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

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Posted on 02-17-05 08:20 PM, in Geiger's Snes9x Debugger Mark 9 Link
Bah, I am an idiot. Is it obvious yet that I have not spent more than about 10 minutes looking at LoROM stuff?

Banks C0 to FF are primarily for expanded LoROMs. Banks 80 to BF are indeed normal LoROM, so I guess option C is right out.

So here is how the question now stands.

How would you people like me to fix this?
A) Just leave it be
B) Display high bank addresses only (8000 to FFFF)

---T.Geiger
Geiger

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Posted on 02-17-05 08:50 PM, in Geiger's Snes9x Debugger Mark 9 Link
By the way, have you got support for the JumboHiROM format?

The display works from the memory map Snes9x constructs. So, in theory, yes it should be supported. I have not actually tested this though, and you will need to put in your own address range for it (400000 to 7DFFFF).

(edit)

BTW, I think you are misunderstanding what I mean by option B. It would look something like this:

808000 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
808010 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
...
80FFE0 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
80FFF0 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
818000 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
818010 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF

---T.Geiger


(edited by Geiger on 02-17-05 11:54 AM)
(edited by Geiger on 02-17-05 11:55 AM)
Geiger

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Posted on 02-17-05 10:04 PM, in FFVI: Equip anyone patch Link
While I am twidling my thumbs waiting for GSD responses, I figured I would revisit an old friend, Final Fantasy VI.

Using GSD and WinMerge, I quickly found the test code for whether a character can use equipment. And it was pretty easy to disable.

You can grab the IPS (for a non-headered ROM) from http://geigercount.net/crypt/FFVI%20-%20Equip%20Anyone.ips

(edit)

Note: This does not affect the Skills menu or Relics, and the character will not be able to equip anything they normally would not.

---T.Geiger


(edited by Geiger on 02-17-05 01:07 PM)
(edited by Geiger on 02-23-05 12:22 PM)
Geiger

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

It should work for v1.0 and v1.1 of the NA release. I do not have a copy of the Japanese ROM on hand, so I cannot compare that one. The affected offset is $C31E6E:$C31E6F, both bytes NOPed out.

---T.Geiger
Geiger

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Posted on 02-18-05 11:42 PM, in Geiger's Snes9x Debugger Mark 9 Link
I have a question about how you guys think GSD should work.

I have plugged the hole in read / write breaks concerning special register $2180 (fill ram). However, there is nothing indicating why the emulator has stopped.

For example, breaking on a write to 7EAC8D in Final Fantasy VI produces the following line in the debugger:

$C3/18B7 8D 80 21 STA $2180 [$00:2180] A:0000 X:0000 Y:AC8D P:envMxdIZc

The AC8D in the Y register is just a lucky coincidence; such will not always be true. So how do you think I should remedy this issue?

---T.Geiger
Geiger

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Posted on 02-19-05 09:44 AM, in FFVI: Equip anyone patch Link
Hmm, this patch doesn't let me equip Gestahl. Is it something I'm doing wrong?

Considering that he can never be a party member throughout the course the of game, I am not surprised that he cannot be equipped.

---T.Geiger
Geiger

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Posted on 02-19-05 09:48 AM, in Geiger's Snes9x Debugger Mark 9 Link
I may have misstated the problem slightly. The issue here is that with the way it currently prints, the user has no means of knowing which breakpoint caused the stop. This is a problem of identification.

So far, I think Parasyte's first suggestion sounds the best, but I would like to hear any other ideas anyone has.

---T.Geiger
Geiger

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Posted on 02-20-05 10:54 AM, in Geiger's Snes9x Debugger Mark 9 Link
Why is identification an issue? It's really just a matter of connecting the dots; if you see a write to $7E:AC8D, it would be painfully obvious which breakpoint [of five] caused the break.

A write to $2180 is an identifcation issue, at present, to the user. I was just trying to restate the original problem, which was not totally clear from what I had said.

DMA and HDMA related registers will also be an issue (though I will have to figure out which ones actually do indirect reading and writing first).

