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Super Mario JRPG

https://www.reddit.com/r/JRPG/comments/1xkbe5i/super_mario_j...
cowgod
  10/31/26
Your post in r/JRPG has been removed View your post and t...
cowgod
  10/31/26
It's not Piracy, I Made a Game r/JRPG•Mod mail T...
cowgod
  10/31/26
https://www.youtube.com/watch?v=wQnNrlvSXpk
cowgod
  10/31/26
For the approximately six people here who enjoy reading abo...
cowgod
  10/31/26


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Date: October 31st, 2026 12:56 PM
Author: cowgod

https://www.reddit.com/r/JRPG/comments/1xkbe5i/super_mario_jrpg/

(http://www.autoadmit.com/thread.php?thread_id=5916728&forum_id=2#50217923)



Reply

Date: October 31st, 2026 12:57 PM
Author: cowgod

Your post in r/JRPG has been removed

View your post and try posting in a different community. 2h ago



(http://www.autoadmit.com/thread.php?thread_id=5916728&forum_id=2#50217926)



Reply

Date: October 31st, 2026 12:58 PM
Author: cowgod

It's not Piracy, I Made a Game

r/JRPG•Mod mail

This is a private conversation between you and the moderators of r/JRPG. Note: There might be delays between responses.

cowgod180

9:52 AM

Please reconsider.

Also I own FF7 so it's not Piracy anyway.

r/JRPG

MOD

10:43 AM

That's not how copyright work, you can't just steal assets from other games because you bought them.

User Avatar

cowgod180

11:25 AM

I am not trying to be a smartass, but I am an Attorney irl, and am not profiting from these assets, and therefore can do whatever I want with them.

Under 17 U.S.C. Section 107, fair use requires consideration of transformative purpose, the extent of copying, and market impact. This project is not a commercial substitute for FFVII. Moreover, my submission merely linked to youtube footage, not downloadable software or copyrighted assets. Linking is legally distinguishable from distributing infringing material. See Perfect 10 v. Amazon, 508 F.3d 1146 (9th Cir. 2007).

Fair use is fact-specific, not categorically excluded merely because copyrighted assets appear imho. I respectfully request a Reprieve.

r/JRPG

MOD

11:36 AM

If you're not releasing this game, then what is the post about ?

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cowgod180

11:39 AM

It's a Longplay. For entertainment. Fair use. The Theme of eternal recurrence seen in e.g. Xenogears is analogous to the broader State of Gaming. We have not gotten a 3D Mario since 2017. And when we get it, it will be the Same.

r/JRPG

MOD

11:50 AM

Ah so this is not a game developer post, but just a longplay youtube video ?

User Avatar

cowgod180

11:56 AM

I am also the Developer. But I am not making the iso available fwiw.

/JRPG

MOD

11:58 AM

Ok, since this is a youtube video post, it will be removed for breaking rule number 1, the for posting promotional material.

User Avatar

cowgod180

12:00 PM

It's not Monetized, champ. It's for fun. Stop stifling my creativity.

(http://www.autoadmit.com/thread.php?thread_id=5916728&forum_id=2#50217930)



Reply

Date: October 31st, 2026 1:01 PM
Author: cowgod

https://www.youtube.com/watch?v=wQnNrlvSXpk

(http://www.autoadmit.com/thread.php?thread_id=5916728&forum_id=2#50217939)



Reply

Date: October 31st, 2026 1:01 PM
Author: cowgod

For the approximately six people here who enjoy reading about this stuff:

The build operates on a separate disc image, with replacements constrained to the original file allocations wherever possible. Field sections are rebuilt with aligned pointers, recompressed, and written back into their existing extents. The movie expansion occupies a deliberately selected contiguous region of unused campaign movie allocations, addressed through FF7’s native movie table. Every modified raw sector goes through form-appropriate EDC/ECC reconstruction. The validator also checks that bytes outside the permitted replacement regions remain unchanged. “It boots” is a fairly weak assertion when the next field transition can expose a malformed descriptor that happened to survive the previous heap contents.

