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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Geiger's Snes9x Debugger Mark 9 | | | |
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dan Snap Dragon Level: 43 Posts: 415/782 EXP: 534516 For next: 30530 Since: 03-15-04 Since last post: 20 hours Last activity: 14 hours |
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Originally posted by LenophisOriginally posted by Geiger 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. |
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d4s Panser Level: 29 Posts: 120/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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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] |
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Geiger Buster Beetle Level: 34 Posts: 286/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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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 |
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bbitmaster Koopa Level: 18 Posts: 67/103 EXP: 25264 For next: 4633 Since: 03-28-04 From: Knoxville, tTN Since last post: 12 days Last activity: 7 days |
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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. |
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d4s Panser Level: 29 Posts: 122/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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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) |
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Smallhacker Green Birdo SMW Hacking Moderator Level: 68 Posts: 1295/2273 EXP: 2647223 For next: 81577 Since: 03-15-04 From: Söderhamn, Sweden Since last post: 10 hours Last activity: 9 hours |
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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... |
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Geiger Buster Beetle Level: 34 Posts: 287/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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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) |
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blackhole89 LOLSEALS Moderator of ROM hacking EmuNET IRC network admin Head GM of TwilightRO Level: 47 Posts: 545/971 EXP: 739208 For next: 26995 Since: 03-15-04 From: Dresden/Germany Since last post: 14 hours Last activity: 12 hours |
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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 Red Koopa Level: 19 Posts: 76/123 EXP: 33172 For next: 2605 Since: 03-21-04 Since last post: 10 days Last activity: 103 days |
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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... |
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Rockman Flurry Level: 26 Posts: 107/250 EXP: 96387 For next: 5888 Since: 03-17-04 Since last post: 18 days Last activity: 16 days |
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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. |
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Geiger Buster Beetle Level: 34 Posts: 288/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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(old link) A bugfix release Fixed |
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Chickenlump Level: 41 Posts: 477/722 EXP: 474192 For next: 5953 Since: 03-15-04 From: Columbia City Indiana Since last post: 3 hours Last activity: 4 min. |
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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... |
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MathOnNapkins Math n' Hacks Level: 67 Posts: 1401/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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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 Buster Beetle Level: 34 Posts: 289/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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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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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: 3210/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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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 Math n' Hacks Level: 67 Posts: 1402/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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BTW, when I said hardware, I was referring to game copiers, not PC hardware. | |||
Heian-794 Red Super Koopa Level: 44 Posts: 641/896 EXP: 611014 For next: 271 Since: 06-01-04 From: Kyoto, Japan Since last post: 21 days Last activity: 10 days |
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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 Math n' Hacks Level: 67 Posts: 1404/2189 EXP: 2495887 For next: 96985 Since: 03-18-04 From: Base Tourian Since last post: 1 hour Last activity: 32 min. |
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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! Buzzy Beetle Level: 31 Posts: 268/383 EXP: 183070 For next: 2293 Since: 03-16-04 From: The Netherlands Since last post: 4 days Last activity: 23 hours |
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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... |
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The Kins Kodondo Level: 38 Posts: 267/595 EXP: 354733 For next: 15714 Since: 03-15-04 From: Melbourne, VIC, Australia Since last post: 2 days Last activity: 9 hours |
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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 | | | |