---T.Geiger
Geiger

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Posted on 02-21-05 09:21 AM, in FFVI: Equip anyone patch Link
FTR, this patch was tested with Bannon and Umaro. I know it works with at least them, and there is no reason it should not work with any other playable character.

I sort of know how to allow these characters to equip espers (I got one on Umaro), but I have yet to track down where exactly this data comes from (yes, this one is a data hack).

---T.Geiger
Geiger

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Posted on 02-22-05 04:06 AM, in Geiger's Snes9x Debugger Mark 9 Link
Mark 9 Release 5

Update:
(old link)


New
- Read / write breakpoint support for DMA and Fill RAM operations
Changed
- Fill RAM operation now displays RAM address for disassembly
- Hex Editor now displays LoROM as upper bank only




Save the debugger and hex editor window positions and sizes.

It does this as of Release 4.

---T.Geiger


(edited by Geiger on 02-21-05 07:09 PM)
(edited by Geiger on 02-22-05 04:52 PM)
Geiger

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Posted on 02-23-05 01:49 AM, in Geiger's Snes9x Debugger Mark 9 Link
Mark 9 Release 6

Update:
(old link)


Fixed
- Read / write breakpoints for DMA had some faulty logic, which often signaled a false positive



---T.Geiger


(edited by Geiger on 04-11-05 09:19 AM)
Geiger

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Posted on 02-23-05 07:02 PM, in Geiger's Snes9x Debugger Mark 9 Link
As far as identifying breakpoints caused by hardware, I would generally exclude those unless specified not to.

I do not know about most other hardware stuff, but DMA is something that will usually be wanted. For example, DMA and Fill RAM are used in Final Fantasy VI to copy the character stats into memory. The user will never see any other read command for that data in the ROM.

While I could see an argument for having an on / off switch for DMA, the default setting would probably need to be on.

---T.Geiger
Geiger

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Posted on 02-23-05 11:07 PM, in T.V. series you like Link
This year contains the most first run television I have ever watched.

On Monday and Thursday, I watch WWE wrestling (Raw and Smackdown). It is the only "sports-like" item that does not tend to bore me (though I occasionally watch the Colts).

On Tuesday, I watch Veronica Mars. I liken it to a cross between Beverly Hills 90210 and NYPD Blue. Its quite an entertaining hour.

On Wednesday, I watch Lost and Alias. Lost is quite confusing, but it has sucked me in with its complexity. Alias is a spy show with Jennifer Garner.

On Friday, I retire to geek heaven with four straight hours of SciFi. Enterprise, Stargate Atlantis, Battlestar Galactica, and Stargate SG1. This season of Enterprise has been some of the best Trek written since DS9 went off the air in 1999. The Stargates are decent enough (though SG1 is getting long in the tooth). Battlestar Galactica is the best damn show on television right now, period. Incredible writing, good actors, impressive production values.

All totaled, eleven hours of television a week. In some past years, that number has been as low as three.

There are a number of shows that no longer air in first run that I absolutely adore, but it would take quite some time to list them all.

---T.Geiger
Geiger

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Posted on 02-24-05 07:28 PM, in FFVI: Equip anyone patch Link
New release, v1.0:

http://geigercount.net/crypt/FFVI%20-%20Equip%20Anyone.7z


New
- Any recruitable character can access the relics menu or equip an Esper



The archive contains some documentation on this patch, but it is hardly extensive. At any rate, onto the new stuff.

Equipping relics is really not an issue for the 14 standard characters, but it is inaccessible for the non-standard characters. This was as simple to disable as the equipment menu was.

The skill menu was a bit different though. It actually checks the character's menu commands (which is why I thought this was going to be a data hack at first). But some code they put in to disable Gogo's Esper menu was easily changed to allow everyone to access that menu. I have checked, and the game will already apply Esper bonuses for Gogo and Umaro (Umaro normally has a speed of 33).

I am not sure why Umaro already knows every spell. My best guess is that he is getting the Gogo treatment and being given every spell the rest of the party knows.