The backgrounds are reconstructed as native MIM assets: 320×240 images quantized into 255 visible palette entries, with index zero reserved, distributed across two 8-bit texture pages and referenced by 300 16×16 tiles. The tile-command stream explicitly terminates all four background layers, including empty ones. There is also a complete, harmless effect-image descriptor because the loader visits that descriptor regardless of whether the scene actually uses effect tiles. An incomplete descriptor can turn residual RAM into an unsolicited VRAM upload. This was, admittedly, a more educational interpretation of “environmental storytelling” than intended.

Field geometry has its own constraints. The native transform path uses the PS1’s 1 KiB scratchpad, so authored meshes are partitioned before a chunk exceeds 120 unique vertices or 100 faces. Each partition receives the bone/mesh bookkeeping the renderer expects, even when several partitions conceptually belong to the same articulated part. Rotation channels, pivot translations, polygon winding, and packed animation streams all have to agree about what a limb is. Screen-space staging is mapped back through the field projection into world coordinates, then assigned to explicit walkmesh triangles with valid adjacency.

The scene choreography is implemented in native field bytecode. Actor entrances use shared cue variables and completion acknowledgements rather than assuming a particular movement instruction will finish after a guessed number of frames. That distinction matters because positioning, turning, walking, and explicit waits all consume interpreter time differently. The final sequence runs through a dedicated presentation field that owns the movie lifecycle and records completion only after playback returns. Visibility changes occur during initialization, before the first rendered frame, so an actor cannot briefly materialize while the script catches up with its own intentions.

Battle models retain the original animation and action infrastructure. Replacement geometry is fitted to existing skeletal conventions, and the corresponding action streams remain intact where the replacement is intended to inherit native behavior. Scaling requires coordinated changes to bone lengths and local vertex coordinates; changing only the skeleton produces something closer to an exploded assembly diagram. Weapon geometry is handled separately because the engine treats those slots separately. Combat remains ordinary FF7 combat, including its targeting, spell execution, Limit machinery, and wonderfully specific assumptions about character records.

A small formation-dependent MIPS hook handles encounter-specific party preparation. It intercepts the field battle path at 0x800C4624, preserves the requested formation ID, performs narrowly scoped record changes, then restores the displaced instructions and returns to native execution. Initialized party templates live at offset 0x6000 within the relevant field script allocation. Keeping those templates there avoids extending the executable patch into live runtime globals beyond the available expansion boundary. Branch delay slots and register lifetimes are, unfortunately, less receptive to artistic intent than dialogue boxes.

Audio has two distinct pipelines. Native field music remains sequenced through AKAO. One imported 21-track sequence required translating note durations, octave state, instrument selection, loop structure, channel expression, panning, and recurring volume-envelope behavior. Its sample bank is compacted alongside the instruments required by the playable route, with articulation and loop pointers relocated accordingly. Selected imported samples are resampled with compensating pitch-table adjustments. The goal is coherent playback within the existing bank budget; it isn’t a claim of bit-identical synthesis between two different sound drivers.

The FMVs use native MDEC video and interleaved XA audio. FF7’s movie framing adds a 40-byte camera header to the compressed frame payload, which can force an additional video sector. The packer preserves the original XA sector positions and carries the extra video payload forward instead of moving the audio schedule. The ending contains 5,670 frames at 15 fps, with 37.8 kHz stereo XA, inside a 58,336-sector allocation. Movie-table volume fields also need explicit initialization: perfectly valid audio can otherwise remain inaudible because the reused movie slot was originally silent. Naturally, that problem lives outside the audio data.

Validation includes native-compatible LZS decoding, instruction-boundary checks for field branches, geometry-index bounds, animation-stream bounds, sector integrity, and complete movie-frame coverage. Emulator checks cover encounter initialization, actual command availability, scene transitions, and playback through the persistent final frame. Physical hardware testing is still outstanding. Existing reverse-engineering work around Makou Reactor, ff7tk, VGMTrans, Noah, and the FF7 format documentation has been indispensable here.

The thematic concerns are recurrence, inherited obligation, and the persistence of recognizable forms after their original assurances have begun to fail. Familiarity carries an accumulating moral weight. The possibility of release remains deliberately difficult to distinguish from another prescribed return.

That tension felt appropriate inside an engine whose continuity depends on preserving so many old agreements, down to the byte.

tl;dr: I am the Reprieve.

(http://www.autoadmit.com/thread.php?thread_id=5916728&forum_id=2#50217942)