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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Imzogelmo
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Imzogelmo

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Posted on 02-14-05 10:23 PM, in Geiger's Snes9x Debugger Mark 9 Link
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)
Imzogelmo

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Posted on 02-14-05 11:24 PM, in Geiger's Snes9x Debugger Mark 9 Link
IIRC, Super Mario RPG uses the SA1 chip.
Imzogelmo

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Posted on 02-17-05 06:51 PM, in Geiger's Snes9x Debugger Mark 9 Link
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)
Imzogelmo

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Posted on 02-17-05 07:16 PM, in Geiger's Snes9x Debugger Mark 9 Link
I'd vote for C.
Imzogelmo

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Posted on 02-17-05 07:29 PM, in Arby Link
Welcome, enjoy the place there's lots to see.
Imzogelmo

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Posted on 02-17-05 08:18 PM, in Geiger's Snes9x Debugger Mark 9 Link
I agree. I was under the impression that the banks were mirrored to the high ones, and that changing either would effectively change both. Since it appears that this is not the case, option B would be preferable, so as to limit any misinterpretation.
Imzogelmo

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Posted on 02-17-05 08:28 PM, in Geiger's Snes9x Debugger Mark 9 Link
Heh. You are most definitely not an idiot.

I'd say B but with one caveat: Display something in the high banks just as a placeholder... like XX or --. That way, no thinking person will try to edit the "uneditable."

By the way, have you got support for the JumboHiROM format?
Imzogelmo

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Posted on 02-17-05 09:07 PM, in Geiger's Snes9x Debugger Mark 9 Link
No, I'm not misunderstanding. I just don't like discontinuities.

What I'm suggesting is something like this:

...
80FFF0 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
810000 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
...
817FF0 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
818000 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
...

IOW, the low banks would be explicitly "locked out" from
edition.

EDIT: Maybe someone who's more interested in LoROMs should give an opinion? I'm mainly a HiROM guy myself.


(edited by Imzogelmo on 02-17-05 12:10 PM)
(edited by Imzogelmo on 02-17-05 12:12 PM)
Imzogelmo

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Posted on 02-17-05 10:09 PM, in FFVI: Equip anyone patch Link
Which ROM version is this for?
Imzogelmo

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Posted on 02-17-05 10:18 PM, in FFVI: Equip anyone patch Link
I happen to have a byte comparison for the Japanese version, so I'll see if those bytes are identical (edit to follow shortly).

EDIT: Oops, I don't have that file after all.


(edited by Imzogelmo on 02-17-05 01:20 PM)
(edited by Imzogelmo on 02-17-05 01:22 PM)
Imzogelmo

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Posted on 02-20-05 01:42 AM, in Why is it tomorrow on the board? Link
It's not a time zone thing, cuz the times (match well, almost).
Imzogelmo

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Posted on 03-01-05 04:37 PM, in Geiger's Snes9x Debugger Mark 9 Link
Yeah, I noticed the breakpoint thing too. At first I thought it was just randomly missing them, but then I realized it was coming from the resetting. I wrote a new subroutine (and I knew it had to pass through it), and I put a breakpoint on the starting address of the routine, but it would miss sometimes after I reloaded the game (which was often, since I was simultaneously editing it in a hex editor).
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Posted on 03-13-05 08:08 PM, in Mega Man 6 debugging stuff! Link
Very cool.
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Posted on 03-13-05 08:18 PM, in Are there any good quality FF6 (3 in USA) hacks in existance? Link
Is this something that a lot of people would like to see? I believe I have the knowledge and ability (though maybe not the desire) to do this. Changing the numerical stuff is trivial, but the events are the real kicker (redoing all of them would be very time-intensive).
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Posted on 03-25-05 07:12 AM, in SMB2: Coin ASM Hack Link
Looks really cool. This game is definitely on my list of games to hack when I get over my FF6 thing. Of course, I have no idea when that'll be...
Imzogelmo

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Posted on 04-15-05 07:36 PM, in Disable emulator savestates in a hack? Link
I'm working on a hack and I've come up with some ideas that you might consider. First of all, let me say, I'm not against save states--but I am against someone using an editor to hack the save state and thereby cheat their way through my hack. Now I'm not so foolish to believe that I can defeat that; because I can't. But what I can do is make it annoying enough that no one will want to try.

One thing you can do is move/swap some RAM variables around. That way, if a person has a list of variables from the original game, hacking the same offsets will not get the desired results. Also, if the game has an in-game save, you play with the checksum to make sure it isn't compatible (either in location, calculation, etc.).

As for out-of-game save states, you shouldn't be able to detect those if the emu works right, but you shouldn't be threatened by them either.
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Posted on 05-07-05 07:53 PM, in Geiger's Snes9x Debugger Mark 9 Link
I'm not sure what the cause is since it doesn't happen every time, but sometimes clicking on "Step Over" actually steps Into a function.


EDIT:
Another small thing: Could you make it so that read/write breakpoints break on read/write to/from EITHER byte when in 16-bit mode? For instance, in FFVI I tried to break on a read from 00:00B7 while in battle, but it never hit (although it did break on write). When I changed it to 00:00B6, I found what I needed (but I had to check for 16-bit A).



(edited by Imzogelmo on 05-10-05 02:37 AM)
(edited by Imzogelmo on 05-22-05 12:20 AM)
Imzogelmo

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Posted on 09-01-05 12:01 AM, in breaking in to rom hacking Link
It's great to see someone who knows he's a n00b yet is smart enough to try doing things himself. My only advice is that there is no standard way that the different ROMs are organized; it's kinda like trying to read a novel in a foreign language when you can't even tell where the breaks are between words, much less the meanings of the words.

Anyway, with the right tools you can chip away at it little by little until you not only know the word breaks, but also the meanings.

Most importantly, have fun!
Imzogelmo

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Posted on 10-07-05 12:39 AM, in WikiRAM-Released Link
Wow, the potential here is great.
Imzogelmo

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Posted on 10-07-05 06:22 PM, in WikiRAM-Released Link
Hey, maybe my post was stupid. Maybe I wasn't clear with my use of the word "potential."

Let me say it another way: I have loads of data for Final Fantasy VI, but right now I'm in the middle of another project. When I'm done with this project (as well as another small one that I've been putting off for a while), I'll get my notes together and upload them. Hopefully, by that time, someone will have made a standardized way to organize the pages so that it can be useful. But don't hold your breath--my notes come from various sources, and the level of detail is quite high in some places. Right now I'm in the mood to do hands-on hacking, so when I've exhausted that energy the documentation process can begin.
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