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

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Posted on 01-17-05 10:36 PM, in Open source editors? (The future of Syndrome, MegaMan SNES editors, etc) Link
Right, I don't have any expectations for the editor taking off in the hands of the community as-a-whole. But what would be really nice is to see it sprout some new editors based on it's core. The core (as it is now) is not much. But it does have a lot of potential.

I had forgotten about the Zombies Ate My Neighbors editor being open source, though. Thanks for reminding me. I suppose it an MegaMan 7 share the same lack of interest among ROM hackers. I suppose what's interesting about Syndrome (or at least, how I visualize it) is that it's built without any specific game in mind. For example, take a look at almost any editor and you'll see what I mean. Hyrule Magic has a pretty flexible interface, but most of it is tailored for Zelda. Other editors like Lunar Magic and Smile are kind of packed into just a few windows, and provide few "tools" (most things are keyboard- and mouse-driven) if any at all. Making Syndrome Open Source, I would hope that it's core could be used as a foundation for other editors. But I suppose that could be somewhat unrealistic.

However, there are quite a few people out there with the skill to lend support to such a project. So it's not really all that unlikely.
Parasyte

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Posted on 01-17-05 11:16 PM, in Homebrew Gamecube Hackers have a program that makes any GC game online Link
No, there is no "BIOS" on GameCube. There's only the IPL which is gericly referred to as a BIOS. However, the IPL is only used once at boot time, and then never again. (Of cours,e a BIOS would provide functions to the programs at all times. The IPL does not do this.)

There are standard random number generators within the Dolphin SDK, though. And as I've proven with GCNrd, searching for any SDK routine within ANY game is trivial. The task is quite easy, so should be of little worry.
Parasyte

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Posted on 01-18-05 12:35 AM, in Request: Has anyone ever made a Super Metroid hack before? Link
While on the subject of Metroid-based homebrews, I suggest everyone check out the Orn demo. Orn is a very nice Metroid clone for GBA. It has some amuzing bugs, and it's far from complete, but I found it a very enjoyable little demo. It also has excellent graphics and music.
Parasyte

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Posted on 01-18-05 02:51 AM, in Thinking of getting serious with C. Link
There are many, many, many resource editors available that can be used with MinGW. MinGW does not come bundled with a resource editor, but it does include a resource compiler. (windres.exe) A free resource editor can be downloaded with the LCC-Win32 package - http://www.cs.virginia.edu/~lcc-win32/

There are also at LEAST 11 levels of optimization you can use with MinGW. Perhaps even more. The optimatation levels range from speed-oriented (-O0 to -O9 for slower to faster executables) to size-oriented (-Os to create the smallest file the compiler can manage). Each optimization level will optimize certain portions of code (such as switch statements) in many different ways. You may notice that speed-optimized executables tend to be a bit larger than non optimized builds. That's usually due to unrolling loops and inlining functions to reduce overhead.
Anything you write in C will be fast. VERY fast, compared to Visual Basic. But just how fast it will be depends on how it's written. There are a lot of interesting tricks you can use to write fast code. So you should keep that in mind, and not rely on the compiler to do all the work for you.


(edited by Parasyte on 01-17-05 05:53 PM)
Parasyte

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Posted on 01-18-05 05:47 AM, in You know, I'm not that great at all [warning: long post on scrollbar layout] Link
Oh! Open your eyes? Hehehe
Parasyte

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Posted on 01-19-05 03:42 AM, in Thinking of getting serious with C. Link
gcc -o file.exe -c file.c
Parasyte

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Posted on 01-19-05 03:47 AM, in Homebrew Gamecube Hackers have a program that makes any GC game online Link
All low level hardware access, such as DVD reads and 3D hardware is done by the SDK. And yes, ALL developers use the SDK. There really are no alternatives.
Parasyte

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Posted on 01-19-05 06:35 AM, in Thinking of getting serious with C. Link
C99 is a C 'standard' that warns you about doing stupid crap that C++ supports. Just like declaring variables within functions. It's bad code. When you think about it, declaring variables within a loop seems like it would be re-declaring on each iteration, right? (That's not what actually happens, but it should be viewed in that manner.) Same goes for declaring within a for loop. The for loop is set up so it goes (assign; test; action) If you try to break the rules with something even as simple as (declare, assign; test; action) the compiler will obviously complain.
If you really want to write such nonsense code, though, you can switch to the C++ compiler. Which is generally g++.


(edited by Parasyte on 01-18-05 09:37 PM)
(edited by Parasyte on 01-18-05 09:38 PM)
Parasyte

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Posted on 01-19-05 09:28 PM, in Thinking of getting serious with C. Link

void Inc16(BYTE *reg1, BYTE *reg2)
{
  (*reg2)++;
  if((*reg2) == 0)
  {
     (*reg1)++;
  }
}

//...
BYTE val1 = 8, val2 = 120;

printf("Inc16(0x%02X, 0x%02X) -> ",val1,val2);
Inc16(&val1,&val2);
printf("0x%02X, 0x%02X\n",val1,val2);
//...

Learning how to use pointers properly is rather important. Read what I said once again, about dereferencing pointers in C.
Parasyte

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Posted on 01-20-05 12:14 AM, in Thinking of getting serious with C. Link
Parantheses are so incredibly useful. I would suggest using them as often as you can. (Though it's kind of silly to go overboard with it.)

Good:
if ((foo == bar) && ((tmp = iCoolDude(man))))

Bad:
if (foo == bar && tmp = iCoolDude(man))
Parasyte

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Posted on 01-20-05 05:58 AM, in Object Oriented Programming Link
I'm an extremist, but I say death to Object Oriented Programming.
Parasyte

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Posted on 01-20-05 06:01 AM, in looking for gba action replay codes Link
Visit http://www.gscentral.com/ for all your Action Replay code needs. (I don't know why I am advertising the site. I hate those people. [On the forums and the site administration.])


