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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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jescis

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Posted on 02-14-05 04:24 AM Link | Quote
I was trying to configure my joypad in this thing and it keeps frustrating me. did you do something to it? I have an usb microsoft sidewinder game controller.
Imzogelmo

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Posted on 02-14-05 04:28 AM Link | Quote
Awesome work, Geiger!

This is a really great tool;it'll make SNES hacking much quicker on the code searching, dumping, and debugging.

----

Oh yeah, speaking as a patch maker, I can say that the header-removal is not a problem. Basically, you can always add a header back on manually if you feel compelled to do so. As for me, I will keep an original, headered ROM to do actual patch-creation. I can use the unheadered ROM for locating the addresses and isolating the code/data that I want to hack.

Geiger

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Posted on 02-14-05 09:40 PM Link | Quote
I can also vouch for the Mario Kart bug

The first time I tested for this bug, the game worked flawlessly. But apparently that was a fluke because I cannot get it to work at all now.

However, if you have ever listened to me talk about the Snes9x codebase, you know that I think it is an absolute mess, and this problem appears to be related to that.

The above is a screenshot from a base code build, which is well before I start applying any of my code changes. Either something is not kosher in the C cores (I am pretty sure the official releases still use ASM cores), or the problem is getting introduced when I try to get the thing to compile on my system. Right now I have no idea which, nor do I have the sort of time necessary to track this down. It may be awhile before I can fix this.

(edit)

Anyone happen to know what special chips this uses? Is it just the DSP chip?

I was trying to configure my joypad in this thing and it keeps frustrating me. did you do something to it?

No. No build I have ever created has modified the control setup code. I cannot test for a controller, but it works fine with my keyboard.

---T.Geiger


(edited by Geiger on 02-14-05 05:41 PM)
(edited by Geiger on 02-14-05 05:42 PM)
(edited by Geiger on 02-14-05 05:51 PM)
Ok Impala!

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Posted on 02-14-05 09:55 PM Link | Quote
Ok!

Super Mario Kart is indeed using the DSP chip.
Imzogelmo

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Posted on 02-14-05 10:23 PM Link | Quote
A couple of suggestions for the next release:

First, one feature I suggest would be for the disassembler option: It really needs a couple of radio buttons for 8/16 bit accumulator and X,Y registers' initial widths.

Also, if you could make the debug and hex editor windows dockable or into separate frames then that would be cool.


(edited by Imzogelmo on 02-14-05 06:28 PM)
Geiger

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Posted on 02-14-05 10:49 PM Link | Quote
What chips does Super Mario RPG use? I have received a report that it does not work either.

---T.Geiger
Imzogelmo

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Posted on 02-14-05 11:24 PM Link | Quote
IIRC, Super Mario RPG uses the SA1 chip.
Geiger

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Posted on 02-15-05 01:25 AM Link | Quote
I have confirmed that their C cores are borked. After jumping through a lot more extra hoops I managed to get the Snes9x source code to compile without any changes (though it still produces a bucket-load of warnings), and it exhibits the same problem for Super Mario Kart. The ASM cores do not.

---T.Geiger
cpubasic13
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Posted on 02-15-05 09:07 AM Link | Quote
I messed with the Debugger for a bit (just been busy working) and I think it is an awesome utility for rom hacking. For the whole header/interleaved thing, the only reason it would matter is if you knew it was doing that. I see absolutly no harm done to the game and when a person goes to play a hack, they really don't care what has been done to the rom as long as they can get it to work and I can edit it however I want to edit it.

Good work, Geiger. I hope to see more interesting work from you.
ev0

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Posted on 02-16-05 01:18 AM Link | Quote
very good, look at SNESE that have some fatures your emu lacks
but your debugger is much more powerlfull
my congratulations

mmm can you add an interrupt breakpoint support?
for example when occure an NMI etc...

but is already enough what you've done.

ah can you add a debugger like this to Cygne, an emu for wonderswan by dox?
i think lot of people need it...


(edited by ev0 on 02-15-05 04:19 PM)
Geiger

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Posted on 02-16-05 01:44 AM Link | Quote
(old link)

Another bugfix release. No update version this time.


