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Messages - DackR

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Personal Projects / Re: F-Zero Final v0.2 Coming Soon!
« on: September 12, 2018, 06:17:05 pm »
Hell yeah! This is actually pretty cool.

Is the UltraNet based on the SNESoIP or is the design philosophy different?

I might come check out your stream Saturday.

Just to prove that this project is still alive, here's a spiffy new overhaul of the VRAM viewer, much thanks to UnDisbeliver:
Very well timed, too, because I've been gearing up to work on some other new graphics-related features (tilemap viewer, etc.) Now that I'm focusing on actual features again, another release should finally be not too far off.

Thanks for your work on bsnes-plus! It's been extremely useful.

I am going to try xkas-plus for the first time tonight since I'm currently unable to download bass v14 from byuu's website (which is what I've been using after switching from xkas a few months ago).

Please keep it up.

Edit: Just tried out xkas-plus and other than the absence of the rep directive (not really a big loss), everything works awesome. Thanks again.

Looks like you're the right "guy" for this project. Love where this is going!!

I'll try to find time to take a look at the latest editor this week. I'm really excited to play around with it!

Personal Projects / Re: The Joy of ROM Hacking Video Series
« on: April 22, 2016, 12:09:41 am »
This is awesome!!! More please! LOL

ROM Hacking Discussion / Re: How to increase interest in hacking?
« on: April 21, 2016, 11:47:42 pm »
You got me excited there!
Now I'm lost. Youtube is static, subject to censorship and cluttered with ads.
Not to mention, video format is the least information-intensive. Which contradicts the opening quote above.

Would you suggest something more appropriate? I still feel we're up to something!

I see your point. My thinking was just to be able to give working examples as the concepts are presented would be a huge step forward.

How about animated tutorial videos coupled with text "homework" exercises?

I dunno... I've never enjoyed homework. ;) But this is a possibility.

Perhaps interactive presentations should become the standard? I've used Sway before, but since that's not very accessible (regarding the format)... And I see starting at scratch html, JavaScript coding as a little too involved when there are so many great frameworks out there...

What about Swipe?

I could see something like swipe catching on if someone were to create a way to share them in an organized and easily updatable fashion. I realize that none of this will be easy. However, what are rom hackers, if not perpetual masochists? If we come together as a community, I'm sure this could turn into something beautiful.

What say you, fellow hackers?? What's our next step?

ROM Hacking Discussion / Re: How to increase interest in hacking?
« on: April 21, 2016, 01:08:38 am »
My main problem with this thread is the question itself.

I don't believe it's a lack of interest that causes folks to shrink away from becoming a ROM hacker, but the sheer volume of information that is required to understand even the basic concepts.

Like others have likely pointed out, there is a need for strong leaders in the community who have a willingness to share what they have learned in a more modern way. Times have changed and people are no longer searching bbses and icq for documentation-- many people give up because text document tutorials are often dated or rely on servers containing materials that no longer exist or software that no longer functions on a modern computer. It is also a struggle at times to verify information that exists in such a static format-- most times lacking references to source material.

I believe the best way forward would be for the community to come up with an actual curriculum which explores a variety of techniques that can be used to hack ROMs in general and others covering concepts that are more platform specific. Then, given the list of topics, people should be encouraged to create informational presentations and tutorials going into detail. I wonder if would be a good place to contain links to (snes specific) informational videos. There are probably specific wikis that could already exist or be developed for other consoles.

YouTube seems to be a wonderful way to present this information. There is already a lot of information out there, but there is much that can be improved.

So... I hope tutorials like I've described become more common-place and freely available. There is much we can learn from each-other.

Programming / Re: NES/6502 fixed-cycle delay code vending machine
« on: April 21, 2016, 12:47:34 am »
You, sir, are a god among men.

With love, me.

At one point, I was on the computer literally every waking moment. As a programmer, I worked from home most days, and when I wasn't working, I was rom hacking. As a result, I had a stroke.
(About 2 years ago)

I was literally working myself to death. I recommend that people make sure they are eating food (I was down to 1 "meal" a day) and getting plenty of exercise. My neglect of my body has caused some pretty serious side-effects that I am still dealing with daily.

Looking back, it all seems quite silly. Now I only work on my projects if I don't feel like shit... Which is maybe an hour a day. I have to admit that romhacking when I feel too crappy to do anything else is mildly therapeutic...

ROM Hacking Discussion / Re: Screenshots
« on: April 07, 2016, 02:56:26 am »
I don't see what the fuss is about. It's Spider-Man, not Xenogears.
Not sure if it was your intention to come off as a troll, but I'll just say that this is a silly comparison. Last I checked Xenogears doesn't have half the fan base of Spider-Man. Not to mention comics, cartoons, blockbuster movies... Maybe it was a joke?  :P

My feeling is that if you are able to improve upon what's out there, I'm sure it will be well received. Looks great so far.

I think you're headed in the right direction. It should be noted that pointers are not always going to be close to the data that is being referenced by the pointers.

You are most likely going to be looking for a two-byte (word value, little-endian) pointer for the text.

