Thread with 9 posts
jump to expanded postof course this required huge amounts of development effort… literally several Minutes. I had to change One line of code (there was a game-specific hack that didn’t apply due to the different app ID)
okay so I was wondering whether you could turn SMB Lite into the full version by just swapping out all the files other than the executable
turns out: no, it crashes :(
I think certain lists of resources to load are hard-coded, so I’m not very surprised.
@hikari compatibility list:
Super Monkey Ball (U)
Super Monkey Ball (E)
Super Monkey Ball (J)
Super Monkey Ball (U, 1.1)
Super Monkey Ball Lite
Super Monkey Ball (!)
@hikari out of curiosity what does this do differently from the full version that prevented it from working before
@0xabad1dea there’s a apparent bug in the way Super Monkey Ball uses OpenAL and I had an app-specific hack to work around it. the lite version has a different app ID so the hack didn’t apply :p
@0xabad1dea I say “apparent bug” because I haven’t yet ruled out the possibility that it’s somehow my fault. the code was very suspicious though, I think iPhone OS is just tolerant of that API misuse
@hikari it makes sense that a launch game on a launch platform would be not quite to the spec on paper
@0xabad1dea oh yes, though I suspect even games made much later would have this kind of problem. when you only test against a single implementation, you’re not really writing portable code