(edited by Parasyte on 01-19-05 09:01 PM)
Parasyte

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Posted on 01-20-05 08:58 AM, in looking for gba action replay codes Link
If their codes do not work, go tell them so. They will fix it.


(edited by Parasyte on 01-20-05 12:08 AM)
Parasyte

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Posted on 01-20-05 09:04 PM, in Who wants NES Game Genie Codes? Link
Metroid:
IAYNLI + XTANYV + XTPYAV: One Hit Kills Enemies

If you have the ice beam, it will take two hits to kill enemies. The first hit freezes them. I've tested the code in Kraid's Hideout and Norfair, and also against Kraid. I believe Kraid actually died after three hits, but probably because the bullets were hitting his projectiles rather than him. Should work against Ridley, Metroids, and Mother Brain, as well.


(edited by Parasyte on 01-20-05 12:05 PM)
Parasyte

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Posted on 01-21-05 06:08 AM, in Zelda 2 hacking Link
Hacking the hit points for enemies is trivial. The easiest way to go about it is using a cheat search (FCEUXD) to find the address in RAM which holds any given enemy's hit points. Finding this value is usually done with less than/equal to last searches after hitting a single enemy (or not, as the case may be). Through process of elimination, you will arrive at that enemy's hit point variable. After finding that, you must use write breakpoints on that address to determine what value is written (the initial hit point value for said enemy) and backtrace some assembly to find where that value comes from.
If you are unfamiliar with cheat searches or assembly, then it may be difficult to find. But after you become accustomed to both, finding data like that is an easy matter... Usually.

For your other questions, I do not quite understand. I don't play Zelda 2 much, because I really dislike the game.
If the "battle locations" are static places on the overworld, you may be able to find that data using overworld coordinates. Find the coordinates in a cheat search, of course. Then watch how the game uses them (read breakpoints) when you pass over certain locations. With a static "battle location" the game must either read those coordinate to decide if it should start a battle. So it's definitely a good starting point.
Parasyte

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Posted on 01-21-05 08:41 AM, in Zelda 2 hacking Link
After pressing the "Reset" button, you've saved a "snapshot" of all current values in RAM. This is not enough to find what you need. So after the Reset button, close the cheat window and get back to the game. Then forcibly change what you are attempting to search. For example, if you're searching for the enemy hit points, damage an enemy! This will cause that enemy to lose hit points.
After making your "forced change" you can go back to the cheat window, and push the "Less Than" button. This will grab another snapshot of values in RAM, and compare them with the LAST snapshot. The Less Than button will specifically record only values that are currently LESS THAN the values from the last snap shot. By continuing with this process of elimination (and mixing searches with "Equal To" when you do not attack the enemy) you will begin to get less and less possible codes. If you've done your comparative searches properly, then you will be left with very few possible RAM addresses after a few successive searches. I usually find that I end up with about 1-3 possibilities after about 3 searches. But it can really vary depending on how and what you are searching.

To verify that a possibility is the right address, select it in the list box, and the Address and Value boxes will be filled in in the left-hand pane. After that you just click the "Add" button at the bottom, and the cheat will be added. You can then get back to the game and attack the enemy. If the enemy never dies, you have certainly found the proper variable. (The cheat search "freezes" the RAM address with a certain value. Which should make enemies take unlimited hits without dying.)
Parasyte

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Posted on 01-21-05 06:07 PM, in Zelda 2 hacking Link
You must make sure that the "Write" checkbox is checked, so that the debugger knows to watch for writes to the address. Any time that the game makes a change to that address, the debugger will snap (pause the game and take you to the instruction which is writing to your break address).
Parasyte

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Posted on 01-21-05 07:06 PM, in Your ROM-hacking WishLists! Link
I will agree with Vystrix Nexoth. Programmers need to start writing platform-independant programs. And if they can't (Visual Basic programmers and the like) then they probably shouldn't be programming, anyway! ;D

Another wish of mine, which I share with dan, is a replacement to the IPS standard. Not only is IPS unfriendly with expanded NES ROMs, but also with ROMs of different formats. For example, interlaced SNES ROMs, and BIN/SMD format Genesis ROMs.

My last wish would be seeing more "uber hacks" as some would say. Hacks on the level of Zelda Challenge and Mario Adventure are a great thing. The more that's hacked, the more different the game experience will be.
Parasyte

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Posted on 01-21-05 09:00 PM, in Zelda 2 hacking Link
Yes, this is where assembly programming/hacking skills come in handy! It's not exactly a straight-forward thing to find or edit. It would probably be best if someone wrote a tutorial for this specific game. Then you could follow along and learn a bit about what's actually going on.

I'll spend a few moments on it this after noon, after my classes are over.
Parasyte

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Posted on 01-21-05 09:11 PM, in Your ROM-hacking WishLists! Link
The term "elitist" is still just as idiotic as it was when I first noticed it in use.
Though I know plenty of assembly languages, I would not believe that everyone must write only in assembly. Same goes for C, C++, Java, or any language, for that matter. What I don't like is Visual Basic. So yes, I could easily alienate "programmers" who only know Visual Basic. Not just because it's a bad language to learn or use, but also because programs written in the language generally "lock" the user into running the program on Microsoft operating systems. The whole thing stinks of loss of freedom. A user should have the right to use your programs on any operating system with as few dependancies as possible. A programmer's lack of programming experience is no excuse for not attempting to learn something new and break the locks they impose on themselves and the users of their programs.

But that's little more than a wish.
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