11 March 2016 - Forum Rules
Started by Bigbossman1202, March 23, 2007, 10:11:50 PM
Quote from: FAST6191 on October 11, 2021, 01:52:02 PMI think GBA Mana game might be only marginally ahead of Phantasy Star 3 in the "no hope, don't bother" for me in the hacking possibilities to improve stakes.Going after text might not do much, though I will have to look (if it is a nice graphical effect it could be blanked out, if plain transparent text then replace with spaces might be a thing). Assuming you don't care to force cheat the level counter down if doing the low level thing (don't know if this is some kind of save the level up for a quick heal ploy) then I would probably go with https://www.romhacking.net/documents/361/ (again an older emulator but should be easy enough to convert to something like no$gba debug) except rather than going back to the part of the ROM there will presumably be a check on experience or something (easy enough to find for a cheat search, might even be an existing cheat out there) that you can disable the call for. Alternatively whatever fiddles with the OAM or BG to display it on screen can probably be NOPed out instead.If it is purely a screenshot thing then do check it is not left on another layer that you can disable. Not ideal but depending upon the emulator (assuming you are using one) then it is easy enough to disable layers for a second or two.Improving AI is a tricky task at the best of times. There is a reason why it sucks in most games. Best you can usually reasonably go in for when hacking is make the AI faster/hit harder/have a greater lock on radius/have a greater number of invincibility frames or indeed go the other way and nerf the enemies a bit. Hacking in some more advanced AI is possible for an action RPG type deal but a lot of work to do well/create a more competent setup.Not sure how in game explanations/guides/tutorials and questionable level design you can't maybe backtrack to later are related but both those are within reason.Changing rewards for quests is within reason, as is maybe some kind of crazy grind to unlock (passive is easier than active display new text but new text is hardly out of reason either). If EXP/kill count/money = blah then insert item into inventory is a thing.If the content is unlocked by a flag in memory (say it is an extra quest/building/whatever) then that is also easy enough.Re: Super Gameboy stuff.That will depend entirely what was done for the hacks -- the supergameboy in most commercial efforts was underutilised considerably ( https://blog.loveconquersallgames.com/post/2350461718/fuck-the-super-game-boy-introduction being my usual link of choice for SGB stuff, what was done and what the potential was)If the hackers leant into it the clawing it out becomes much like backporting DSi to DS, game gear to master system, GBC to GB, FDS to NES...Several of those games, and many others, do however have colour hacks (often using the DX naming scheme, though pokemon can be the exception) for which many are onhttp://www.romhacking.net/?page=hacks&genre=&platform=8&game=&category=&perpage=200&order=&dir=&title=&author=&hacksearch=Go
Quote from: FAST6191 on October 11, 2021, 01:52:02 PMI think GBA Mana game might be only marginally ahead of Phantasy Star 3 in the "no hope, don't bother" for me in the hacking possibilities to improve stakes.Going after text might not do much, though I will have to look (if it is a nice graphical effect it could be blanked out, if plain transparent text then replace with spaces might be a thing). Assuming you don't care to force cheat the level counter down if doing the low level thing (don't know if this is some kind of save the level up for a quick heal ploy) then I would probably go with https://www.romhacking.net/documents/361/ (again an older emulator but should be easy enough to convert to something like no$gba debug) except rather than going back to the part of the ROM there will presumably be a check on experience or something (easy enough to find for a cheat search, might even be an existing cheat out there) that you can disable the call for. Alternatively whatever fiddles with the OAM or BG to display it on screen can probably be NOPed out instead.
Quote from: Brutapode89 on October 11, 2021, 09:49:48 PMAh? Or maybe we could hack a Super Game Boy bios to make sure it accept full colors for Game Boy Color games compatible on a Super Game Boy like Zelda: Link's Awakening, Pokémon Gold & Silver and make sure Game Boy Color games not compatible on Super Game Boy like Wario Land 3, Zelda: Oracle of ..., Pokémon Crystal works on the hacked Super Game Boy, anything like that.
Quote from: Sarah Shinespark on October 12, 2021, 12:16:48 AMI ended up using that command line debugger after an hour of fiddling. Got up to a successful breakpoint before I realized I don't know GBA assembly I'll have to research the opcodes, but thanks for the useful tutorial. At least I have a starting point now.
