Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - FCEUXD W00t. | |
Pages: 1 2 3Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
windwaker

Ball and Chain Trooper
WHY ALL THE MAYONNAISE HATE
Level: 61

Posts: 565/1797
EXP: 1860597
For next: 15999

Since: 03-15-04

Since last post: 4 days
Last activity: 6 days
Posted on 12-10-04 09:11 AM Link | Quote
Originally posted by HyperHacker
*Sigh*

All this awesome raw power... And yet you still can't directly edit the ASM (eg: click an opcode and type in a new one) or al of the registers (SP anyone?).

Also as far as editing the actual ROM file, wouldn't it make more sense to have a save button instead of making it instant? You don't wanna accidentally fry the ROM.


Ctrl + C
Ctrl + V

You've successfully copied the file .
Heian-794

Red Super Koopa
Level: 44

Posts: 559/896
EXP: 611014
For next: 271

Since: 06-01-04
From: Kyoto, Japan

Since last post: 21 days
Last activity: 10 days
Posted on 12-11-04 02:48 AM Link | Quote
Could someone do a big favor for a hapless n00b?

I downloaded FCEU 0.98 and want to give it a try, but have no idea at all what to do. I mean, I've unzipped the file, but I get folders full of mysterious files with nothing clearly marked as the application I'm supposed to be running.

The website:

http://fceultra.sourceforge.net/docs/

is very little help at all and is full of arcane information that's beyond my ken.

Somebody give me a quick and dirty way to get started with FCEU?
DahrkDaiz

Red Super Koopa

Acmlm's Mosts 2005
Best ROM Hacker

Level: 45

Posts: 408/885
EXP: 643520
For next: 16644

Since: 03-15-04
From: K-Town

Since last post: 4 hours
Last activity: 4 hours
Posted on 12-11-04 03:03 AM Link | Quote
Originally posted by HyperHacker
*Sigh*

All this awesome raw power... And yet you still can't directly edit the ASM (eg: click an opcode and type in a new one) or al of the registers (SP anyone?).

Also as far as editing the actual ROM file, wouldn't it make more sense to have a save button instead of making it instant? You don't wanna accidentally fry the ROM.


Like Gavin said, in-line assembler is click a line of code, edit it, bam. It's in the ROM.

As for editing the rom file, the changes are instant, but, it's on the emulator's copy of the rom, not the rom file in your hard disk. File->save will save the changes. And if you fry your rom and haven't saved it yet, you can undo it (ctrl+z) so you can fix the problem. Plus, any changed bytes are shown in red.

You can also edit all of the registers. The CPU process register (NZCV flags etc), A, X, Y register, the current program counter, the PPU pointer. About the only thing you can't edit is the stack (and why would you want to?)

The trace logger can also be saved to a file or read straight from the window. It can be updated in real time or updated only when the debugger snaps. You can control the amount of buffer the trace logger has for the window, choose whether or not it shows the register values (A, X, Y) and with the code/data logger, you can tell the trace logger to log only newly executed data. So if you're looking for level data, you could play every level but the one you're looking for and log the data/code. Then, have the trace logger log only newly logged data and play the level you're looking for data on. When the trace logger starts logging, it'll log the newly accessed data, i.e. the level data you were looking for.

So don't be fooled, bbitmaster has thought of everything in this extended version of FCEUd
Gavin

Fuzzy
Rhinoceruses don't play games. They fucking charge your ass.
Level: 43

Posts: 335/799
EXP: 551711
For next: 13335

Since: 03-15-04
From: IL, USA

Since last post: 13 hours
Last activity: 13 hours
Posted on 12-11-04 03:32 AM Link | Quote
Originally posted by Heian-794
Could someone do a big favor for a hapless n00b?

I downloaded FCEU 0.98 and want to give it a try, but have no idea at all what to do. I mean, I've unzipped the file, but I get folders full of mysterious files with nothing clearly marked as the application I'm supposed to be running.

The website:

http://fceultra.sourceforge.net/docs/

is very little help at all and is full of arcane information that's beyond my ken.

Somebody give me a quick and dirty way to get started with FCEU?


my only guess is that you are downloading the source instead of the pre-compiled binary file. this file from this page. (only directly linking so he gets the right file)

try that, then the icon that looks like an NES
Kitten Yiffer

Purple wand
Furry moderator
Vivent l'exp����¯�¿�½������©rience de signalisation d'amusement, ou bien !
Level: 135

Posts: 6564/11162
EXP: 28824106
For next: 510899

Since: 03-15-04
From: Sweden

Since last post: 3 hours
Last activity: 4 min.
Posted on 12-11-04 03:39 AM Link | Quote
Well, but then tile-editing is far from the hardest thing to do in a hack anyway. And since your keeping the source open later on...

Nice that the changes isn't instant. I was gonna expect doing a ton of backups, but small things like that is... nice. (i'm still gonna do a backup now and then thought XD)

...I don't even have the latest version of FCEU.
Hyde

Goomba
Level: 8

Posts: 6/24
EXP: 2168
For next: 19

Since: 11-27-04

Since last post: 209 days
Last activity: 203 days
Posted on 12-11-04 08:27 AM Link | Quote
Now here is something to look forward to... Keep it coming, bbit.
BMF98567
BLACK HAS BUILT A SILLY DICE-MAZE!
GO!

