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

Koopa
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Since: 03-28-04
From: Knoxville, tTN

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Posted on 04-17-04 11:10 PM, in What does your desktop look like when you're hacking? Link
Here is a some fceuxd eye candy on my desktop.
http://bitmaster.panicus.org/images/fceuxd_candy.png
Hacking has never been so easy!
bbitmaster

Koopa
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Since: 03-28-04
From: Knoxville, tTN

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Posted on 04-18-04 05:00 AM, in What does your desktop look like when you're hacking? Link
Actually two extremely large text files, and I do prefer to use visual studio to view large text files because it works really fast for that. And I'm usually using it anyway to work on FceuXD even though it compiles with mingw. What text editor do you use?
bbitmaster

Koopa
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Since: 03-28-04
From: Knoxville, tTN

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Posted on 05-27-04 07:22 AM, in FF1 re-assemblable disassembly Link
The ability to automatically do this for any rom is my ultimate goal for fceuxd....
bbitmaster

Koopa
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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
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Posted on 05-28-04 01:42 AM, in FF1 re-assemblable disassembly Link
Yes, I realize what it would take, and I have it all figured out and currently working on it. I've got the code tracing "algorthim" finished(Dahrkdaiz and disch can testify as to how well it works - they're my beta testers). I just need to do a couple other things before I work on the disassembler.

I don't like to talk much publically about anything I'm doing while its still so early in devolpment. But trust me, if this thing works the way I have it planned, it'll turn the scene upside down.

I am going to have extremely little time to work on it, with college coming up, so it might be a while before it is finished. Please don't ask when.
bbitmaster

Koopa
Level: 18

Posts: 5/103
EXP: 25264
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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
Last activity: 7 days
Posted on 08-17-04 03:36 AM, in FCEUXD information Link
As a many of you may know, for the past 9 or so months I've been working on a special version of fceud while adding many more features. I've never really said much about it publically outside of #rom-hacking, so I decided to finally post something about it. I've added a ton of features so far.

To name a few things: it has a built in trace logger, something special which I call the code/data logger and it can let you directly edit the rom while it is running via a built in hex editor. Actually, that is such a quick overview of the features it doesn't nearly do it justice. After all, DahrkDaiz himself said that it was an invaluable tool in making most complex ASM hacks possible in MA. This thing will make hacking and reverse engineering nes roms much easier than it currently is

Right now, I'd say the whole thing is about 60-70% complete, I have no idea when it will be finished. I'm going to be going to college full time in a couple weeks, so that may slow down progress even more. Anyway, feel free to ask any questions in this thread. I'll probably be posting screenshots later on as well so stay tuned.


(edited by bbitmaster on 08-16-04 06:37 PM)
bbitmaster

Koopa
Level: 18

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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
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Posted on 08-17-04 09:18 AM, in FCEUXD information Link
As promised, here


(edited by bbitmaster on 08-17-04 12:18 AM)
bbitmaster

Koopa
Level: 18

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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
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Posted on 08-18-04 08:08 AM, in FCEUXD information Link
The Code/Data logger is a special feature I came up with. Actually, FCEUXD started one day when I had a brainstorm about how something like it could work. These other features are just extras I've put in along the way due to other brainstorms The basic Idea is this: if you know what bytes in the game are code or data along with a few other things (which will be logged also), you could make a nice disassembly of it. Disch actually used this same method to come up with that FF1 source code that was released a while back, he put together something like my code/data logger in his own emulator, and had a friend play through the game and send him the log. The result was that source code. He got the idea from me when I was talking about fceuxd.

And yes I realize that you have to play through every part of the game, and something could be easily missed, but as Dahrkdaiz mentioned, these logs can be combined. Just have 5 or 6 people play through the game a few times and log everything they can, then combine them all and you've got yourself a pretty good log. When you think of the possibilities this would bring, of having the game in a fully editable source file, asm hacking would get a LOT easier. Of course, I have yet to start working on a disassembler which makes use of these logs, but hopefully that won't take too long once I get started.

MathOnNapkins; Sure, its possible that there is unused stuff in the rom That will never be logged. But in such cases I could put an option in my disassembler to add comments saying something like "This section was never logged as being accessed." How hard would it be to go through such sections and manually figure out what they are? You'd have to do this anyway, but only now you'd know for sure it wasn't ever used. In fact, you'd have every unused portion in the rom sitting right there marked as unused! Who knows what all goodies you might find while looking through that.

Besides that, the Code/Data logger allows for a few other slightly useful things, one which you saw in the screenshots in my earlier post where it can tell the trace logger to only log newly executed stuff (similar to a feature in evil peer's snes9x tracer).It'll also allow code and data to appear in different colors in the built in hex editor. Also, if anyone ever wants to make one, a rom corruptor that only corrupts data would certainly be possible.

