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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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Posted on 01-16-05 06:24 AM, in Like it or not, here comes a recovery tool for locked ROMs. Link
Originally posted by Sendy
"Nintendo made SMW almost 15 years ago. Everyone knows everything about it. The game is no longer in production. I seriously doubt they give a rat's ass if anyone hacks it - hell, it's good for them, because people will see this really cool Nintendo game and go buy more. When they say emulation is bad for them, they're talking about games that are still on the market, and you damn well know it."

Amen to that.


While this may be the opinion of the hacking community, Nintendo does not share it, so don't go spreading mis-information untill you've checked them out.

They believe emulation of even old games to be the greatest threat to video game developers to date, In much the same way you believe this RLM program to be a threat to SMW hackers. Of course, both of these ideas are just plain silly.

You can check out this link http://www.nintendo.com/corp/legal.jsp for more information on their position.
bbitmaster

Koopa
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Since: 03-28-04
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Posted on 01-17-05 11:58 PM, in Open source editors? (The future of Syndrome, MegaMan SNES editors, etc) Link
Originally posted by Coby
Yes, open source is the way to go! It would inspire me to go learn C after all, say, would it be possible to get a basic understanding of C by studying source?

Absolutely not! if you want to learn C, I suggest this tutorial which I loved so much that I decided to stick it on the fceuxd server.
http://fceuxd.infinihost.net/coronadotut.zip
I can't go on enough about how gret this tutorial is. It made learning C very easy for me almost 5 years ago.
Studying source code like that will get you nowhere if you're trying to learn the language.

On another note, I think open source is the way to go, and I'd certainly love to help out with this, but I'm not sure how much I can do since I'll be busy with other stuff.
bbitmaster

Koopa
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Posted on 01-20-05 09:13 AM, in Who wants NES Game Genie Codes? Link
Sorry for the long delay in responding, I've been busy with other things.

tbolt; DD already made a code to let the shadow blade go across the screen. You can find it on page 2 of this thread. Anyway, below are the codes for MY shadow blade modification.

alitnill; I can almost gaurantee that the "light always on in sewer" caused that. I should have tested it more.

Powerbub; Thanks for mentioning that. I did not notice this about my code but that Galoob code is exactly what is needed to make the charged bullets as powerful as the normal ones.

Chickenlump: you will find your code along with two others below to correct that

Mega-Dog: I was able to make the subroutine jump somewhere else to give you an energy tank instead, but I wasn't able to have it give you any other items.

Here are the codes:

Battletoads
EYOAVLEI: invincibility (unfortunately, you can't enter the bike in level 3 with this code)

Gimmick!
ENEAVGEI: Invincibility
KOXAPOKX: High Jumps
EEXAPOKZ: Super High Jumps
ZENYYTGA: 1/2 Gravity
PENYYTGA: 1/4 Gravity
AVSETLAL: Stars Bounce Higher
YNSETLAU: Stars Bounce Much Higher
ESSETLAL: Throw stars into air
EESETLAL: Throw Stars High into air

Megaman 3
LAKIYLPA: Fire 3 shadow blades
LESSLXLA: Allows you to fire the shadow blade in any direction (including down)

Metroid
SXSGNVSE: infinite energy
AEEININP + KSESESSS: defeating kraid or ridley gives you an extra energy tank instead of 75 missles

Moon Crystal
GANAAPLA + GAVEZPLA + GANLXILA: Start with 4 hearts (Note: Credit goes in part to chickenlump for this)

SMB3
NNVTIGAO: when timer hits 100, music plays much faster

The Simpsons, Bart Vs. The Space Mutants
PAXELTLE: Start with 9 lives (test this before posting)
OZVYITOO: infinite lives

Solomon's Key
OZSOEUPX: Infinite Fireballs



As always, Keep the requests coming!
bbitmaster

Koopa
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Posted on 01-21-05 09:06 AM, in Zelda 2 hacking Link
I wrote a document on this very subject, which you can find here:
http://fceuxd.infinihost.net/EnemyHealth.txt
bbitmaster

Koopa
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Posted on 01-24-05 04:56 PM, in SMB3DX Surprise Demo! Link
I'm sure every single one of these bugs is due to how dahrkdaiz played. The code/data logger only logs what DD did while playing, and since there is probably so many litle subroutines and peices of data in SMB3, he couldn't possibly log everything unless he spent several hours in that level.