Current list of BURNING FURY >8( recipients:
- Yiffy Kitten (x2)
- Xkeeper
Level: 53

Posts: 520/1261
EXP: 1094149
For next: 62970

Since: 03-15-04
From: Blobaria
Special Move: Rising Meatloaf Backhand Combo

Since last post: 21 hours
Last activity: 1 hour
Posted on 12-11-04 01:00 PM Link | Quote
Originally posted by Rebecca Daise
About the only thing you can't edit is the stack (and why would you want to?)
You mean the stack itself, or the stack pointer? Since the stack is part of RAM, I don't see why you couldn't edit it (though, as you said, it'd be kinda pointless)...
Heian-794

Red Super Koopa
Level: 44

Posts: 560/896
EXP: 611014
For next: 271

Since: 06-01-04
From: Kyoto, Japan

Since last post: 21 days
Last activity: 10 days
Posted on 12-11-04 08:46 PM Link | Quote
Thanks very much for the help, Gavin; I've downloaded it and it works perfectly. It even loads Bases Loaded 2, something NesterJ can't do!

Unfortunately it doesn't display the active palette, so I'm stuck waiting for FCEUXD before I can hack this game!
Emptyeye
I am a real American!
Real American
Level: 67

Posts: 1080/2273
EXP: 2488421
For next: 104451

Since: 05-24-04
From: I DUNNOOOOOOOO!!

Since last post: 9 hours
Last activity: 4 hours
Posted on 12-11-04 10:38 PM Link | Quote
I wonder, can this possibly be used for non-traditional hacking purposes? What I mean is stomping out potential crippling bugs in games (I'm thinking specifically of the "Scuzz never falls down" glitch in Level 10 of Battletoads...looking at the code, figuring out what it is that causes him to not fall down, and editing it)...in all, if someone decided to go that route, this could be a very useful tool indeed beyond the more traditional hacking applications.

Granting, you can do this anyway, but something like this seems like it would make it a whole lot easier.
Gavin

Fuzzy
Rhinoceruses don't play games. They fucking charge your ass.
Level: 43

Posts: 339/799
EXP: 551711
For next: 13335

Since: 03-15-04
From: IL, USA

Since last post: 13 hours
Last activity: 13 hours
Posted on 12-12-04 01:26 AM Link | Quote
Originally posted by Emptyeye
I wonder, can this possibly be used for non-traditional hacking purposes? What I mean is stomping out potential crippling bugs in games (I'm thinking specifically of the "Scuzz never falls down" glitch in Level 10 of Battletoads...looking at the code, figuring out what it is that causes him to not fall down, and editing it)...in all, if someone decided to go that route, this could be a very useful tool indeed beyond the more traditional hacking applications.

Granting, you can do this anyway, but something like this seems like it would make it a whole lot easier.


actually it certainly can. And FCEUXD has a special option that would be extremely helpful finding something like this, along with the normal breakpoint settings for the debugger, there is a very useful option to "Break on Bad Opcode". Now, normally a game should pretty much never be reading a Bad Opcode, it means that something bad happened to the game and the PC was thrown into oblivion, or a bank wasn't swapped at the correct time, or any other number of oddities that can make a game crash.

i just recently used the bad opcode breakpoint in conjunction with the trace logger to find the code executed directly before the game crash. it's really amazing what this thing can do
jman2050

Red Koopa
Level: 19

Posts: 31/123
EXP: 33172
For next: 2605

Since: 03-21-04

Since last post: 10 days
Last activity: 103 days
Posted on 12-13-04 06:33 PM Link | Quote
I've said it before and I'll say it again...

Do this for the SNES... I don't care how long it takes or how much time you actually spend on this, but do this for the SNES. Nevertheless, this'll come in handy when I start my next hacking project (a Megaman hack...)
bbitmaster

Koopa
Level: 18

Posts: 38/103
EXP: 25264
For next: 4633

Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
Last activity: 7 days
Posted on 12-13-04 10:55 PM Link | Quote
Originally posted by jman2050
I've said it before and I'll say it again...

Do this for the SNES... I don't care how long it takes or how much time you actually spend on this, but do this for the SNES. Nevertheless, this'll come in handy when I start my next hacking project (a Megaman hack...)


I have considered doing a snes debugger like this, and after looking over the source, I know it's certainly possible. I just haven't decided if I want to put forth the effort. There are just too many other things I'd like to do after I finish with this.

Someguy

Buzzy Beetle
It seems as though the girl you've fallen for is also a pyromaniac.
Level: 32

Posts: 130/397
EXP: 193329
For next: 13113

Since: 03-15-04
From: I'm proud to be an American... I think...

