Ok, I'll test it, but later.
But very strange with the postion.
I didn't add something, just changed. If the lengh is be changed a warning is coming, so it shouldn't happen by mistake.
I have checked, and my decrypted main.elf binary has not been altered since it was generated. It's easy to miss hitting the insert key in HxD and switching between overwrite and insert mode. I could see accidentally Inserting a few bytes, but the difference seems to be about 84 bytes total, which is hard to believe would be unnoticed.
The location differences have me worried that a failed test may not be conclusive that the hack doesn't work, if the binary itself is corrupted.
EDIT:
I was going to get this privately tested first, but I'm not getting a response. So...
Upon digging through the code, I've noticed a minor thing. That a few more ID's than the known stock E-NTSC/J-NTSC game ID's, "should" work. Though all of these are just PAL versions of the stock games. So nothing REALLY interesting. It's just due to the way the code checks if a ID is valid game or not. It does so by a range check that often just happens to encompass the PAL ID(s).
While there's evidence that support for the different region versions of these games use the same code, meaning these new IDs should offer no more compatibility than their US/JAP counterparts. Well, IDs are checked elsewhere in the code, and generally done on a more specific basis. So these
MAY offer some alternative/improved compatibility options. Maybe at the very least allow those PAL versions to play better.
Code:
47 02 00 00 CF 10 70 02 74 06 6A 38 0C 00 00 00 43 61 6E 31 // BRAWL BROTHERS E-PAL
47 02 00 00 1A 10 74 06 70 01 0A 00 00 00 43 61 6E 31 // F-ZERO E-PAL
47 02 00 00 5A 10 76 82 74 06 70 02 0C 00 00 00 43 61 6E 31 // Kirby's Dream Course E-PAL
47 02 00 00 C9 10 70 01 74 06 0A 00 00 00 43 61 6E 31 // SUPER E.D.F. EARTH DEFENSE FORCE E-PAL
47 02 00 00 05 10 76 28 74 06 70 01 0C 00 00 00 43 61 6E 31 // Super Ghouls'n Ghosts E-PAL
47 02 00 00 BF 10 74 06 63 01 6A 38 70 02 0E 00 00 00 43 61 6E 31 // Super Mario Kart E-PAL
47 02 00 00 42 10 74 06 70 01 0A 00 00 00 43 61 6E 31 // Super Metroid E-PAL
47 02 00 00 1C 10 76 82 74 06 70 01 0C 00 00 00 43 61 6E 31 // The Legend of Zelda: A Link to the Past D-PAL (German)
47 02 00 00 1E 10 76 82 74 06 70 01 0C 00 00 00 43 61 6E 31 // The Legend of Zelda: A Link to the Past F-PAL (French)
47 02 00 00 20 10 76 82 74 06 70 01 0C 00 00 00 43 61 6E 31 // The Legend of Zelda: A Link to the Past E-PAL
There are a few notable absences from this list though. Pilotwings E-PAL and Super Mario World E-PAL. Both games ID checks lacked the range to include them. I could maybe do a small hack to enable them, but as I'm waiting on a hack to be tested now, we can worry about that later.
There was one other curiosity in the code. While Japanese stock game ids are generally supported in the western version of the app, Hoshi no Kirby 3 J-NTSC's ID (0x10A3) was not. That ID must be specifically enabled on the Japanese version of the app, likely in place of the US version. Pilotwings J-NTSC's ID may be unsupported on the Western app too... the code is weird, and not 100% clear...
I'd recommend testing these footers with the US version of the ROM first, just to know the ID works at all. Assuming it does boot, then try and see if the PAL version works. But I wouldn't expect the frame rate/speed to be proper. The FPS byte has been dropped completely in the new version of the .sfrom format, while in the SNESC version it just didn't effect anything. I doubt Nintendo added a special check for PAL games to adjust the frame rate speed for these IDs, as I do't think they would spend time on PAL ROMs anyone as they now tend to release the US 60hz version of the ROM in PAL regions instead.