The save stripped ines rom is probably more of a novelty than anything else. Basically, it takes the original rom, plus the code/data log, and creates a new rom that only includes code and data that was executed. What's the point of this? Well take a look and see for yourself:

Apply this patch to a Megaman 3 rom.
http://bitmaster.panicus.org/misc/topman3.ips

To create this, I took a few minutes and played through the topman stage in megaman 3 then saved a stripped nes rom. So, all that is playable in this rom is the topman stage. It's interesting to try some things that I never logged and see how the game reacts. For example: Try selecting the password option on the main menu, or try going to another stage, or try hitting the instant death spikes which are now harmless. All because the information behind that stuff is missing - It was never logged. A word of warning though, I never jumped off the first ladder in topman's stage, so if you do so the game will crash. Be Sure to Climb off of that ladder. You may find other odd glitches if you do things I never logged.

If you look at this rom in a hex editor, you'll see it is almost entirely made up of 00's, only about 16% of the prg-rom is even present! Amazingly, the game runs fine in this state, because only what was logged as being accessed while I played is there. This may possibly be useful for hacking if someone wanted a rom that had everything stripped out of it except for what they were looking for, but it probably has more of a novelty use if someone wanted to release a small demo of their hack. I actually considered getting with Dahrkdaiz to create a fake smb3 beta rom for April Fools

jman: I really have thought about attempting this for snes, I have my hands full right now, but it isn't out of the question for later, so just keep hoping.

More to come later.


(edited by bbitmaster on 08-18-04 10:03 AM)
(edited by bbitmaster on 08-18-04 10:03 AM)
bbitmaster

Koopa
Level: 18

Posts: 8/103
EXP: 25264
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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
Last activity: 7 days
Posted on 08-18-04 08:30 AM, in FCEUXD information Link
heh, see that address label logger in the screenshot? I haven't started working on it yet, but it should do just that. I think I have it all figured out in my mind, I just need to code it though.
bbitmaster

Koopa
Level: 18

Posts: 9/103
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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
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Posted on 08-19-04 08:26 AM, in FCEUXD information Link
Another feature is the built in hex editor, which among other things allows editing and freezing the ram.

This shows the ram while playing Milon's Secret Castle
http://bitmaster.panicus.org/images/FCEUXD4.png

Of course Ram freezing will be cool also. When you right click on a ram location it turns blue, and as you can see it just adds it to the cheat console.
http://bitmaster.panicus.org/images/FCEUXD5.png

The hex editor's ability to edit the rom while it is running is such an awesome ability that I think I'll save showing it off for later. Right now, lets take a look at another method of editing the rom while it is running which parasyte put in.
http://bitmaster.panicus.org/images/FCEUXD6.png

Parasyte himself, the extremely talented coder behind fceud, put in this long awaited inline assembler, which was never quite finished in fceud. So if you don't like coding in machine language like me or dahrkdaiz then this thing is definitely for you. It will patch and save the rom for you as well. A Special thanks goes to parasyte for doing this.

More later...
bbitmaster

Koopa
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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
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Posted on 08-21-04 07:46 PM, in FCEUXD information Link
Probably the coolest feature (the one I was saving for later) is the ability to directly edit the rom as it is running with the hex editor. I cannot stress enough how easy this will make hacking games.

Let me show a few screenshots to get the point across

http://bitmaster.panicus.org/images/FCEUXD7.png
Back in some older builds, I had something to edit the rom called the Rom Patcher. Back when Dahrkdaiz was finishing up MA, he used it to do the patches and loved it.

http://bitmaster.panicus.org/images/FCEUXD8.png
I personally didn't think that rom patcher was the easiest thing in the world to use but it sure got the job done. It was certainly easier than editing the game by hand in a hex editor and then reloading it in the emulator. Later on though, Parasyte was kind enough to add in his inline assembler. This made editing the game assembly even easier as you can see above. It should still be pretty useful if you don't like coding in machine language. But the coolest part is coming next.

http://bitmaster.panicus.org/images/FCEUXD9.png
This introduces the current, easy method of editing the rom. This single feature alone would probably turn nes rom hacking upside down. Basically, you type in the change and it takes effect immediately. As you can see, I took a few minutes in the debugger to find the offset, and then typed in "06" into this hex editor, and instantly megaman's bullet limit got increased.

http://bitmaster.panicus.org/images/FCEUXD10.png
Another similar hack for megaman 3 this time.

http://bitmaster.panicus.org/images/FCEUXD11.png
A little while later I started moving the score counter around. The two edited byes you see in red tell its x and y position. I found them in a matter of minutes and started typing new values in and watched the score counter move places instantly.

http://bitmaster.panicus.org/images/FCEUXD12.jpg
Dahrkdaiz wanted me to show off a really quick little hack he did, where he took a seven minutes to find and change three bytes in smb3, so as you can see, koopa shells go through everything instead of bouncing back.

