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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Geiger's Snes9x Debugger Mark 9 | |
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dan

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Posted on 02-11-05 03:25 PM Link | Quote
Originally posted by Lenophis
Originally posted by Geiger
Now here is the part that some of you will really not like. For the record, I do not care.

That is the attitude that is ripping this "community" apart. If you don't care, don't release shit, and vanish without a trace. And since you don't care, the rest of us won't either... So please keep your arrogant elitest attitude to yourself, if possible. (Barring previous posts, unlikely.)


I tend to think that your attitude is the one ripping the community apart. Like being repeatedly deliberately combative towards utility authors, thus pissing them off, and making them leave the community. That's far more damaging than Geiger saying that he doesn't care about the fact that some people might not like the fact that the program strips the header and de-interleaves the ROM. (Probably the only reason he said that was because the whole discussion had been dealt with in the Temporal Flux thread)

Maybe it's just me, but the whole issue of deinterleaving and stripping the header isn't a big issue. At all. Maybe a sense of proportion is needed.
d4s

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Posted on 02-11-05 04:41 PM Link | Quote
heres something i noticed:
im unsure if its a feature or a bug, i'd assume the latter.

if you set up a write-breakpoint of a ram adress, it will also break on any load-opcode accessing said ram adress if the following opcode is a write.


example:
breakpoint set to $7e:00CC, break on write only.

$C0/1358 A5 CC LDA $CC [$00:00CC]
$C0/135A 8D 0E 21 STA $210E [$81:210E] <--- break occurs here



if the lda opcode isnt directly followed by a sta, it works fine.
for example, the following code snippet doesnt generate a break if set to $7e:00d5, write.
$C0/1027 A5 D5 LDA $D5 [$00:00D5]
$C0/1029 09 80 ORA #$80
$C0/102B 8D 00 42 STA $4200 [$81:4200]


Geiger

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Posted on 02-11-05 05:03 PM Link | Quote
does this feature work on dma/hdma transfers and mvn, too?

Works fine with MVN and MVP.

Not sure if it works with DMA/HDMA. I am uncertain if it goes through the same section of code that everything else does, nor do I really know how to test it properly.

As for Mario Kart...it will start...but when you start a race...everything gets messed up

I will try this out today and see what I can come up with.

if you set up a write-breakpoint of a ram adress, it will also break on any load-opcode accessing said ram adress if the following opcode is a write.
example:
breakpoint set to $7e:00CC, break on write only.
$C0/1358 A5 CC LDA $CC [$00:00CC]
$C0/135A 8D 0E 21 STA $210E [$81:210E] <--- break occurs here


This problem has not been seen before now. What game are you working with?

---T.Geiger
bbitmaster

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Posted on 02-11-05 05:20 PM Link | Quote
I've confirmed the same problem myself. The game I was testing was Megaman X Version 1.0. I was trying to see how hard it'd be to make a high jump code, but when I set a write breakpoint on 7e:0bb0 which is megaman's y position, it wasn't breaking at the right place.

One other little suggestion I have is to have the cheat searcher save the position of those radio buttons when you reopen it, it's a pain to keep clicking 2 bytes every time I open it for a 2 byte search.

Also, on an unrelated note, as one of the FCEUXD authors I personally want to ask that nobody think of comparing this thing to FCEUXD, except to get ideas. Geiger put forth his best effort to bring us a snes emulator with read/write breakpoints and a little debugger, so what if it isn't as great as FCEUXD yet? I'm just realy happy for what we have.

d4s

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Posted on 02-11-05 06:01 PM Link | Quote
i observed this while working on breath of fire 2.
both megaman x and bof2 are capcom games and they basically appear to share the same core, ive worked with both before.
a coincidence maybe?

the code examples i posted are executed in bof2s battle sequences.
keep up the great work! =)




(edited by d4s on 02-11-05 02:01 PM)
(edited by d4s on 02-11-05 02:04 PM)
Smallhacker

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Posted on 02-11-05 06:29 PM Link | Quote
I haven't tested it yet, but still...
*Gasp*
Not only did you make a (non-sucky) SNES Debugger, but you also made it just when I needed it! Perfect timing! Now, nothing will stop me from making the ASM hacks I need for my secret project: Per- ...wait... It's supposed to be secret... So, uhm... Please forget what you read here...
Geiger

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Posted on 02-11-05 06:40 PM Link | Quote
As for Mario Kart...it will start...but when you start a race...everything gets messed up

I played through the first race of the Mushroom Cup with Mario and experienced no problems. Used the standard NA release.

Course, that was after it took me an hour to figure out the ROM was write-protected and the header could not be removed. :bleh:

if you set up a write-breakpoint of a ram adress, it will also break on any load-opcode accessing said ram adress if the following opcode is a write.