It still is a great way to distribute a demo though, if you don't want anything else included in the rom.

I suggest you just deal with the bugs untill he releases the final
bbitmaster

Koopa
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Posted on 02-10-05 09:28 PM, in Does anyone know where I can download a Adventures of Lolo editor? Link
Actually... I have a very nice user friendly windows lolo editor that I created about a year and a half ago. It was never really released because I lost interest in the project.

I'd be willing to send it along to anyone who is serious about editing lolo. It is very easy to use, and it does an excellent job recompressing the levels. Sivak used it to create his lolo hack.

What ever you do though. Do not even attempt to use HALed! It is a horrible editor that will currupt your rom.
bbitmaster

Koopa
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Posted on 02-11-05 05:20 PM, in Geiger's Snes9x Debugger Mark 9 Link
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.

bbitmaster

Koopa
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Posted on 02-11-05 09:15 PM, in SNES Reassembler!<_< Link
hyperhacker pretty much summed it up. You need two things before you can produce a working disassembly:
1. Some method of seperating code from data. This could be a tracing algorithm like what's in snowbro's NESrev, or it could be an external file produced by playing the game like FCEUXD's code/data logger

2. Some method of generating labels for every jump, branch, or data read. Most of these can be generated by the assembler itself, untill you run into indirect jumps and pointer tables. Also in the NES's case, you have bankswitching to worry about which mean's there is no way to know what bank might be swapped in when a particular jump is executed. To solve this, I invented something called an Address Label Logger, which logs every jump that leads to other banks, but I imagine that'd only be needed on the NES, since there is no bankswapping in the SNES.

Now I realize we're talking about SNES here, but these two concepts should be exactly the same. You must have code/data seperated, and you must have labels for everything.

So, In short, it can be done, just not perfectly without some human to fill in labels for any pointer tables.
bbitmaster

Koopa
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Posted on 02-23-05 07:56 PM, in FDS emulation/hacking regarding FCEUXD Link
FDS roms aren't supported with FCEUXD, and it isn't recommended that you even try to run them. I suppose the debugger and ppu viewer would work with them, but the hex editor certainly won't, as it was designed with iNES roms in mind. Same goes for NSF files.
bbitmaster

Koopa
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Posted on 03-19-05 08:16 PM, in where can i go build my own game from stratch? Link
Here's a very simple 5 step process to building your own game

Note that these steps are really general and you may even be able to skip one or two of them depending on what you know. But anyone I know who's ever created their own game took all of them in some form or another.

Note that this is from a "coding" approach. If you want to make your own graphics and sound, there are definitely other steps related to that. But if you do complete these steps, there are definitely other people who can do that for you.

Also, note that you must be really determined to do all of these steps, I've found each of them to be a really enjoyable experience. Some of them may not even seem related to creating your game, but trust me, they are all necessary.

1. Learn a programming language.

This is obviously the first step. I recommend you learn C. There are dozens of good tutorials on C programming all over the internet. That's how I learned it, and I'm way ahead of folks who are taking advanced C in my local college.

If not C, you'll need to know at least SOME programming language. And you'll need to be very good at programming in that language since game creation is not a simple task. So this step could take 1-2 months at a bare minimum.

2. Learn how to use some sort of library to output graphics and sound.

For just about any game, you'll need to have a way of outputting sprites, and backgrounds, and various images. There are dozens of libraries, and methods of doing this. I started out with Allegro (A free game graphics library) because it was very easy to use, and made it easy for a beginner. Other popular options you have are SDL, DirectX, OpenGL, Direct3d.

This is step is so general and really depends on what you're using that I can't get any more detailed.

Probably a good place to start is to search Google for each of the above libraries I mentioned, and just read all about them.

