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 - pianohombre

Pages: 1 [2] 3 4 5 6 7 ... 14
I thought they made an added feature to fight 2 bosses at once. How is that emulated?

Release demo version of Bob Ross hack for SMBW to public. Looks like beta version is being tested a bit.

ROM Hacking Discussion / Re: Wolfenstine 3D hack help
« on: June 10, 2018, 10:04:32 pm »
I recently joined another forum to continue my rom-hacking journey. W3D was started in D.O.S., but also in actual three-dimensions on another system, when it was released. Fun-game WW2-era, but almost identical to Doom.

Lol, the poison mushroom hack in SMB1 is listed as "an improvement" to the game.

Psylax, no it's an snes game: Megaman & Bass, for the editor I've been working on forever.

If you have some idea then corrupting that region of data will help narrow it down. This is much faster than walking through code.

Not necessarily, although I may have found an address that's important, there's several values that are required for the engine to piece together the graphics I'm looking for. Basically it simulates what an emulator might do, but it's light-weight compared to something people use frequently. I'm going to try and get the trace log for a rom with working values then spend a few hours trying to wrap my head around it. It looks like PPU is an important processor for handling graphics. I might be better off trace-logging that than the CPU.

When I first read the guide on learning how to hack I figured in one-year at least I'd be able to do almost anything in hacking on roms from NES to Playstation. I understand the basics for rom-hacking, but still rely heavily on tools, and have not done any major rom hacks of my own. Unfortunately, instead of trying to become a better programmer and learning how to do XYZ for each system; I had a specific problem that I wanted to solve and spent all my energy trying to solve that one problem. So after that was complete I could do XY better, but still did not understand Z, and still continued to rely on better programmers, and rom-hacking guides to solve future problems. I think that is how the majority of hackers learn. Let me tell if you if something you want done can be assisted 95% by injecting a cheat code value, it will make your life easier, but then again someone probably already did it. Sorry, if I'm ranting. Hopefully this paragraph gives you some perspective on my first year of rom-hacking, OP.

Hi, thanks for your response. There is a program that converts (snes) hex into assembly, but I do enjoy being able to use an emulator/debugger to enter different values, into the RAM, for example and see it execute live. I do enjoy having the debugger sometimes spit out ASM code into a separate file, during a specific action though. Sometimes it's easier to look at a 10-20kb file, than scroll through thousands of lines in a file 3mb or less.

I'm not exactly sure the difference between setting a breakpoint for read/write/execute though. I'll have to briefly skim over documentation. I think if I can see a block of code 50 lines or less that executes properly with the known address, it will help narrow down the address location in another rom. Generally, the unknown address will be in the same bank (as the other rom), but not necessarily so. That's where things can get tedious and time-consuming and a needle in a haystack.

ROM Hacking Discussion / Determining what a segment of code does?
« on: May 26, 2018, 10:08:36 pm »
Basically, I'm working on an editor. It supports more than one game. It has been completely done for 3 games and partially done for 1 game. I'm trying to determine how to find some unknown values for the partially done game so that it will work better. I know the editor works for this game (i.e. the layout is showing up correctly so that means it gets decompression correctly). I was thinking of running a trace-route for the completed game on a few known values, but here's my problem:

in hex and assembly it all looks like gibberish to me, just a hodge-podge of numbers and letters. Yes, I have a chart of assembly definitions so I know, for example, what LDA, STA, JSR means. I just can't determine the significance of unique addresses in a chunk of code. Like, why is this address important? and ok the programmers picked this random address to store the beginning of a pointer table, but how will I find this random address in a game that hasn't been hacked to death?

Gaming Discussion / Re: Playing SotN for the first time.
« on: May 21, 2018, 08:35:46 pm »
... And the Netflix CV anime is damn fine if you ask me. I'm willing to forgive them, for just that.

Castlevania season 2 should be making its way to Netflix soon. Season 1 was released during the summer. If they're on schedule we'll get to see season 2 soon. The anime definitely feels lacking. When playing the game it's a hands-on experience. It's weird you can't control the character, or spend hours fighting bats and stuff.

Personal Projects / Re: Capcom Games Editor (NES)
« on: April 20, 2018, 03:31:35 pm »
Simple way  - use code/data logger in right place - if start it before level loading, and finish when level loaded, it shows only data used in level. I have lua script, that helps me to analyze that data -

That's a good idea. Sometimes the only way. It can load 100-200 lines of code even from very simple procedures, but since the code many times is not viewable this is the best way. I watched that youtube video, never seen code injected that way -interesting.

Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« on: April 20, 2018, 01:14:55 am »
This sounds like a full-time job editing this game. Unfortunately, the site admin locked the MegaEd X forum thread so I can no longer notify people of updates, but once I get several on the ground running I can update the github, or create a new thread. justin3009, how is that fan project MMX: Corrupted coming along? Hopefully it doesn't get abandoned. Looks awesome.

Personal Projects / Re: Capcom Games Editor (NES)
« on: April 20, 2018, 12:44:40 am »
This program looks pretty amazing. I saw that there was support added for Sega Genesis. Could it be possible to include a few SNES games as well? I'm curious how do you find the pointers for the level layout, where level begins/ends to load those graphics to edit?

I'm following a user on Facebook, who has done some work on recreating MM4-6 in WW style graphics. Although, I'm not sure if will be released soon, or ever. The updates are few and far between. He wants to release both a level editor, and the hacked rom so we'll see.

Programming / Re: How were early 8 and 16-bit games programmed?
« on: April 18, 2018, 03:27:50 pm »
I like how editors now have line numbers and they color certain known commands for a programming language. One popular editor is PSPad Editor. It's free and has plenty of useful tools for programmers. There's a lot of other popular ones as well. You can do things like "find and replace" if you want to switch a command that's written several or ten times in your program and it's tedious to manually change each command individually. They will also underline common syntax errors before you run it through a compiler.

Programming / Re: How were early 8 and 16-bit games programmed?
« on: April 06, 2018, 03:38:21 am »
One popular error message I used to get was "Segmentation fault", meaning trying to access restricted memory. Common message usually in loops or variables where a few things are off.

Programming / Re: Favorite flavor of Linux?
« on: April 05, 2018, 08:45:12 pm »
I have an old version of Ubuntu installed. Looks like in April 2018 there's a new LTS version. Hopefully it will upgrade without too much hassle.

Winzip and 7-zip are two of the best. *.zip is probably the best format.

I had the same problem as Wesley, with extracting the file. I use 7-zip and was not able to even view the archive. Oddly enough I mounted it with daemon-tools lite then just copied the files. I patched the PRG0 version of SMB3 and had no problems. So far I'm having a lot of fun. It's slightly harder than the original version, but not so much where it feels like a kaizo game. It may turn off some people however. Even world 1 feels more like it's 6 or 7. I enjoy the challenge, but many rom hacks push the difficulty too hard too fast.

Programming / Favorite flavor of Linux?
« on: April 02, 2018, 05:44:12 pm »
I remember several flavors of Linux have been popular. Red Hat, Ubuntu, and some others I can't remember. I have Ubuntu installed and it works pretty good, except of course most developers don't have Linux supported apps. Sometimes I have to open the terminal and install programs. It's such a hassle compared to Windows to install programs.

Pages: 1 [2] 3 4 5 6 7 ... 14