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How to build the ROM from source? #34
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Looking into the code and doing some research I understood some things (please correct me if I'm wrong):
I'm also guessing that every screen ratio must be built in a different manner, but I'm not sure how |
Most likely graphics weren't provided to avoid copyright concerns and lower the chances of this repo (and to an extent Vitor himself) to be targeted with a C&D. |
I was wrong, the final modified ROM is the same for all resolutions. The code has a bunch of defines that are injected by the emulator though the |
I created, on my fork, a Makefile with some QoL improvements. To build from source: make prepare # downloads *.bin files
cp /path/to/your/backup/smw/rom ./build/resources/smw.sfc
make assemble # creates a hacked ROM
make release # creates a patch file I also added a file watcher: make watch # assembles the hacked ROM every time one of the source files changes I'm going to write some docs and open a PR |
I took a slightly different approach, would love to hear if it is a good one: To make things easier I created a Github Action. Every time someone opens a PR it will generate the patch file and make it available for download. The problem with this is that the Action will need access to a legit personal game backup without letting anyone else access it. I achieved this by creating a custom Dropbox App. This app requires authentication to download files, so I generated a token, added it as a Github Secret and used to configure a action that runs on every PR. You can see a live example at https://github.com/m00qek/wide-snes/pull/2/checks . If you click on |
Hello, I'm trying to build the ROM from source. I do own the game and I have the one backup ROM file, but I don't know what are
Mario.bin
andLuigi.bin
. What are those files? Can I derive those from my ROM file?Thank you!
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