And yes, edited bytes do appear in red, so you can hit ctrl+z or edit->undo to undo the change. This way you won't have to remember what was there before you type something new in. And I hope to soon get *.tbl file support in for text editing, as well as a few other little thing. We can all say bye to Hex Workshop, or whatever your favorite hex editor is

Any questions, or comments?
bbitmaster

Koopa
Level: 18

Posts: 11/103
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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
Last activity: 7 days
Posted on 08-22-04 07:24 AM, in FCEUXD information Link
dormento; Sorry, I forgot to respond to you in my last post, but yes I have met _hyde_. He seems pretty cool, and from what I hear he is working on a simlar project to disassemble nes roms with code and data seperated

Googie; Really, thanks for all the support I really do appreciate it.

I'm not really sure if I want to give away any more about fceuxd right now. But I may post more in this thread later and answer any questions/comments.
bbitmaster

Koopa
Level: 18

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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
Last activity: 7 days
Posted on 08-30-04 02:15 AM, in Megaman 3 Enemy Lifebar Hack Released. Link
Some of you folks that have been here a while may remember me posting screenshots of this long ago.

This thing has been on my hard drive for over two years, and I figured its time to publicly release it.

http://bitmaster.panicus.org/projects/mm3lifebarhack/

Basically, this just gives all of the enemies in the game their own lifebar. The extra code probably slows the game down a tad, but not by much hopefully.
The original one I made back then actually worked by expanding the rom and putting the routine in the free bank. This is why I could not just make an ips of it and release it. An ips of an expanded rom would contain most of the original rom data.

Fast forward until just the other day, I got a friend to play through megaman 3 using FCEUXD's code/data logger. Using this log, I found that about 30% of the rom seems to be completely unused free space. But up until FCEUXD, I had no way of knowing this, or knowing for sure where any free space was at. Now, I couldn
bbitmaster

Koopa
Level: 18

Posts: 13/103
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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
Last activity: 7 days
Posted on 08-30-04 07:50 AM, in SMB2 Q's Link
SMB2 seems to have a really crazy sprite engine, I had to track atleast 5 ram locations to get to this. But no problem with FCEUXD :-) Took 20 mins.

You're looking for the smb2 *.nes file offset $544C for when he shoots (spits?) them right
and $544D for when he shoots them left. You only want to change the first number on each of those bytes though, as that seems to be what effects the speed.

Anyway, I'm off to bed, first day of school tomorrow.
bbitmaster

Koopa
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Since: 03-28-04
From: Knoxville, tTN

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Last activity: 7 days
Posted on 08-31-04 01:55 AM, in Megaman 3 Enemy Lifebar Hack Released. Link
Actually Jigglysaint, Sephiroth3 made that mmven rom you had after I did this. Infact, I believe Megaman Vengeance spawned from this little hack and the screenshots of it which I posted back then. When Vagla and Sephiroth3 saw this it inspired Sephiroth3 to code Megaman 3 Vengeance, and then Megaman Vengeance after the former was canned.

One of these days, I'm going to make a megaman 3 editor or hack or something that includes an option for Heart Tanks. Because, it would be extremely easy to do with my knowledge of mm3's lifebar subroutines.

(I never said this, but for anyone with a beta of mmven you'll notice all the enemies have lifebars. But I never said that, so don't go try to get a leaked beta if you don't have it.)



(edited by bbitmaster on 08-30-04 04:58 PM)
bbitmaster

Koopa
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Since: 03-28-04
From: Knoxville, tTN

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Posted on 09-01-04 02:42 AM, in Megaman 3 Enemy Lifebar Hack Released. Link
(I'm posting from school for the first time, hope it works...)

This is not supposed to be a level or graphics hack. If it were, I would have changed that stuff. This hack was released for its own purpose of showing off what a little ASM programming can do. Not to mention anyone is free to use this in their own hack.

I guess the times have changed though since 2002, now asm hacks are considered something that anyone can do. So, in the future I'll remember not to release anything like this unless I have something else to go with it. If I don't have that, then I guess it'll just sit on my hard drive... forever.



