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Messages - MeganGrass

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Programming / Re: Metroid Zero Mission - SRAM Checksum
« on: October 17, 2013, 03:47:18 pm »
I can probably poke at it, can you be more specific about what you want? My understanding is that you want to create saves from scratch and MZM uses a checksum to determine if the save is valid, so you want to know how the game makes the checksum?

Yep. :)

I need to know exactly how the game creates the checksum, so that I can do the same for my app.

Any help would most definitely be appreciated.

ROM Hacking Discussion / Re: MegaMan 8 - Debug Menu
« on: October 15, 2013, 11:27:45 am »
@GHANMI - I'm sorry, but these menus cannot be accessed via GameShark/Action Replay cheat codes. I will release an asm patch, soon.

Meanwhile, I've fixed the Sound Test screen. :D

By default, there were several things that were previously wrong with this menu:

1 - As seen in the original post of this thread, the "SOUND TEST" string and other statistical strings weren't being displayed, due to improper code sequence. In addition to that, a few necessary things for proper display of text was missing.

2 - The controller handler was bugged, causing major difficulty to change the BGM track ID. For example, there are 0x45 music tracks available... one simple tap of a button would cause the ID to jump from 0x00 all the way to 0x45, thus, making it impossible to select various tracks.

3 - There wasn't any way to exit this menu - once enabled, the PSone system would have to be reset to exit.

...but, I've fixed all that.

October 15, 2013, 07:01:57 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The Sound Test option can now be activated from the Main Menu, thus, accomplishing full functionality of all previously-hidden menus! :beer:

Now, to cleanup, and produce a patch for download...

October 18, 2013, 03:54:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I've decided to take this one step further, and added a "Stage Select" option.

Normally, this feature doesn't exist anywhere in the executable - I injected my own code to create the functionality. After all, what good is a debug menu without an option to level jump at will? ;P

This should prove useful for any serious hacking attempts.

ROM Hacking Discussion / MegaMan 8 - Debug Menu
« on: October 13, 2013, 12:37:50 pm »
I discovered a few unused debug menus in the US release of MegaMan 8 (SLUS_004.53).








The variables in the Flag Change menu can be modified (ON/OFF), but have no apparent effect. I suppose that a debugging unit must be used for real advantage, here.

The Work View menu contains many different pages that display various statistics, but unfortunately, none of the variables can be modified.

The VAB View menu simply allows to test any sound effect the game uses.

The Powerup and Parts menus simply alter what items are in the inventory, though, some will reset to 0 after reaching a 'Continue Point' or loading a new level.

The Sound Test menu is separate from the Main Menu, but both sound effects and music can be tested. It's supposed to display various font and statistics, but will require a little bit of work to reestablish.

ROM Hacking Discussion / RockMan 8 Prototype 1 - Level builder
« on: October 11, 2013, 07:26:31 pm »
Another day, another unused debug function discovered through asm hacking. :D

This feature cannot be activated via GameShark/Action Replay, unfortunately.

Programming / Metroid Zero Mission - SRAM Checksum
« on: October 05, 2013, 10:46:48 pm »
I'm sorry if this is the wrong section for such a topic.

I'm currently developing a SRAM modifier/creator (c/c++ with GUI) for various Metroid titles.

So far, I have completely mapped and documented all of Super Metroid and Metroid Zero Mission's SRAM, and I eventually plan to add support for Metroid Fusion, as well. Support for Super Metroid is 100% complete (with proper checksum calculation and placement).


I've ran into a problem with Zero Mission.

Without a proper algorithm to calculate a new checksum for Zero Mission's SRAM, completing support for it will be useless. Same deal for Fusion. Furthermore, my ARM7TDMI dis/assembly skills aren't too excellent, yet.

Can someone help with this matter, please?


SRAM is stored at 0x02038000 and loaded+checked at boot.

Personal Projects / Syphon Filter Utility [PSone]
« on: July 09, 2013, 12:30:19 pm »
Per request, I made a small utility to extract the contents of FOG and HOG archive files; repack/creation support is sure to follow.

This application is only tested with files from the original PSone version of Syphon Filter.

'Drag-and-Drop' is supported for both FOG and HOG file-types (while the app is running), in addition to standard gui/menu options. This app does not support command lines (cmd.exe, batch, etc).


ROM Hacking Discussion / Overblood - Welcome to Debug Mode
« on: June 28, 2013, 09:18:02 am »
I apologize in advance if this is the wrong section, etc.

Brief intro: My name is Mark, and I'm best known for resident evil stuff., I got bored an unlocked a debug menu in the PSone game, Overblood. There are two way to enable it; either through use of a cheat device (GameShark, Action Replay), or manually editing the PSone executable (SLUS_004.64).

For you tech-junkies, sub_800240C0 is the function that activates the menu.

// Method 1: GameShark/AR
800240E4 0000
800240EC 0000
80024118 0000
80024138 0000
8002418C 0000
800241D0 0000
800241D8 0000
80024204 0000

// Method 2: goto these offsets and nop (0x00) the following 4 bytes. When finished, simply import the exe back into your iso using CDmage, etc.

Hold R2 and press circle to activate the debug menu.

Hold R2 and press square to display various debug statistics.

Pause the game (start button) and press R2 to frame-advance.

// Debug Menu controls
X   Enter
O   Exit
Code: [Select]
   ROOM CHANGE // Room Jump
   RUN MACRO // unknown; returns to debug menu
   SAVE // Save Game (crash)
   LOAD // Load Game (crash)
   MOVIE // *.STR movie playback
   BGM TEST // *.XA music playback
   VOICE TEST // *.XA dialogue playback
   EFFECT TEST // *.SEQ sound effect playback
   CAMERA CHECK1 // Adjust static camera view (preset)
   CAMERA CHECK2 // Adjust static camera view (preset)
   VISUAL // *.TIM view (320x240 images)
   ACTION // *.TOD animation test
   ITEM GET // Set item inventory
   BATTLE // 1st-person gun fight

...and the proof is in the pudding:

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