I think I know what the problem is here. I am guessing it has to do with the fact that one instruction is printed and another executed in the same loop. One instruction comes up with the appropriate address and the other comes up with the correct mode. If this is indeed the problem, it should work the other way also. Like say a read breakpoint where a write operation to the address followed by a read of a different one activates the breakpoint.

Anyway, I will look into it.

(edit)

Actually, it is a variable initilization problem caused by feature conflict. I believe I have fixed the problem in the WIP version.

---T.Geiger


(edited by Geiger on 02-11-05 03:15 PM)
blackhole89

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Posted on 02-11-05 08:37 PM Link | Quote
OMG, w00t. This will simplify my "work" a lot... and make my own Snes9x expansion project ("Snes9x romhacker's edition"), which I started to code because I needed to be able to see the A, X and Y vectors on runtime, rather useless. Not that I would miss it, seeing the list of features you have to offer......
jman2050

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Posted on 02-11-05 09:14 PM Link | Quote
Perhaps it should've been clearer that I was jesting when I compared it to fceuxd Though really there isn't a better comparison out there, why would we need to compare at all? This is good stuff, and I am 100% satisfied with the faeture list of this debugger (not to say I don't suggest further features, like I did earlier, but those are mostly novelty items).

I somewhat feel bad that I haven't found some of these obvious bugs talk about oversights...
Rockman

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Posted on 02-11-05 10:18 PM Link | Quote
A Super NES FCEUXD!

I will give this thing a try soon. Good work Geiger. You may have just revolutionized Super NES hacking. I usually use ZSNES to play ROMs, but I guess SNES9X is a good emulator for hacking.
Geiger

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Posted on 02-12-05 01:27 AM Link | Quote
(old link)

A bugfix release


Fixed
- Write breakpoints did not always work correctly
- Saving the ROM no longer crashes if the file cannot be opened for write access
Changed
- Hex editor did not


(edited by Geiger on 02-15-05 04:40 PM)
(edited by Geiger on 02-15-05 04:43 PM)
(edited by Geiger on 02-15-05 04:43 PM)
(edited by Geiger on 02-15-05 04:43 PM)
Chickenlump

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Posted on 02-12-05 02:27 AM Link | Quote
Awesome release, Geiger!
This thing makes finding data in games easy.

As for comparing it to Fceuxd, I'd say they compare rather well.
They both do what they need to do. Both impress me, and have a permanent place in my Rom Hacking folder.

I do have a question, for anyone that may have the answer...
How do roms get interleaved? Is it something that certain copiers do when they dump the game? I don't know if I've ever run across one...
MathOnNapkins

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Posted on 02-12-05 03:20 AM Link | Quote
We were having a discussion about that last night on IRC. If you look at an interleaved ROM, it's exactly the same size as on that's not interleaved, it's just that the rows of bytes have been rearranged to look different. Some older hardware is optimized to read data this way. I don't know for sure if that's what it is, but I suspect that that is the reason they were interleaved.
Geiger

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Posted on 02-12-05 04:41 AM Link | Quote
How do roms get interleaved? Is it something that certain copiers do when they dump the game?

http://nsrt.edgeemu.com/forum/kb.php?mode=article&k=2

Probably a bit more information than you want, but it is everything you always wanted to know about interleaving.

---T.Geiger
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<||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people

Sesshomaru
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Posted on 02-12-05 05:31 AM Link | Quote
What's the big deal with headers? See if the file size is a multiple of 2, if not, seek to 0x200 before you read/write it. Seems simple enough. I haven't tried it yet but going by your description it sounds like there isn't an actual disassembly displayed like in FCEUXD? That's really one of the most useful features in a debugger. NO$GMB's implimentation, save for the bugs, is essentially perfect.
MathOnNapkins

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Posted on 02-12-05 09:25 AM Link | Quote
BTW, when I said hardware, I was referring to game copiers, not PC hardware.
Heian-794

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Posted on 02-12-05 10:28 AM Link | Quote
Exceedingly dumb question: what do I do if my browser thinks that this is a text file? Is there a specific program I can open it with? I've never dealt with 7-zip files before.
MathOnNapkins

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Posted on 02-12-05 10:43 AM Link | Quote
It's fairly straightforward. Just google 7z and you'll find the utility to use. Easiest way to use it is to use the filemanager version that comes with it. That closely resembles winzip or winrar's functionality, i couldn't figure out how to use the other programs exactly.
Ok Impala!

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Posted on 02-12-05 06:35 PM Link | Quote
Ok!

As for the Mario Kart bugs. It's surely a bug. I've tested several versions (on of them being Super Mario Kart (U) (!) and they all won't work in the race. I've tested them on SNES9X and ZSNES and on both emulators they work perfectly. So...
The Kins

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Posted on 02-12-05 06:41 PM Link | Quote
There is a disturbing lack of DahrkDaiz in this thread.
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Acmlm's Board - I2 Archive - Rom Hacking - Geiger's Snes9x Debugger Mark 9 | |


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