New
- Debugger and Hex Editor windows now retain their position and size
Fixed
- Optimization problems caused some special chip games to work incorrectly (Super Mario Kart, Super Mario RPG)
- Occasionally, the main window will just disappear on startup. I have applied a band-aid style fix, so hopefully this will no longer occur
- Step Over no longer turns off an Execution breakpoint
- Step Out can now continue past a breakpoint
Changed
- Registry settings were being saved to the wrong name. All settings will be reset.
- PNG and Zip libraries updated



---T.Geiger


(edited by Geiger on 02-16-05 04:44 PM)
d4s

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Posted on 02-16-05 03:54 AM Link | Quote
Originally posted by ev0

mmm can you add an interrupt breakpoint support?
for example when occure an NMI etc...




you didnt visit ye olde clue shoppe recently, did you?
if you did, youd know that you can lookup the nmi vector in the rom and use this as a breakpoint.
so there!


@geiger:

awesome work!
im using your debugger since yesterday and i dont know how i survived without it in the past already.
thumbs up. =)
Geiger

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Posted on 02-16-05 06:18 AM Link | Quote
I have received a report that the Freeze feature is borked. I will look into it as soon as I can.

---T.Geiger
ev0

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Posted on 02-16-05 03:32 PM Link | Quote
ops please excuse me... the emu is SNEmul 0.9
i've found it very usefull.

what do you think about the interrupt breakpoint support?
MathOnNapkins

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Posted on 02-16-05 06:17 PM Link | Quote
Ev0, your question was already answered by d4s. It isn't necessary to include support for something you can already easily do. The IRQ is also a vector.

I have also been having some sketchy results with the freeze feature. Sometimes it works, sometimes it doesn't.

Sokarhacd

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Posted on 02-16-05 07:57 PM Link | Quote
good work geiger, this is awesome, I found a bug though, when dragging the scroll bar to get to the bottom of ROM on the hex editor, you get an error about 1/4 of the way down, only happens when your viewing the ROM though.
the error is:
"The Instruction at 0x10003881 referenced memory at 0x0993ffe8. the memory could not be read."
happens all the time
Geiger

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Posted on 02-17-05 01:43 AM Link | Quote
(old link)


New
- Smarter disassembler. Allows setting of accumulator and x/y register status. Changes status flags for REP/SEP commands.
- Save ROM support for JMA archives (to an uncompressed file)
Fixed
- Memory Freeze
Removed
- Duplicate zlib code



when dragging the scroll bar to get to the bottom of ROM on the hex editor, you get an error about 1/4 of the way down, only happens when your viewing the ROM though.

I did not encounter this error on Release 4 using Chrono Trigger. Please advise which ROM you are using, what OS, how much memory, and please try it with the new version.

---T.Geiger


(edited by Geiger on 02-21-05 07:00 PM)
Sokarhacd

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Posted on 02-17-05 04:36 AM Link | Quote
Im using Windows XP SP2, with 768MB ram, ive tried with the only 2 roms I have right now, and thats SMW, and Star Ocean, happens with both, and it also happens with the updated version

edit: here is a screenshot of the error, I thought it might be the theme im using with window blinds, but its not I tried without.
http://dcahrakos.websiteallies.com/error.png372KB


(edited by ?
Imzogelmo

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Posted on 02-17-05 06:51 PM Link | Quote
I think I found a bug in the breakpoint system (this was done on Release 3):

I put in a breakpoint on Read/Write to a memory location (7E0023 in my case). Then, I removed the breakpoint (unclicked Read, Write, and put 000000 in the text box), but it still stopped on an INC $23.

EDIT: Nevermind. I can't seem to replicate the problem.


(edited by Imzogelmo on 02-17-05 10:07 AM)
Geiger

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Posted on 02-17-05 07:09 PM Link | Quote
(edit) :bleh:

There is another bug I am surprised no one has pointed out yet. Displaying data from both a low and high bank in a LoROM shows incorrect information in the hex editor. For example, a range of 80:0000 to 80:7FFF will be correct, 80:8000 to 80:FFFF will be correct, but 80:0000 to 80:FFFF will show the data at 80:0000 to 80:7FFF and 81:0000 to 81:7FFF.

How would you people like me to fix this?
A) Just leave it be
B) Display low bank addresses only (0000 to 7FFF)
C) Repeat data from low banks in high banks

---T.Geiger


(edited by Geiger on 02-17-05 10:10 AM)
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