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

Red Goomba
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Since: 03-17-04

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Posted on 10-03-05 12:01 AM, in The sad state of the rom hacking community Link
We need more hacking crews, simple as that. ROM hacking doesn't have to be limited to just crews, and not every crew will make good hacks. I take inspiration from the C64 demoscene - there were (and are) both solo coders and democrews. Lots of the early demos (up until about 1992-3) are "lame" by todays standards, but nonetheless someone put effort into it. Just like in the demo scene, you'll have shitty hacks and awesome hacks, and then average hacks that aren't anything special, but that also don't suck ass.

If anyone's wanting to learn ASM, coding demos is a good way to get started. You get to learn how to bring up the machine from scratch (if the system requires any initialization, that is) and work with the low-level hardware registers. I, myself, am currently studying the Genesis - I've already written code that won't properly run on any emulators (I change the backdrop mid-scanline, and no emulator supports that currently).

The C64 demoscene was borne from the cracking scene - crackers would add an intro to the beginning of cracked games. As the crack intros got more and more lavish, you had people who enjoyed the intros more than the games they were attached to, and who also decided to expand the intro into it's own entity, and thus begat the demoscene. We don't necessarily have to start from 'crack' intros (especially since there's not much 'cracking' anymore, especially on consoles), but I think that a demoscene would enhance the skills of those who would participate. The only thing is, you have to choose a system to make demos for, and since Acmlm's is primarily centered around NES and SNES, that'd probably be the best idea for this community (and would also leave me out, since I'm focusing on the Genesis right now).
LocalH

Red Goomba
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Posted on 10-04-05 08:52 AM, in Need refresher in using FCEUXD Tracer. My html's no longer work Link
Originally posted by infidelity
For the hell of it, I was messing around with Megaman 3, sparkmans level. At the very beginning, there's the little red thing with 2 legs, walking back and forth. I wanted to screw around with how many shots it can take to kill him. For the plasma gun, it takes 3 shots to kill him. You can clearly see this at address $4FF. ="03" Now here's what I'm doing.

add/write breakpoint to 4FF
start Tracer
i shot the guy, and everything stops
i click Step Into about 6 times
i start looking for DEC, and the only close one i see says,
$FF89:C6 F6 DEC $F6 = #$01
i goto address $FF89 in the Debuger, and it says,
$FF89:C6 F6 DEC $F6 = #$00
i then goto it in hex which is $3ff99
i try messing around with the values before it, after it, all 1 at a time, and nothing happens. I wouldn;'t ask, but my html notes do not work anymore, so i'll the notes i got from bbitmaster are lost. what steps am i doing wrong? thanks :-)

Oh, and what i'm trying to do, is increase the amount of damage the little guy can take. just for the hell of it. Thanks


I'm not particularly well-versed with either MM3 or the NES, but I do understand 6502 quite well. If $04FF is indeed the RAM address for that variable, then you should look for instructions that stuff $04FF with the desired value. (LDA #$xx : STA $04FF or LDA $xxxx : STA $04FF, possibly with an index displacement on the LDA). It's possible that the game doesn't use a DEC but rather an SBC (since, if I remember correctly, different weapons do different amounts of damage), in which case you'll need to find an instruction that loads the value in $04FF, subtracts a value from it, then stores it back (LDA $04FF : SBC #$xx : STA $04FF). The subtracted value could also be in zeropage, or could come from a lookup table that stores the damage values for each weapon. If the game uses SBC, then there may also be a CLC present before the SBC, to ensure that the current contents of the carry flag don't disrupt the intended behavior of the subtraction.


(edited by LocalH on 10-03-05 11:53 PM)
(edited by LocalH on 10-03-05 11:54 PM)
LocalH

Red Goomba
Level: 12

Posts: 43/46
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Since: 03-17-04

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Posted on 10-06-05 12:08 PM, in Need refresher in using FCEUXD Tracer. My html's no longer work Link
Originally posted by MathOnNapkins
If the game uses SBC, then there may also be a CLC present before the SBC, to ensure that the current contents of the carry flag don't disrupt the intended behavior of the subtraction.

This is an important but nitpicky correction. On a 6502 or 65816 processor, you'll want to do

SEC
SBC (arguments)

Because of the way SBC ( = Subtract with Carry) works you have to set the carry flag first to get a pure subtractions, sometimes called SUB

Ah, that's right, I'm an idiot, you CLC for a pure ADC, not SBC. My bad =P
LocalH

Red Goomba
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Posted on 10-07-05 07:17 AM, in Donkey Kong - Gameboy Link
Originally posted by Dark Ludwig
That's because to the right is a ladder creator, and you use that to climb the ladder. Well at least in the black-and-white version. You just aren't able to wall kick on that wall, or any wall, unless the color version is different, since all I have is the black-and-white version.


They're the same ROM, but I don't know whether there is a difference on an SGB, although I'd imagine not. The only difference in emulation that I know of is the lack of the SNES sound used in certain places.
LocalH

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Posted on 10-07-05 12:47 PM, in Donkey Kong - Gameboy Link
Originally posted by OmnipotentEntity

Originally posted by LocalH
They're the same ROM, but I don't know whether there is a difference on an SGB, although I'd imagine not. The only difference in emulation that I know of is the lack of the SNES sound used in certain places.

Specifically the 2nd channel iirc. Meaning no Pauline screaming in this version. Also the load times are a few frames longer for some reason, probably having to do with color information.

Also, the entire credits music is done with native SNES sound (plus, the credits screen has inverted pallet entries as compared to B&W mode).
LocalH

Red Goomba
Level: 12

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Since: 03-17-04

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Posted on 10-07-05 10:32 PM, in Donkey Kong - Gameboy Link
You have to be careful with that, though, because it's possible that might be enough to desync (I know there have been weird desyncings in the past with various systems). Of course, that's the risk you take with any TAS.
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