3. Learn Something about game theory

Before you can code any sort of game, you'll need to know at least some basics of how to do the physics, hit detection, AI, tile maps, the data structures you'll need, and probably many other things depending on the type of game you're wanting to make. While a lot of this stuff can be figured out by intuition if you're really smart, it never hurts to read up on other people's solutions. I'd strongly recommend you look at gamedev.net, or if you have a little bit of cash, search Amazon for some game programming books. They have some really great ones that explain everything. If all else fails, you can always search google for game development tutorials.

This is probably the step that rom-hacking can help at the most. I've actually found that studying nintendo games really helps me understand a whole lot about game theory. You can learn a lot by going something as simple as learning how they stored levels and stuff in a game, and examining the machine code they used to read it.

Note that you're never, ever really finished with this step. There is a huge amount of knowledge out there on each of these things. A person could spend a lifetime with this step alone.

4. Code a lot of short demo's and test apps.

You should be completing this step while doing all the others, and even after finishing all the others. This is more of a practice stage, since you'll need to be really good and quick at being able to put everything together and code it all. So you'll probably want to code other unrelated things just for practice.

5. Make your Game!
Assuming you've done well in each of the steps above, you'll be ready to start working on your game. You'll need to do a lot of planning, and you'll probably need find some people willing to help you.


Anyway, that's it. All I've got to say on this subject. This probably isn't complete, as there may be other steps you'll want to go through depending on how much graphics or sound work you'll have to do. But as always, have fun!


(edited by bbitmaster on 03-19-05 11:45 AM)
bbitmaster

Koopa
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Posted on 03-19-05 08:55 PM, in where can i go build my own game from stratch? Link
I'll stick by my original assertion that C is the best way to go. Especially at first, since it it's a lot easier for a beginner to not worry about classes. I still prefer to code things in C where I can. But it's just a matter of preference really. I have seen some people do wonderful things with C++, but I've seen huge messes too.

It's something you have to be very careful with, It can just as easily make things 1000 times harder.

I don't want this to turn into another C vs C++ arguement. So I'll just say use whatever you like best.
bbitmaster

Koopa
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Posted on 03-22-05 08:12 AM, in How do you find level data within a rom? Link
I find FCEUXD's code/data logger to be extremely easy to use for finding level data in most games with scrolling levels. All you have to do is tell it to work with the trace logger to only show code that accesses new data, and wait a minute in the level for all the music to play, and try to get all other unrelated code to execute before scrolling to a new part of the level, and BAM! Up comes the location of the level data that the game just scrolled in.
bbitmaster

Koopa
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Posted on 03-28-05 08:12 AM, in Best Emulators for use in hacking Link
Originally posted by iamhiro1112

FCEUXD (Nearly on par to Nesticle and has a windowed mode)



I think I'll agree with Disch on this one and say anyone who even thinks of comparing FCEUXD to Nesticle doesn't know the first thing about hacking.
bbitmaster

Koopa
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Since: 03-28-04
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Posted on 03-28-05 08:53 AM, in Best Emulators for use in hacking Link
Originally posted by iamhiro1112
Wow, I hate to see what this looked like before you edited it. At least you stopped short of cursing.


Actually... I was keeping up with things and had two windows opened so I can say that I witnessed disch edit part of one line to make a minor correction

the original line read something like this

"As for FCEUXD (or FCEUd) going it's one of "

which he edited to say this

"As for FCEUXD (or FCEUd) -- it's one"

there, that's all he changed. Personally, I thought he was a lot nicer than I would have been if I'd decided to type up a long response.
bbitmaster

Koopa
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Posted on 04-09-05 03:48 AM, in ASM Hacking Question - Controller Presses Link
Originally posted by iamhiro1112
Here's a question. Would it be possible to fix up the control in Super Mario World NES at all? One of the games biggest flaws is that a running jump goes the same length, height and speed as a walking jump. It kind of kills the flow of the gameplay. The run speed needs to be brought down a notch too cause you usually wind up running into enemies if you try to run. Also the cape has no float functions which it should.


It's been my personal experience that anytime someone asks "is x possible?," what they really want is someone to do it for them. I sure hope you aren't trying to ask someone to do such a big hack for you, because anyone with enough skill probably has their own projects to be working on.

