have made a new patch but whan I repatch the original used for the patch it still crash. Strange.
I will see if I can make it work.
Why don't you use a xdelta patch instead? Until this bug, whatever it is, gets fixed |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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You can send me the patch, and i'll try to see whether it's a bug in the editor or not, and help you fix it.
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frjd
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Originally posted by dirbaio You can send me the patch, and i'll try to see whether it's a bug in the editor or not, and help you fix it.

Thanks, I will mail you. |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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I see what's wrong.
It's ANOTHER bug in the patching feature of the editor...
I'm so sorry... I think i'll just remove it, and somehow implement xdelta support into the editor, sth like xdeltaUI.
The patching was a very good idea in practice: patch by filename, so patches would be cross-region, but in practice it's shit.
It's unable to handle cross-region patches for stuff like the overlays and the game binaries. (Overlay 0 is what causes the crash) because those are different for each region. So the cross-regionness is over. There's no benefit from using NSMB Editor patches. Xdelta is better.
Conclusion:
frjd (and everybody else), use an xdelta patch to distribute your hack
Sorry. |
frjd
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| Posted on 03-25-10 08:01:04 PM (last edited by frjd at 03-25-10 05:17 PM) |
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Originally posted by dirbaio
Conclusion:
frjd (and everybody else), use an xdelta patch to distribute your hack
Sorry.
Thanks. That a pity it was such an easy way to make/use a patch :-(
The "Export Level" make very small files. (but dont save tileset and other?)
I have tried to compare a modifyed rom with a org rom and see how much
different bytes there are. It is for my springboard mario 2.788.932 bytes. About the same size as the current patch file.
Guess we need to store these different bytes and where in the file to put them. Would that not be fairly easy to add
to the editor?
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Camewel
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Originally posted by frjd
Originally posted by dirbaio
Conclusion:
frjd (and everybody else), use an xdelta patch to distribute your hack
Sorry.
Thanks. That a pity it was such an easy way to make/use a patch :-(
The "Export Level" make very small files. (but dont save tileset and other?)
I have tried to compare a modifyed rom with a org rom and see how much
different bytes there are. It is for my springboard mario 2.788.932 bytes. About the same size as the current patch file.
Guess we need to store these different bytes and where in the file to put them. Would that not be fairly easy to add
to the editor?
Well no, because that's what it does now. The problem is putting it where it's meant to go, because if you use offsets, they're different in different regions, and if you use filenames it crashes (didn't understand why). |
frjd
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| Posted on 03-25-10 08:50:11 PM (last edited by frjd at 03-25-10 06:08 PM) |
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A working patch file is now to be found in the first post.
I used PPF as it seems to be used by other NSMB hacks also and a quick look at xdelta did not provide much usage informtion. |
angelsl
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Originally posted by dirbaio
I see what's wrong.
It's ANOTHER bug in the patching feature of the editor...
I'm so sorry... I think i'll just remove it, and somehow implement xdelta support into the editor, sth like xdeltaUI.
The patching was a very good idea in practice: patch by filename, so patches would be cross-region, but in practice it's shit.
It's unable to handle cross-region patches for stuff like the overlays and the game binaries. (Overlay 0 is what causes the crash) because those are different for each region. So the cross-regionness is over. There's no benefit from using NSMB Editor patches. Xdelta is better.
Conclusion:
frjd (and everybody else), use an xdelta patch to distribute your hack
Sorry.
Didn't frjd specifically tell us to use an (E) rom?
Why does that crash? |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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Well...
Editing the jyoytu tileset causes Overlay 0 to be decompressed.
To decompress it, it actually decompresses the file, but it also sets a flag in the overlay table that tells NSMB that the overlay isn't compressed.
The problem is that when you export the patch, NSMBe sees that the overlay has changed, but it doesnt' include the flag. So when you apply it to a clean rom, the result is a decompressed overlay, but without that flag set. The result is that NSMB tries to decompress the already decompressed overlay, and fails.
Having files that require special handling when importing and exporting is too bad for the patcher. I can't include the whole overlay table, because it also contains offsets that might be different, but i have to somehow handle the compression flag.
This is condamned to be too buggy and inflexible. |
Ehm
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| Is it possible to make the editor re-compress any decompressed overlays right after it patches the game? |
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
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| well... It IS possible but it is going to be very hard to get a bug-less patching. Binary raw patching like Xdelta is better... |