Quote from: MysteryMan3D on September 27, 2021, 11:09:30 AMRandom arcade towers in Mortal Kombat Trilogy for PS1 and/or PC.The team behind the arcade ROM hack "Ultimate Mortal Kombat 3 Plus" were able to do it:https://mortalkombatplus.com/games/ultimate-mk3Specifically:"Randomizer Option makes all 4 towers random at choose your destiny screen, where default action is to pull from several arrays of static tower opponents. Greatly increases replay value!!"I really want that feature for Trilogy, and they already stated they have no plans to touch Trilogy anytime soon. Could someone here please pull it off? Or at least show me how to do it if it's not as hard as it sounds?EDIT:Oh and could you throw in random stage order as well while you're at it?
Quote from: FAST6191 on October 12, 2021, 04:29:56 PM99% being ignored is probably generous. Percentage is higher still.Every hacker is inherently short on time and long on ideas of their own, playing a new game usually only adds to that list. Doing someone else's does not make their list get any shorter. Any projects that do get taken on are ones that personally interest the hacker, ones that might take 5 minutes, and sometimes things have already been done so people can point to them. Personally I visit this thread for game suggestions mostly, and will occasionally dash out a general overview of what such a hack would entail and an approach (or indeed why it is not likely to happen either at all or without Herculean effort, bordering on Sisyphean). You probably also have to figure how many people are playing on each console around here -- PS1 and PC is not the most popular, but more so than some, and PC at least has some wonderful tools for debugging (PS1 is not the worst either).This seems like a reasonable request, and as it is essentially doing things the game already does then might not be the worst thing in the world.Doing it properly would probably be a hard thing for a first project.Doing it with more of a cheat focus is a different matter, you might even be able to spin that up into an edit you do externally. This would mean randomising cheat values each time, or same for the edit but fairly reasonable thing for most things running ROMs.Anyway I would probably start by doing a character selection cheat for you and player 2. A great number of fighting games will just have player 2 (and beyond) being AI and not something special/extra/different.Character selection cheats are usually not that bad to make and are made at the selection screen, or just after. Bonus is this can also unlock hidden characters, beta characters, sometimes play as bosses (more on that shortly) and the like, and works on things with a character selection screen in general and not just fighting games.Three possible approaches that might work or become necessary depending upon the game and way it is coded 1) if you are lucky then merely hovering over the character is what does the deed. Flick back and forth doing search for change, staying still and searching for things that stay the same.2) As above but you have to press a or whatever to confirm your selection3) As above but you have to actually start a match with all players confirmed. Do remember you have savestates so you can happily set other things up and only change the character selection.Options for playing as bosses for reference tend to be either just after the last player character numbers, just before maybe if that is a thing or slammed right to the end of the range. That said you might have to try everything in the range.Knowing both of these locations and the rough values they can have you can start on the tower. Check that player 2 indeed does change accordingly (remember you have cheats so give yourself full health/crazy damage/whatever cheats there are and savestates to go back if you mess up)If you are lucky there is a simple line of data in the ROM that gets filled in for each successive battle and you can randomise this.Personally I would bust out a debugger at this point and do a break on write for the second player character selection. You could try noting what each successive battle is though and searching for that.If you find this data and it is indeed data* you can edit easily then great, hopefully you can do the cheat thing or ROM edit from here yourself. You could do a cheat to change the current player randomly (or in an order)*any schoolboy programmer would recognise such a setup as you describe as candidate for linked list and while I might not bet on the 16 bit era efforts at mortal kombat having that then PS1 and PC was firmly in C programming country. If indeed it s an array like your quoted section then while rather different devices I would wager more on the array side of things than linked list family or other possibilities.Anyway if you can't find the list by normal searching then you will have to play debugger. Whatever writes the selected opponent player will stem somewhere along the line from the ROM somewhere. Welcome to tracing. I don't have a nice guide for the PS1 but it is much the same whether it is a commodore 64 or PC game released yesterdayhttps://www.romhacking.net/documents/361/You might get away without following it right to the source if you find a more whole selection of data to search for in the ROM.If doing a proper hack you would instead change the game's code to pick a random one each time, or whole selection if the game works that way. Bonus is the thing you just did with characters is a direct result so should not be too hard to subvert.I don't know what will happen for stages in this but probably something similar will get to be done, and what results in character selection will most likely trip the stage selection value at the same time. If you happen to find the stage value as part of this then you can probably also make that a cheat if you wanted.For someone versed in the techniques above it might not even be that involved a project. If you are learning, and it would be a reasonable one to learn with, then maybe a bit longer.Not sure what we are suggesting for PS1 debuggers these days (don't know if no$psx ever got something nice here, the other no$ debuggers for other systems are if not the gold standard debuggers then seriously up there). PC stuff varies as well -- if it is PS1 vintage then it might well work with older tools like ollydbg without having to do more fun things like radare2, ghidra or even busting out IDA (the free version includes older PC standards so there is that), also not sure what we are suggesting for basic cheat search on PC games (every time I wander into PC cheats world I find myself shaking my head that people pay not inconsiderable money for things debuggers and other such tools will do better and for free).