In any case, this is a very bad question to ask, anything (within reason) is possible if you have enough time and effort to put into it. Do you? If so, messing with the game in FCEUXD, and reading this thread are good starting points.

All I can say is good luck!



(edited by bbitmaster on 04-08-05 10:53 AM)
bbitmaster

Koopa
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Posted on 04-30-05 07:02 AM, in SMB3 Hack Idea Link
HAHAHAHA!!!

ROFL!!

This is one of the most hilarious posts I've seen in a while.

Doesn't this guy realize that anyone with enough skill and dedication to do such a thing, would be able to come up with cool hacking ideas to do... without anyone's help?

Seriously, it is nice to get a good laugh every now and then, but this is only dreaming, and has nothing to do with hacking. This thread should be closed.
bbitmaster

Koopa
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Posted on 05-22-05 09:07 PM, in List of worthwhile Megaman hacks? Link
I ran into this the other day, it's not a hack, but it's such a cool megaman remake that it might as well be. This game really is awesome. It has many enemies from the NES megaman games, along with completely original bosses. Most of the music is original too. Baseball man's theme was my favorite tune.

My only gripe is that some of the levels seemed long and boring, they just used too many enemies. Another complaint is that the game takes 134MB of RAM - even though it's a small download (2MB). but I think that is just because of the game maker program they used. It's still an awesome download, worth checking out.

It's one of the games on this page, just scroll down untill you see "Hard Hat 2."
http://www.gamemaker.nl/games_exe.html


(edited by bbitmaster on 05-22-05 04:12 AM)
(edited by bbitmaster on 05-22-05 04:18 AM)
(edited by bbitmaster on 05-22-05 03:20 PM)
bbitmaster

Koopa
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Posted on 06-06-05 08:45 AM, in Looking for a easy to use ASM Assembler Link
I actually had something planned to do exactly this. It would use FCEUXD's code/data logs to tell the difference between code and data while disassembling. The main goal was to be able to produce a working disassembly of any game with all of the correct labels in the right places. Just something you could easly edit and re-assemble. It would be a rom hackers dream, since it'd pretty much give you access to the game's source - assuming you played the game enough with FCEUXD's code/data logger running.

I actually made a working program called XDDasm and got it to output a couple of games - and they assembled just fine with CA65. but I began to run into major problems with the program. I was using really messy code trying to throw something together that worked, and it ended up collapsing into a pile of convoluted code that only worked half the time. In other words - the whole thing needed a rewrite!

At the moment the project is on hold. Untill I can stop being so discouraged about it all.

I did produce a really nice disassembly of megaman 3 and I began commenting part of it. I also happen to have a megaman 2 disassembly made by hyde that re-assembles with CA65 too if that's the game you're looking for. Toss me an email at bbitmaster@comcast.net or AIM me at bbitmaster and I'll see if I can give you something to mess with.
bbitmaster

Koopa
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Posted on 06-08-05 09:04 PM, in Looking for a easy to use ASM Assembler Link
Here's the offsets in the megaman2.nes file to affect heatman

The easiest way to edit them is to load the game in FCEUXD, and open the hex editor, and hit View->Rom File. That will let you edit them while the game is running.

2C253 - The speed heat man flies across the screen

If you set the speed too fast, he sometimes goes too far. To remedy that, you must also edit the time he spends flying.

To calculate how much time heat man spends flying toward you
the game takes the X distance you are away from him, multiplies it
by 4, and adds 10 to it. The resulting value is put inside a timer.

flametimer = (megaman_x_position - heatman_x_position) * 4 + 10

2C236 - Change this to EA to make it multiply by 2 instead of 4
2C237 - Change this to EA as well to make it not multiply at all
2C23A - This is the 10 that gets added after multiplying by 4
bbitmaster

Koopa
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Posted on 06-22-05 10:32 PM, in SMB3 music Link
It's actually pretty suprising how many games share music engines. I've got a program that lets me search my entire nes rom collection for a string of hex. Just for fun, I like searching out parts of subroutines to see what games share them. I played around with this a while back and found that companies tend to re-use music engines more than anything else.

here's some of the common ones - just note that this may not be entirely correct, I searched for some generic strings that could have cropped up in an unrelated game.


