News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Psyklax

Pages: [1] 2 3 4 5 6 ... 44
ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 19, 2019, 03:08:04 am »
You also didn't say if you took my advice of changing just one letter and seeing if it made the change, rather than changing the entire word. Despite what you say, you STILL don't know for sure if the text that you found in the ISO is actually the text that refers to the on-screen text.

I'd also agree that you'd be better off unpacking the ISO and looking in the individual files for what you want, rather than treating it like a ROM file (which it isn't, just to be clear). As # said, looking in the RAM, if possible, will definitely help.

Also, Tekken 3 is on the PS1, Tekken 4 is on the PS2. Therefore, there's no reason whatsoever that they should both work in the same way. :)

Newcomer's Board / Re: First SRAM hack: Boxxle for Game Boy
« on: March 18, 2019, 02:19:49 am »
I want to focus on the Game Boy line of consoles

Well there's your first problem: GB and GBA are not in a 'line'. :) They use different CPUs - just because they both have 'Game Boy' in their names doesn't mean they're the same. ;) Any ARM assembly someone posted isn't going to work on a Z80, but I'm sure the actual code necessary won't be too complicated.

Just for reference, NES uses 6502, SNES uses 65816, GB uses Z80, GBA uses ARM. Thus, code is incompatible between each of them (although the 65816 is a more advanced version of the 6502 so actually the code can be pretty similar, and could go from NES to SNES but not necessarily vice versa).

I hope you don't mind me saying, but I have a bit of a dislike for SRAM hacks on principle - since most hacked games are played on emulators which have save states anyway, and a lot of flash carts have save states too - but Sokoban is probably the worst example of replacing passwords with save states. Four digits! Anyone can easily enter four digits, and it's both predictable and portable between games (unlike a save file).

A more logical hack would be for something like Little Ninja Brothers on NES, which being like an RPG has long unpredictable passwords, so using a save file would actually be quite useful there. But hacking is about the journey not the destination, so perhaps a Sokoban game is a good first step, and you can do more complex ones in future. :)

ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 18, 2019, 02:00:47 am »
Okay, first question: is this the arcade game or the PS2 port? Makes a difference.

Second, how can you be sure that 'PERFECT' in ASCII text is the actual text? Do you have any evidence at the moment that that's the case? It's possible that it refers to something else, and since changing it currently crashes the game, you can't be certain.

If I were you, I'd start by trying to change the story mode text, since that's much more likely to be regular text than the end-of-round graphics.

ROM Hacking Discussion / Re: Tekken 4 text editing problem
« on: March 17, 2019, 04:09:22 pm »
Some more possibilities: perhaps the text you edited wasn't the text at all. Or if you're pretty sure it's the right text, you should do what I always do when I first find text: change one single letter. So maybe just change PERFECT to NERFECT or something. If the game crashes like that despite you changing just one (or two) byte(s) then the game doesn't like being changed. Not sure what to suggest if that's the case.

And yes, if the Hungarian word is only six letters, that might be a problem, but you should know that by now, szemigi. ;)

ROM Hacking Discussion / Re: Screenshots
« on: March 16, 2019, 09:09:59 am »

So proud of how the castle turned out...  :)

Pity I can't see this because Weebly cut off access to my country with no explanation whatsoever, taking subscribers' money with them. :/

Hello! :)

If you had searched the Utilities section for 'delta' or 'xdelta', you would have found very simple utilities to patch your NDS ROM. I'll tell you what I use:

Select your patch, select your ROM, click the big button. If you can't do that, I don't know how to help you. :D

Are you asking for help or asking us to find it for you? The latter is not okay. :P

I've helped you plenty, szemigi, now it's your turn to show us you learnt something from us. :D

Gaming Discussion / Re: UWC Wrestling NES Game (unreleased prototype)
« on: March 10, 2019, 05:15:30 am »
Sunman for the NES was an unknown game before Lost Levels found it in 2003.
It was immediately suspected to have been a Superman game that lost its license during development, and that suspicion was confirmed when Superman prototype of the same game turned up a few years later.

I stand corrected. :) I just took a look at the patches that pacnsacdave did to Sunman to make it Superman. I guess there's always something new to turn up. Reminds me of the sad story of the California Raisins game...

Interesting discovery, I never knew there was another WCW game in development during that time period, I wonder how the control scheme is like in that game?

I guess we'll find out eventually. :D At least it's not being hoarded by some greedy collector.

Gaming Discussion / UWC Wrestling NES Game (unreleased prototype)
« on: March 09, 2019, 03:49:42 am »
This has to be the first time a game has appeared in the wild that nobody even knew existed.

I'm a few days late on this, but a few hours ago the uploader/discoverer posted a comment on his video saying the ROM had been dumped and archived, and would be released in "a bit". I'm guessing it'll be a similar situation as with SimCity on NES, which was found in mid-2017 but wasn't released until December 2018. If so, looks like we'll have a bit of a wait on our hands before getting to play it.

Just posting here because as soon as it appears, I think I'll be looking inside it to see what's what. :D Who knows, might find something interesting in there.

You do know what site you're posting on, right?

...Or are you the same spambot that got banned two weeks ago?

Maybe the responses to your Reddit thread weren't helpful enough?

Ha, good job. What a dick. Good luck getting help around here now. :)

ROM Hacking Discussion / Re: Clu Clu Land P1 PPU adress editing
« on: March 07, 2019, 07:31:45 am »
I checked for the values and it worked, but what about the palette, when P1 and P2 standing? (You know, light red-dark red colors.)

You could say 'thank you'... ::)

But I looked again at the routine and noticed something I could do differently: change $188 from 00 to 02 and P1 on the end level screen is now blue. :) You still need to go through all the other stuff for the main game, but at least that part is easy.