Since last post: 1 day
Last activity: 5 hours
Posted on 12-13-04 11:07 PM Link | Quote
I would of thought that GBA would be easiest to do it for because it seems so much is known about it and I think VBA is open source allready and many things about it are easy, even things like pointers which normally require adding 5040 and dividing by pi were made simple. However you probably won't do that but I don't care this will be great
ev0

Goomba
Level: 9

Posts: 3/27
EXP: 2513
For next: 649

Since: 12-16-04

Since last post: 10 days
Last activity: 7 days
Posted on 12-16-04 03:08 PM Link | Quote
w00t

congratulations xD
AWJ
Newcomer
Level: 3

Posts: 2/3
EXP: 94
For next: 34

Since: 12-03-04

Since last post: 308 days
Last activity: 307 days
Posted on 12-17-04 09:53 PM Link | Quote
One useful feature would be to see the current state of the mapper--which PRG and CHR banks are loaded at which addresses, which nametable mirroring mode is currently in use (for mappers like MMC1 and MMC3 that can change the mirroring with a register write), et cetera. Right now seeing which banks are currently loaded requires looking at the CPU address space in the debugger and comparing it with a copy of the ROM loaded in a hex editor. And the only way to find out what mirroring a game is using is to trap writes to the mapper register that controls it.

The debugger in SNES9x has a "view hardware features used this frame" command which tells you at a glance what screen mode is being used, the locations in VRAM of the pattern tables and name/attribute tables for each layer, the scroll position of each layer, what each of the HDMA channels is doing, and such. Here's an example of its output:

> w
V-line: 0, H-Pos: 8
Screen mode: 1, (BG#2 Priority)Brightness: 15

V-blank NMI enabled
H-DMA 0 [4] 0x7F8A00->0x2126 inc repeat 0x7F8380 indirect addressing
H-DMA 1 [3] 0x7F8A18->0x2111 inc repeat 0x7F10F8 indirect addressing
DMA 6 0 0x7FF220->0x2104 Num: 0 inc
VRAM write address: 0x5633(Byte), Full Graphic: 0, Address inc: 1
BG0: VOffset:12, HOffset:12, W:32, H:32, TS:16, BA:0x5000, TA:0x0000
BG1: VOffset:12, HOffset:12, W:32, H:32, TS:16, BA:0x5400, TA:0x0000
BG2: VOffset:0, HOffset:0, W:32, H:32, TS:16, BA:0x5800, TA:0x3000
BG3: VOffset:0, HOffset:0, W:32, H:32, TS:8, BA:0x3000, TA:0x0000
Main screen (always on): BG0,BG1,BG2,OBJ,
Sub-screen (always on): BG0,BG1,BG2,OBJ,

Window 1 (255, 0, 17, 17): BG0(I-XNOR),BG1(I-XNOR),BG2(O-OR),OBJ(I-XNOR),COL(I-XNOR)
Window 2 (255, 0): BG0(O),BG1(O),OBJ(O),COL(O)
Fixed colour: 000000
HyperLamer
<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
Tamaranian

Level: 118

Posts: 2491/8210
EXP: 18171887
For next: 211027

Since: 03-15-04
From: Canada, w00t!
LOL FAD

Since last post: 2 hours
Last activity: 2 hours
Posted on 12-17-04 10:07 PM Link | Quote
Alright, I'm convinced. Assuming it's not chock full of bugs (which I somehow doubt ) this is gonna be the best debugger ever.

What are the chances I could get a copy of the final source code and try to turn it into a GB/GBC emulator? FCEUDXD4GBC, got a nice ring to it.


(edited by HyperHacker on 12-17-04 01:08 PM)
dan

Snap Dragon
Level: 43

Posts: 280/782
EXP: 534516
For next: 30530

Since: 03-15-04

Since last post: 20 hours
Last activity: 14 hours
Posted on 12-17-04 11:31 PM Link | Quote
Well, the original FCE Ultra is released under the GPL, so yes, it's safe to assume that the source code will be released. I do hope that turn it into a GB/GBC emulator was a joke, though.
Jaspile

Red Koopa
Level: 20

Posts: 78/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 12-17-04 11:45 PM Link | Quote
at least, wouldn't it be not *that* hard to convert it into a Snes debugger as the processors are kind of similar ?
I'm talking with almost none knowledge about all of this, so this is a simple question...
Someguy

Buzzy Beetle
It seems as though the girl you've fallen for is also a pyromaniac.
Level: 32

Posts: 134/397
EXP: 193329
For next: 13113

Since: 03-15-04
From: I'm proud to be an American... I think...

Since last post: 1 day
Last activity: 5 hours
Posted on 12-18-04 01:28 AM Link | Quote
That joke is possible because he'd just have to mod VBA, looking at the features and functions of FCEUXD, and VBA has several debugging tools allready, I wish more emulators were like it. The thing I'd love to see the most is that feature that makes a source code out of the rom by playing all the way through it and having it read the stuff and all that.


(edited by Someguy on 12-17-04 04:29 PM)
bbitmaster

Koopa
Level: 18

Posts: 39/103
EXP: 25264
For next: 4633

Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
Last activity: 7 days
Posted on 12-18-04 07:02 AM Link | Quote
Someguy; I still do very much plan on making a disassembler that allows that feature, but it won't be done in time for christmas because it's turned out to be a much larger project than what I'd planned for.
Pages: 1 2 3Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Rom Hacking - FCEUXD W00t. | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.020 seconds.