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04-25-24 03:35 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Can anybody help me with ASM hacking? New poll | |
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Ishyz0
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Since: 01-25-07

Last post: 6294 days
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Posted on 01-30-07 02:59 AM Link | Quote
I learned ASM for the NES 6502 CPU to hack like te bigs but... I DON'T KNOW HOW TO RECODE!!!!!...

...can anybody help me?...
Rom Manic









Since: 12-18-05
From: Detroit, WHAT?!

Last post: 6275 days
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Posted on 01-30-07 03:04 AM Link | Quote
You, most likely, will need in depth help, rather than the vague pleasantries most commonly presented to new hackers on this forum. It is, although, in your benefit to collect an Emulator with debugging functions, a Hexadecimal editor.

To your credit, it should not be hard to find good help with actual 6502 knowledge.
Sukasa

Birdo
Not quite as active as before.
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Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6276 days
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Posted on 01-30-07 03:06 AM Link | Quote
What do you mean by recode?

And if you have learned 6502, but you're looking for 65816, I wrote a pretty basic 65816 tutotial in the SMW hacking forum, so if you need help don't be afraid to ask for it there.
Ishyz0
Newcomer








Since: 01-25-07

Last post: 6294 days
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Posted on 01-30-07 03:22 AM Link | Quote
yes, recoding, i mean changing the game's actual code
Zeld

Red Paragoomba








Since: 11-05-06

Last post: 6279 days
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Posted on 01-30-07 04:54 AM Link | Quote
Assuming you know the opcodes, it should be a process of using a debugger to find which routine is the cause of what you want to change and simply changing the opcodes to suit your fancy. If the changes you want to make involve ADDING code, you'll have to put the code you're adding into some empty space (manually expanding the ROM to get this space if possible and necessary) and linking to it with a jump. Then you'll have to link back to where you came from with a return at the end of your code.

You'll have to use the stack or something similar (I don't know much about other assembly languages aside from ARM) to store the registers that you plan to overwrite with your script so that you can return them to their previous state and avoid an emulator crash.

You'll need a program called an assembler to take opcodes and convert them to hexadecimal if you plan on writing long scripts that are too long to be assembled by hand but contiguous enough to be able to be assembled by an assembler with no allocation issues.

I mean, you wouldn't want to make 27 separate files with one opcode each and assemble each opcode separately in cases where you must branch repeatedly. I think you would only have that problem with ARM7 Thumb, though, since that's the only processor I can think of that can't jump further than 4 megabytes at a time without using space-eating PC relative loads, which aren't handy for plug-in ASM coding (which is apparently what it's called when you link from a routine to your own and then back).

I hope I didn't just post something completely inferior to the advice of someone more professional v_V
Ishyz0
Newcomer








Since: 01-25-07

Last post: 6294 days
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Posted on 01-31-07 01:55 AM Link | Quote
yeah... thanks for the tips but i just learned ASM, not how to use it, i mean: i know instructions and other... but i dont know the realtionship Game elements - ASM Code. if you dont know what i mean theres an example: How i know what is the code or subroutine or whatever-is called to when you grab a mushroom and grow up. do you get it?
Simon Belmont
Except I'm totally fucking hyped about Dracula X: Chronicles.








Since: 11-18-05
From: Pittsburgh

Last post: 6275 days
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Posted on 01-31-07 02:29 AM Link | Quote
If you haven't already, get a copy of FCEUXD, or FCEUXD SP, those are the biggest help any rom hacker or developer could ever ask for. It has features to step through the code-real time, and find where that code is in the rom so you can modify it. There are tutorials suited specifically on how to use FCEUXD's features; I don't have a direct link at the moment, but they should be somewhere on romhacking.net.
Ishyz0
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Since: 01-25-07

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Posted on 01-31-07 03:01 AM Link | Quote
Thanks man! big help!
Ice Ranger

Grizzo








Since: 11-24-05

Last post: 6285 days
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Posted on 01-31-07 06:53 AM Link | Quote
If you're getting into this, I have rockman's old documents using FCEUD (works with all version after it as well XD and SP).

http://www.geocities.com/bjb138/rockmanXasm/asm1.html
http://www.geocities.com/bjb138/rockmanXasm/asm2.html

That's what helped me a lot whenever I first started. Don't know how much help it'll be to you though.

Note: I'm sure these are available somewhere else, I just wanted to make sure they would always be available.
RadioShadow









Since: 06-25-06

Last post: 6284 days
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Posted on 01-31-07 06:41 PM Link | Quote
Originally posted by Ice Ranger
If you're getting into this, I have rockman's old documents using FCEUD (works with all version after it as well XD and SP).

http://www.geocities.com/bjb138/rockmanXasm/asm1.html
http://www.geocities.com/bjb138/rockmanXasm/asm2.html

That's what helped me a lot whenever I first started. Don't know how much help it'll be to you though.

Note: I'm sure these are available somewhere else, I just wanted to make sure they would always be available.


They look useful. 'reads'
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