(edited by bbitmaster on 08-31-04 05:47 PM)
bbitmaster

Koopa
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Since: 03-28-04
From: Knoxville, tTN

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Posted on 09-04-04 09:38 AM, in Weird Game Genie code for SMB Link
I could not get my post to show up correctly no matter what I tried, so I just stuck it in a text file and uploaded it here.

http://bitmaster.panicus.org/misc/smb1code.txt

Just click that and pretend you read it right here as my post, I hope this isn't against any rules.

If there is a way to post something like that here without a ton of smileys appearing, and the spacing going all wrong, someone please PM me with the method. There really should be a way to do this if there isn't.

Anyway Hyperhacker, that trace log shows what your code seems to do.
bbitmaster

Koopa
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Since: 03-28-04
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Posted on 09-05-04 09:22 AM, in Weird Game Genie code for SMB Link
Yes, I did mean $F6DD you caught my mistake :-)

When looking at your codes I see what you're trying to do. And in theory you would think this would work but you have to understand the asm code better. $FB normally always contains 00. When the game wants a new tune to get played, it seems to simply write the number for it to $FB. This routine reads FB and if it isn't cleared (or 00) then it begins playing that tune, then later it clears $FB. By making it always load a certain number, you're telling it to continously restart playing a certain tune, which just comes out as a messed up sound.

Really, the best way to force it to play a certain track would be to change the instruction that writes the track number to play in $FB so that it writes something else.

I found a table that tells what gets wrote in there for what type of level. This table is at $10F7-10FC in the *.nes file (with header).

$10F8 tells what gets played for the level 1 type music. Setting it to $80 (with the quick game geneie code EETOAA) will silence the music for that level. Setting it to other values will cause other tunes to play.

If you're just wanting to silence all the music in the game, then clear out that instruction that reads from $FB, by changing $76A8 in the ines file to $85. Or use the quick GG code SEPNAT.

heh, I like how those codes came out EE to AA, and Sep Nat. Easy to remember.


(edited by bbitmaster on 09-05-04 12:23 AM)
bbitmaster

Koopa
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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
Last activity: 7 days
Posted on 09-05-04 09:44 PM, in Rom hacking Wiki? Link
Actually, I really think this is a great idea. There are a lot of games that people probably have data and memory locations stashed away for. I personally have a lot of stuff buried away for a few games I was working on. Its almost sad that if someone posts a thread like "Anyone have any information for game x" there may be a good chance someone else will respond with something stashed away that no-one knew about before. A Wiki would allow for everyone to add their own stuff to a central location for everyone to go to. Not a bad idea at all.

I really don't understand what is up with alot of people's additude about not sharing or what they found out. It only hurts everyone. I know of and even have several very awesome utilities for a few games which were abandoned by their authors, and I'm not even supposed to mention anything about them. I'm talking really good stuff like a music editor, and a level editor for a snes games that would make everyone here go, woah! Of course, I respect the authors' wishes even (leaking isn't cool!) though I don't agree with it because I believe everyone should share everything, especially if it was abandoned.

This community should be about sharing everything. This is why any editor or utlity I make is going to be open source (unless I'm really embarrassed about the source for some reason). Which reminds me, I really need to do something with that neptune editor.



(edited by bbitmaster on 09-05-04 12:58 PM)
bbitmaster

Koopa
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Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
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Posted on 09-06-04 06:38 PM, in .NET or not to dot net? Link
I'm kind of two sided on this. I do see para's point and think .NET is just an overall bloated and terrible compiler when compared to MinGW.

But honestly, I've seen terrible bugs in both compilers. _hyde_ found a pretty big one in .net and I think it was over a simple if statement in a for loop. Xod found one in MinGW, it wasn't compiling FCEUXD correctly!

I reommend to anyone using .NET only that they atleast try MinGW and get familar with makefiles. If you prefer to switch back afterwards, then go ahead. But atleast know the other side of things.

I think both compilers have some pretty big advantages and disasdavtages. For this reason, the best route for me to go is to have any programs I make in the future be compilable with both compilers. By doing so, I'll really be getting the best out of both. Having two compilers look at my program will help insure its integrity. And also, if one compiler does have a bug or if it doesn't do somethign right, I'll be able to tell that it is the compiler, and not my source.
bbitmaster

Koopa
Level: 18

Posts: 20/103
EXP: 25264
For next: 4633

Since: 03-28-04
From: Knoxville, tTN

Since last post: 12 days
Last activity: 7 days
Posted on 09-07-04 02:40 AM, in FCEUXD information Link
Wow, thanks a lot for all the support. Just today I added something else, *.tbl file support!
http://bitmaster.panicus.org/images/FCEUXD13.png
Yes it edits text directly, and of course the changes show up immediately.
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