11 March 2016 - Forum Rules
Started by BlackPaladin, December 17, 2021, 03:05:37 AM
Quote from: FCandChill on December 17, 2021, 09:17:47 AMThe FDS is a Famicom add-on so reverse engineering FDS games mostly requires the same debugging process as NES games. The biggest game changer is the fact everything must be loaded to RAM to be read or executed. Hacking can be as simple as expanding a file or as complicated as requiring to make a full disassembly to get more space. For pointer format, this is specified at the software level.
Quote from: BlackPaladin on December 17, 2021, 12:38:13 PMSo does this mean that if I wanted to hack pointers in FDS ROMs, I would require learning ASM to do that?
QuoteDisk: 1Side: ANo of files: 14* KYODAKU- (NT, $2800, 224 bytes)* END OTO (PRG, $CE00, 784 bytes)* SI OTO (PRG, $D000, 475 bytes)* TITL PRO (PRG, $6100, 21230 bytes)* AGL HEX (PRG, $CEB0, 4432 bytes)* END PRO (PRG, $A5F8, 620 bytes)* SI PRO (PRG, $A5F8, 8554 bytes)* TITL BG (CHR, $1000, 3280 bytes)* END BG (CHR, $1000, 4080 bytes)* END OB (CHR, $0, 3072 bytes)* SI BG (CHR, $1C00, 1024 bytes)* SI OB (CHR, $C00, 896 bytes)* REG BACK (PRG, $6000, 256 bytes)* REG SAVE (PRG, $6000, 256 bytes)Disk: 1Side: BNo of files: 17* CH OTO (PRG, $D000, 417 bytes)* TO OTO (PRG, $D080, 346 bytes)* RI OTO (PRG, $D000, 468 bytes)* SO OTO (PRG, $D000, 409 bytes)* CH PRO (PRG, $A5F8, 10249 bytes)* RI PRO (PRG, $A5F8, 9615 bytes)* SO PRO (PRG, $A5F8, 9645 bytes)* TO PRO (PRG, $A5F8, 9198 bytes)* TO DATA1 (PRG, $C9E4, 1650 bytes)* TO DATA2 (PRG, $C9E4, 1486 bytes)* TO DATA3 (PRG, $C9E4, 1499 bytes)* CH OBJ (CHR, $C00, 832 bytes)* CH BG (CHR, $1C00, 560 bytes)* RI OBJ (CHR, $C00, 944 bytes)* RI BG (CHR, $1C00, 832 bytes)* SO OBJ (CHR, $C00, 896 bytes)* SO BG (CHR, $1C00, 720 bytes)
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