Capcom Music Engine 1
This is a common music engine used in earlier capcom games

1943
Bionic Commando
Commando
Destiny of an Emperor
Gun Smoke
Higemaru Makaijima - Nanatsu no Shima Dai Bouken
Hitler no Fukkatsu - Top Secret
Ide Yousuke Meijin no Jissen Mahjong
Legendary Wings
Mega Man
Mega Man 2
Pro Yakyuu Satsujin Jiken! (J)
Rockman
Rockman 2
Section Z
Senjou no Ookami
Tenchi wo Kurau
Trojan
Willow





Capcom "Takeru" Music Engine
The reason I call it the "takeru" engine is because it appears in Cocoron which isn't a capcom game at all. But it definately has the same music engine. Cocoron has Takeru listed in the title screen. Could Takeru have been Capcom in disquise? The only other game that mentions takeru on the title screen is Little Samson, and it actually reminds me a lot of a megaman game. Matrixz wrote some extensive documentation on this engine, in which he named it the "6C80" Engine because of some hex string. But I still like to call it "Takeru."

Cocoron
Darkwing Duck
Gargoyle's Quest 2
Little Mermaid
Megaman 3
Megaman 4
Megaman 5
Megaman 6
Mighty Final Fight
Red Arimaa 2
Rockman 3
Rockman 4
Rockman 5
Rockman 6
Talespin
Tenchi wo Kurau 2 - Shokatsu Koumei Den
Wily & Light no Rockboard - That's Paradise





Sunsoft Engine
The next music engine I searched for was the sunsoft one. I absolutely love the style of music used in this engine. Almost every one of these games have great music - the best are Batman ROTJ, Gimmick!, and UFOuria.

Batman Return of the Joker
Battle Formula
Dynamite Batman
Gimmick!
Gremlins 2
Hebereke
Honoo no Toukyuuji
Journey to Silius
Pyokotan no Dai Meiro
Raf World
Shanghai 2
Super Spy Hunter
Ufouria




RARE Music Engine
I did a search on this engine from some code in battletoads. This code appeared in all of the following games. What really suprised me was to see it in marble madness, which is a Tengen game! Further searches revealed that marble madness may indeed use some code from the RARE games, but it could be a false lead. I really love music style in these games, you can tell that they use the same engine just by listening to them.

Anticipation
Arch Rivals
Battletoads
Battletoads Double Dragon
Beetlejuice
Cabal
Captian Skyhawk
Danny Sullivan's Indy Heat
Digger - The legend of the Lost City
Double Dare
High Speed
Ironsword - Wizard's & Warriors 2
Ivan Ironman Stewart's Super Offroad
Jeopardy 25th Anniversary Edition
Jeopardy! Junior Edition
John Elway's Quarterback
Jordan Vs Bird
Marble Madness ***
NARC
Nightmare On elm Street
Pinbot
Pirates!
RC Pro-Am 2
Sesame Street 123
Sesame Street ABC - 123
Silent Service
Solar Jetman - Hunt for the Golden Warpship
Super Gloveball
Super Offroad
Taboo - The Sixth Sense
Time Lord
Wheel of Fortune Family Edition
Who Framed Roger Rabbit
Wizard's & Warriors 3
Wrestlemania Challenge (Europe)
WWF Wrestlemania Challenge



I did several other searches, and found several other popular engines. But I don't feel like digging for the list right now. One very suprising find was that Astyanax, Battle of Olympus, and the japanese version of Airwolf (not the US version) all use the same music engine. This is extremely odd because they all have different companies listed on the title screen.

Another thing I did was search for the SMB3 engine, and only found it in SMB3. and I searched for the SMB2 engine and only found it in SMB2. So while they may use the same music format, they definately didn't share engine code.

While I was searching, I tried to look for generic code that did not access any specific ram locations, because I've seen a game use the same engine, but have it use different memory locations to store things. (one example of this was gimmick! and batman). a set of calculations followed by some relative branch instructions is usually the best thing to look for.

Is it possible to copy music from one of these games to another if they use the same engine? I'd say definately.


(edited by bbitmaster on 06-22-05 01:35 PM)
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