Here is a good example of determining pointers for psx games:

Here is another basic guide that may be of assistance:

Hope this helps a little bit.

ROM Hacking Discussion / Re: Mega Man X4 (PSX) Decompression Routine
« on: April 05, 2016, 03:01:22 pm »
I tried running it to see what it did and it gave me this:

Is this normal?
I'll just leave this here...

Personal Projects / Re: Controlled Disassembly
« on: April 04, 2016, 02:34:49 am »
It really looks useful, but DAMN, that's expensive!

Personal Projects / Re: [SNES] Super Bomberman 5 Translation
« on: April 02, 2016, 03:38:19 am »
Thanks for the encouragement. :)

I promise I'll do my best to get back on it as soon as possible. I also can't wait for this to be completed.

I like to cycle through my projects so that I don't get burned out. It's anybody's guess when I get back to it.  :laugh:

Personal Projects / Re: Doraemon Japanese Translation Project
« on: April 02, 2016, 03:28:12 am »
I'm unable to use any of the links from the other thread. I haven't looked at the actual patch but...

My advice after reading the list of changes and issues:

In changing the text, you may have inadvertently overwritten some "control codes" that handle how characters are presented on screen-- thus the character smiling issue. It's a good idea to compare the original, non-bugged data with what was changed in this situation.

The title screen change and resulting glitch sounds like you've overwritten something important (especially if the new title screen takes up more space than the original...), most likely data or program code directly following the title screen. You may need to relocate the title screen hack to an empty area in the ROM to fix this issue. This usually involves knowledge of using a debugger. You would need to set a break point looking for reads to the ROM address of where the title screen is stored and change any reference to the original data to read from the relocated data. This involves a knowledge of 6502 assembly. Here is a good reference.

Good luck, my friend.

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: March 29, 2016, 11:47:51 pm »

I made a video demonstrating my Super Famicade hack for Zombies Ate my Neighbors (SNES).

Essentially, I'll be modifying certain games to act like arcade games using a custom controller board that allows up to 16 button inputs. I'm using these 4 extra inputs on each controller to accept coin-up as well as be used as jumpers for game options. I've been working on the various parts of this on and off for about 2 years now.

Here's my project page for the Super Famicade (you'll see from the logs that I've changed the design completely since I first had the idea):

Personal Projects / Re: [SNES] Super Famicom Wars Translation
« on: March 23, 2016, 10:44:14 pm »
Been working on this on-and-off over the last few months. Nothing significant to show at this point.

I've been debugging the VWF routine, but once that's all squared away, things should move a bit more quickly.

Sorry for the lack of updates, I've been distracted with other projects... ;)

Personal Projects / Re: SNES-CD / Playstation BIOS
« on: March 23, 2016, 10:38:57 pm »
Hey guys,
The bios for the Snes-CD is going around the internet. The file name is apparently called 'SDBR_v0.95.sfc.'
Anyone got any ideas what would be possible to do with it?
There is already an emulator that supports it-- including a basic example game using the emulated hardware. No$SNS here:


This has been bugging me for a while, so I decided to finally sit down and figure it out.

We had been unable to determine the location of the palette not because it's compressed, but because it is hard-coded!

The game is literally re-writing the palette to CGRAM a couple times a second. This means that even if you found the palette in a debugger and changed the value in CGRAM, it would stay for a split second and then get changed right back.

Here is the code that handles writing the palette values for the ooze(now blood) into CGRAM:
Code: [Select]
; Compiles with xkas 0.06
; A better fix would be to relocate this code and have it read the palette values from the palette data in ROM.
; Changes ooze to blood... Original values are commented out.
org $808b89    ;PC $0B89   
lda #$13    ;#$53         
sta $2122   
lda #$00    ;#$59               
sta $2122   
lda #$0D    ;#$8a 
sta $2122   
lda #$00    ;#$34       
sta $2122   
lda #$0A    ;#$26     
sta $2122
lda #$00    ;#$1c
sta $2122

Other than that, the dripping ooze palette is static. Located at: $F1026...



I'll make a patch for this and submit it shortly. Here's a couple screenshots:

Hack has been submitted.

ROM Hacking Discussion / Re: How to increase interest in hacking?
« on: March 07, 2016, 05:39:14 pm »
This thread makes me sad on so many levels.


ROM Hacking Discussion / Re: Konami Arcade ROMs
« on: March 07, 2016, 05:35:56 pm »
In general, the file extension for MAME ROMs refer to the ROM chip's position on the game PCB. If the position isn't labeled on the board, it will sometimes be named exactly what is shown on the ROM chip's label. They aren't really "split" so much as the equivalent of unique data files meant for different things. It's true that some of the data could potentially be split between ROM chips in certain games, however I wouldn't expect to see this very often.

Just do a google search for pictures of the original arcade PCBs. Here is a picture of Konami 88's PCB on ebay:

Not all Konami games use the same PCB. If fact, most are different unless we are talking about games made in the same time frame.

If you want to find more information about how the these games work, download the MAME source code and search for the game in the question. It can usually give you a better idea of what information is stored on which ROM chip. Graphics data are usually stored separate from program code and even SFX data, for example.

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