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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Programming - GBA doubts
  
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HyperLamer
Posts: 2236/8210
Nice. Emerald's (which I'll have to rename now, thanks a lot Nintendo) has the entire water/battle sequence replaced. Currently just text, I intend to make something cooler later.
Kyoufu Kawa
Posts: 946/2481
Speaking of "skipping the intro"...

Obsidian's startup sequence:
* Black credits screen, edited to read "Made with EliteMap"
* Nifty LotR-style Helmeted Rodent logo with stupid subcaption, waits for button
* Title screen
* Main Menu

I rule.
HyperLamer
Posts: 2203/8210
Yeah, that shouldn't be a problem. For a hook though, I was hoping somewhere further in. The AR/GS hook right at the beginning of the ROM (or close to it), because they have to be able to get their code in before any protection routines. In this case, however, I'd like my code to be as small as possible, which means it would be best to hook at a point where the game is running and preferrably displaying something, because by then the hardware is all initialized and I don't have to do it myself. (For example, in G/S I hook the intro code, so it appears after the first 2 screens. Then there's absolutely no intializing to do, except for sound (even though it refuses to work), for which I just kill the sound init routines. Plus I can skip the intro and actually play the game, hehe.)
labmaster
Posts: 4/43
Finding joypad read routines should be a doozey - the simplest way would be to use ARCrypt or GBATool to generate a master code using the Pad method - take the hook address and there you go.
Kyoufu Kawa
Posts: 925/2481
Pokemon Ruby
PrintText: $0800a0bc
where R0 = pointer to text, R1 and R2 are byte coords.

DrawWindow: $08071f08
where R0-R4 are left, top, right and bottom coords.

M4A_PlaySong: $081ddef8
where R0 is the song number.

HyperLamer
Posts: 2143/8210
Well, since we already have a GBA thread here...

I've recently been doing some experimentation with running programs from memory by patching in-game functions. I was able to do this on GBC with Pok
Kyoufu Kawa
Posts: 917/2481
Thanks. I thought that'd be it.
Dish
Posts: 196/596
I don't know the specifics as they relate to GBA dev... but..

.o files are object files. You can sort of think of them as assembled, binary versions of your source (.asm) files. If you want to create a completed executable, you'll need to tie all the object files together (which as you thought, is done by the linker).

Whatever assembler you're using should come with both an assembler and a linker.
neotransotaku
Posts: 1736/4016
have you checked your www.gbadev.org, hey have good tutorials in getting you started to write your first GBA game.
Kyoufu Kawa
Posts: 908/2481
What I have
-- A .O file, it's a library.
-- A .H file with various Extern Void functions.
-- DevKitARM
-- The desire to use these together

What I don't have
-- A brain. Miko Miko Nurse melted it down.
-- Any source code relating to using the library at all.
-- Sense of touch in my fingers.

What I ask
-- How do I use this shit? I'd guess it's a linker thing...
Acmlm's Board - I2 Archive - Programming - GBA doubts


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