---T.Geiger
Geiger

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Posted on 02-25-05 12:15 AM, in FFVI - Select Any Command patch Link
http://geigercount.net/crypt/FFVI%20-%20Select%20Any%20Command.7z

This patch allows any character to select any command for their menu. As you can see from the screenshots, there are some minor graphical glitches.

There are 30 commands in total. The sixteen commands after Sketch are invisible, and fifteen of them are not in the column with the other commands (as you can see in the second screenshot).

The commands in order are:
FF (None)
00 Fight
01 Item
02 Magic
03 Morph
04 Revert
05 Steal
06 Capture
07 Swdtech
08 Throw
09 Tools
0A Blitz
0B Runic
0C Lore
0D Sketch
0E Control
0F Slot
10 Rage
11 Leap
12 Mimic
13 Dance
14 Row
15 Def.
16 Jump
17 X-Magic
18 GP Rain
19 Summon
1A Health
1B Shock
1C Possess
1D MagiTek

The archive also contains some notes on the changes.

(edit)

This patch appears to work with both v1.0 and v1.1 of the North American release. I do not know about the Japanese version.

---T.Geiger


(edited by Geiger on 02-24-05 03:19 PM)
Geiger

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Posted on 02-26-05 08:21 PM, in FFVI - Select Any Command patch Link
You will still need to use Steal when you need to get a change of clothes in South Figaro. Capture does not work.

---T.Geiger
Geiger

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Posted on 02-26-05 08:24 PM, in Geiger's Snes9x Debugger Mark 9 Link
why do I get an error on this latest version that "Zlibwapi.dll not found"

Do not know. Does not do it for me. Make sure you have Zlibwapi.dll in the same directory as GSD. Get the full download if it still does not work.

---T.Geiger
Geiger

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Posted on 02-28-05 06:16 AM, in Geiger's Snes9x Debugger Mark 9 Link
Aero The Acro-Bat (U) [!] 'hangs' on the Iguana Entertainment screen. Usually, you're able to pass the screen by pressing a button (which works in both ZSNES and SNES9x 1.43, though not in your debugger r6) Music continues playing, but you're unable to pass that screen.

It is in a loop waiting for 7E0104 to change. More than likely, this is supposed to be where part of the joypad data is stored. However, viewing RAM in the Hex Editor, it looks like the joypad data is being stored to 7E0105 and 7E0106 instead.

I will take a closer look at it this next week.

(edit)

Bah. I do not know what I am talking about. It is waiting for 7E0104 to equal 00. Not sure what it is looking for specifically.

(edit again)

Double bah! I think I was right the first time.

---T.Geiger


(edited by Geiger on 02-27-05 09:19 PM)
(edited by Geiger on 02-27-05 09:22 PM)
Geiger

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Posted on 03-01-05 06:11 PM, in Geiger's Snes9x Debugger Mark 9 Link
breakpoints are disabled when a game is reset.

I did this initially for a reason, though I cannot remember why at this point.

I have gone through about 150 megs of log files looking for the problem with Aero. I have about 900 more to sift through. And that is presuming the problem even is something I can see in a trace. Mostly the difference so far seems to be that Mark 8 took longer to respond to special registers and whatnot than Mark 9 does, resulting in a lot more looping. I do not think that is the cause (or even the symptom) of the problem though.

---T.Geiger
Geiger

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Posted on 03-03-05 07:41 AM, in Temporal Flux Release Link
If you are talking about the story presented in my teaser patch, some day in the far flung future, when I have all the free time in the world, I may actually produce a full length version of it. But I would not suggest holding your breath, considering the complexity of my current projects. It will probably take me years to complete the Temporal Flux editor alone.

If you are asking whether someone plans to make a complete game using the editor, the one furthest along in planning is being produced by the Chrono Compendium.

While the stories have some similar ideas, Crimson Echoes is CT 1.5, where as the Temporal Flux story is CT 3.

---T.Geiger


(edited by Geiger on 03-02-05 10:41 PM)
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