Quote from: FAST6191 on October 12, 2021, 10:50:59 AMI am not entirely sure what you are aiming for there.I figure it is either a) you want a ? in 1 type cart for some reason (usual answer is get a better flash cart/emulator).b) you want to do one of those challenge run games that flick between levels of games as screens end or at some predetermined point.Technically related so I will leave that for now.The NES has a somewhat unique setup that in some cases for some games allows you to do this more easily than the hideously large amount of effort most would assess it as if having to contemplate conventional assembly approaches.This unique setup is anybody that learns of NES game hacking/emulation/flash carts/homebrew will soon encounter mappers. These are things that allow the paltry sum of storage/addressable space (and some other things) that the baseline NES has to expand its horizons a bit. They do this by having segments of memory able to be swapped out at will at the cost of having to manage that and some complexity in the cart.It just so happens that some games have the same mapper (or same for these purposes) and code arranged in such a manner that you can swap out one major bank for another and have the game effectively boot the other one mid flow (there is RAM to consider in this as well), or indeed select it at the start if you can squeeze a selection menu in a donor bank.If the ? in 1 thing is what you want then you could theoretically define another mapper to do it but no flash cart or emulator would support it (see fun and games with "HK mappers") so not much good there.There is probably a link I could find that details what mapper corresponds to what game (and region thereof). Not sure what goes for anything more suitable for combinations, some of the people doing the combined challenge things might have an idea but also it might be well ran dry already.Option 2 in all this.If you are using a PC emulator then many will have Lua options. Most of those include the ability to load a new ROM and matching savestate. Find something that corresponds to a screen change/level change/high score/death... dealer's choice and have it watch for that and then load the other ROM and matching savestate. There are even some scripts already done for this for various emulators. Any game you like, savestates, cheats, control remapping, additional logic ("don't shoot the blue ones" being the sort of thing you could do as a challenge if you liked), emulator level fiddling... all good here.
Quote from: Jean-Claude Van Damme on October 13, 2021, 12:10:06 AMI hope that image showed up. I'm a newb... lol but basically a captain n game where you play through metroid, castlevania, megaman, kid icarus and zelda levels and stuff but you can use your blaster and pause the game with your belt and dash and stuff.
Quote from: The Beaky Buccaneer on October 13, 2021, 09:14:52 AMI would love to see what you can achieve with this idea. I grew up watching Captain N and, though it was generally cheesy and pretty inaccurate, the strength of the concept and its sense of fun always carried it really well regardless (for anyone who doesn't know the show, imagine Tron for kids, featuring a guy who gets pulled into his NES and becomes part of a hero-team made up of various NES-famous video game characters). Considering why and how the original version of the character* was created, it would be a fitting project!*The story behind the creation of Captain N is detailed in "The Man Behind Captain Nintendo", which is the official memoir (published freely online) of the first editor of the US' Nintendo Power magazine. Chapters 4, 5, and 7 cover Captain N, but the entire piece is a fascinating read throughout, telling lots of stories and busting some myths from the late-1980s/early-1990s video games industry.
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