Any more questions? Maybe you could try doing what I mentioned and learn to do it by yourself? ;) It's not as hard as you think! :)

ROM Hacking Discussion / Re: Clu Clu Land P1 PPU adress editing
« on: March 06, 2019, 01:28:54 pm »
Come on, dude, I helped you with Mortal Kombat, I was hoping you'd have learnt from it. :)

First of all, the player is a sprite, and sprites aren't modified in the PPU's VRAM, it's in the OAM:

Debugger needed? ASM coding? Help me.

Yes and yes. :) Of course it changes back to red, the game updates it every frame. What you need to do is set a write breakpoint for one of the four sprites, which are located in OAM around $200.

So after a quick trace log, I see the desired number comes from $9, which comes from $408. A write breakpoint to $408 sees it originates from $CC3A ($C4A in ROM), and around there you can see some other similar numbers, which are probably also used for the player 1 sprite.

Now we can just change $408 from $40 to $42, but for reasons which I can't be bothered to explain, the game does an AND #$C0 to that number, so it still ends up being $40. So what do we do? We go to $F639 ($3649 in ROM) and change 29 C0 to 29 C2. Woo, when you start the game, you're blue (da-ba-dee da-ba-daa).

Now we just need to change the other numbers around $C4A accordingly (00 to 02, 40 to 42) and we're done. You might need to do some more breakpoint setting and trace logging to figure out precisely which bytes apply to the player 1 sprites (up down left right, holding out an arm etc).

So, in short: change $364A to C2, then add 2 to every byte from $C48 to $C57. After further checking I discovered you also need to add 2 to every byte from $2438 to $2447, as well: this is for the turning sprites.

Unfortunately the end of level sprite uses a different routine (EOR #$40) to flip the sprite left and right, and I can't think how to make it start off with $02 so that it flips between $02 and $42. So never mind. Still, it's a start! :)

Great work! It'll be interesting to give this a try, although I'll need to find two other people willing to play with me. :D

Is the patch going to be applied to the MAME set? They do have a tendency to change. I'm sure you can figure something out. Better 3 player arcade than 2 player SNES, I'd say. ;)

I can't view the that offset.

I don't get it. What do you mean you can't view it? That makes no sense. Go to Tools->Hex Editor, and make sure you choose Options->Data Size->1 Byte, since by default it shows it in 4 Byte (32-bit) format. I think that may be where you went wrong. I'm not sure why Bizhawk defaults to 32-bit since I think the NGP uses a 16-bit CPU, but whatever. If you're looking for stuff like health and whatnot, always search in 1 Byte format.

By the way, your opponent's health is at $AE1. ;)

tlp turns out to be the best thing i've used so far for graphics, but the only downside is the way the game displays the characters and backgrounds in multiple parts. Seems easy to modify everything except for the character and their moves. I have no idea how to put those things together yet. I suppose my last latest task would be just figuring out how to disable the backgrounds to a blank color and import different graphics into tile layer pro while figuring out how to put the characters and bg back together

Actually, you might be onto something with that: if you want to capture sprites, don't bother putting them together in TLP, just find the background and replace them with one single colour, and that will give you a similar effect to disabling the background layer. :)

How did you even find that? I've been coming across a lot of things except for that  >:(

I don't see the $961 but i just see 960 in bizhawk. I'll work on looking for the opponent's now

I played the game in Bizhawk, opened the RAM search, did a few searches equal to previous, then got hit, did search for NOT equal, got hit again, lather rinse repeat, and there were a bunch of different things remaining and I just figured that $961 was the right one (not $960 though).

Also, I just tried vdmgr and although it has a nice looking debugger, I can't figure out how to set a read breakpoint for memory. Execution breakpoints for instructions are fine I think, but I need to see when the game reads text, so without a read breakpoint I'm not sure where to go.

I would expect the HP value to at least be noticeable in the RAM memory

It is: it's at $961. I just used the RAM search in Bizhawk and it was there. :) Change it to 01 and watch your health go right down.

I couldn't resist having a go at Rockman Battle & Fighters, since the best translation of it appears to be a quick and dirty one from a few months ago:

Bizhawk wouldn't show me the VRAM so I had to resort to the old fashioned relative search, and it worked a treat. I'll have a look at that emulator mentioned, though.

It sounds like you've got the wrong idea about ROM hacking. Why do you need to disable graphics and sound layers and the like? How will that help? Are you actually hacking or just trying to rip graphics and sound for your own benefit?

Assuming you actually want to hack a game rather than do what you described, we don't write our own tools. A hex editor, Tile Molester, a good debugging emulator: these three things alone are usually enough to get results. Though it sounds like NGP doesn't have much on the emulator front.

EDIT: damn, I just noticed that the NGP has just one single complete translation on this site! This is very tempting for me, as I do like to explore new systems. Hmm...

Newcomer's Board / Re: Bomberman Help
« on: March 03, 2019, 01:38:39 am »
I'll help you out a little more: by setting a breakpoint to $73 when starting a game, you can find an instruction at $C3C7 ($3D7 in ROM) that loads $10 into the accumulator before writing it to $73.

So, just change $3D8 to whatever number you want and bingo, there's your starting fire value.

Furthermore, when you collect a fire icon, the game (at $CF1A, $F2A in ROM) checks your current fire count to see if it's reached $50 (the maximum), and adds $10 if not. So by messing with that routine, you could either add two powerups each time, or remove the check, allowing you to get crazy big flames. :D

By the way, I think bomb powerups are stored at $74 - I'll let you figure those out. ;)

an infinite score counter (where after breaking 999,999 the score goes to A00,000 indicating a million and keeps counting from there).

Or just add another digit and properly support 1,000,000. ;)

Funnily enough, Tetris on the SNES does exactly this:

Pages: [1] 2 3 4 5 6 ... 44