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Messages - RedComet

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Programming / Re: How to Find Address Code for Cartographer
« on: November 30, 2018, 11:57:53 pm »
The number of digits is irrelevant. The address is just a hexadecimal number. So $10, $123 or even $DEADBEEF should all be valid. I *think* Cartographer also supports decimal numbers as well.

ROM Hacking Discussion / Re: BGB Breakpoints
« on: August 09, 2018, 09:23:54 pm »
You might also consider using Visualboy Advance Tracer to get a trace log of the instructions for more context and use BGB to dial into specific pieces of code.

Programming / Re: Recommended source control for a hack
« on: July 31, 2018, 10:18:10 pm »
I'd be interested in hearing more about that RedComet if you don't mind sharing or have links to existing info?

There's not much to tell really. You just need the 68k manual for the instruction encodings and then it's just parsing source code and generating the instructions.

I wrote the assembler over ten years ago in C at a time when I didn't fully understand how to write C, compilers or really any program over a couple hundred lines long. As I recall, there were a ton of memory leaks and other issues along with generally being poorly architected and not maintainable. That said, it did the job and it is the tool that I used for all of the work I did for Bare Knuckle 3 and the first set of work for Surging Aura.

I had thought about rewriting the assembler from scratch last summer and ultimately decided to just write a pretty simple Python script to do some post-processing of the output of asm68k, which I've been using for any homebrew endeavors. I estimated it would take me a couple months working nights and weekends to get something implemented and I decided I'd rather spend that time working on getting Surging Aura to the point it needed to be at.

Personal Projects / Re: abcde: Atlas + Cartographer + A Whole Lot More
« on: March 25, 2018, 01:07:37 am »
Wow. This is awesome! Definitely gonna give this a try when I get a chance. :thumbsup:

Start with what you know: the text is on-screen which means the tiles for the font are loaded into VRAM and one or more tilemap contains references to those tiles.

First figure out where in VRAM the tilemap and tiles are stored. With bsnes (not sure about with Geiger's debugger), you can set write breakpoints on the VRAM addresses for the tilemap. From there it's just a matter of working backwards until you find where the text originated from in the ROM.

Always start with what you know and you can eventually work your way back to what you want to find.  :thumbsup:

Programming / Re: Recommended source control for a hack
« on: March 16, 2018, 12:09:11 am »
This is really cool. What's a good way to get an assembler to insert chunks of code into the ROM at specified points? Is this a common feature? I imagine it's rather unique to hacking.

xkas is the only available cross assembler that supports this for 65816. I've never used it for 6502 work. I honestly don't remember what assembler I used for 6502 work. I think it was some combination of WLA-DX plus some custom tooling to insert the assembled code. :-\

I wrote my own assembler for 68k (Sega Genesis/Mega Drive, etc) years ago, but in recent times, I've been using off the shelf assemblers and some custom python scripts to parse some of the assembler's output files and insert the changes where they're expected. If I ever get back around to doing NES work, I'll probably implement a similar solution.

The successful romhacker's toolkit is full of hopes, dreams, a little duct tape and blind luck.  :thumbsup:

Programming / Re: Recommended source control for a hack
« on: March 13, 2018, 07:04:17 pm »
I do the same as Gid: I have a build script in each repository that copies the unaltered ROM and applies all of the changes to it to create a new ROM. I track my source code with Git and use Bitbucket for hosting (free private repositories). This way I have 100% reproducible builds and 0 stress caused by juggling multiple binary back ups.  :beer:

ROM Hacking Discussion / Re: Dumping/inserting byte values?
« on: March 04, 2018, 12:53:33 am »
If you have Python available, you can just run this script that I threw together and it'll do everything you need:

Help Wanted Ads / Re: [Japanese Translator][GEN] Surging Aura
« on: February 26, 2018, 11:25:03 pm »
Lhadatt, I found a translator with a bit more experience else where. I'll keep you in mind if something happens with this translator. Thanks!  :thumbsup:

Help Wanted Ads / Re: [Japanese Translator][GEN] Surging Aura
« on: February 20, 2018, 11:42:55 pm »
Hey Lhadatt. I haven't found anyone yet. How much experience do you have when you say "novice"?

Help Wanted Ads / [Japanese Translator][GEN] Surging Aura
« on: February 18, 2018, 10:37:43 am »
The translator I had lined up has gone AWOL on me. I'd really like to get this project wrapped up and released by the end of the year. The script (minus any metadata for tools) is approximately 209Kb. The technical work (VWFs, compressors written, etc) is finished barring any bugs that show up.

Video of intro and dialogue VWF.

Screenshots of in-battle spell incantation VWF:

Please let me know if you're interested in helping out and can commit to seeing this through to the end!

ROM Hacking Discussion / Snes9x to bsnes(-plus) Savestate Converter
« on: February 11, 2018, 03:02:11 pm »
Is anyone aware of a tool that converts snes9x savestates to bsnes-plus's savestate format? I don't see anything the utilities section and Google hasn't found anything useful. I just want to check before I go off and start writing a custom tool.


ROM Hacking Discussion / Re: Gameboy Emulator with Trace Logging
« on: January 31, 2018, 06:26:24 pm »
Thanks for the suggestions. While doing some more digging, I came across the special tracer build of Visualboy Advance that g8z_et_al did. This does what I need. I'm not sure why I didn't think to look at Gameboy Advance emulators.  :beer:

ROM Hacking Discussion / Gameboy Emulator with Trace Logging
« on: January 30, 2018, 09:15:44 pm »
Is anyone aware of a Gameboy emulator that supports trace logging ala bsnes and works on Linux (natively or via Wine)? I've been using bgb and it's missing this feature. None of the other Gameboy emulators I've looked at have this feature either.

Programming / Re: Good IDE/Editor for 65816 assembly (SNES)
« on: January 07, 2018, 11:59:51 am »
Until recently I used Sublime Text 3 as my editor, but in recent weeks I've switched to using Visual Studio Code.

Syntax plugins are available for both:

If you're a Vim user, there are a few syntax files available:

I didn't realize these were available until now. The first one looks promising.

Hope that helps.

ROM Hacking Discussion / Re: Screenshots
« on: September 07, 2017, 10:47:26 pm »

It's hard to fully appreciate the wavy incantation text without a video, I think it's still pretty cool. Obviously the text shown is just a placeholder for testing purposes. There's one more small known technical issue to fix and then I'm just waiting to get the translated script back. :beer:

ROM Hacking Discussion / Re: Version control for ROMhacking?
« on: August 29, 2017, 06:21:12 pm »
I use git for all of my projects. Each one has a build script of some sort that expects the unaltered ROM in a certain place and then it will build the patches from the ground up. The output is the final ROM with any assembly mods injected and the scripts/graphics/etc inserted. Usually only takes a few seconds for my projects, so I haven't had a reason to optimize for more time consuming builds yet.

Programming / Re: Where did you learn assembly from?
« on: August 17, 2017, 10:08:06 pm »
Rodney Zaks' "Programming the 6502" plus a lot of time combing through the docs at NESDev and tinkering in FCEUXD.

Personal Projects / Re: Last Bible 3 Translation Project
« on: June 21, 2017, 10:55:30 pm »
Looks great! I'm glad to see this game finally found its way to capable hands. :thumbsup:

ROM Hacking Discussion / Re: Screenshots
« on: April 04, 2017, 06:45:42 pm »
It feels like these last few posts should have taken place like five years ago.

Yes, they should have. I blame reality for getting in the way.  :P

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