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Acmlm's Board - I3 Archive - - Posts by never-obsolete |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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use the same methods for console games. figure out the structure of the data you are looking for. searh for the data. edit away. if you're lucky the game will seperate things into different files (based on contents) and in directories.
for text use a table with the dos character set (assuming it doesn't use an internal set or use graphics for text) and a hex editor. graphics would be more tricky, you'd have to figure out the format, and possibly write your own extractor/inserter. and if you want more control over the game, learn x86 assembly. though this is all assumming no compression is used. |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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i dont condone rape in any means, but i'd shake your hand. i firmly believe in excersing my rights, despite what others think of my actions. and thats what you did. i didn't play your hack, but keep on pushing peoples buttons. (edited by never-obsolete on 06-11-06 08:29 PM) |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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i don't know what kind of editing program you would consider this, but here's what it does:
-edit palette files(20h bytes in size, though only 0-Fh are used to render) -edit 40h attribute table file -edit 3C0h name table file -edit 1000h chr-data file and here's a screenshot every file can also be made from scratch. as you can see, the screen that shows how the data would be rendered durring emulation and/or dev-cart is a bit buggy in its attribute table fetches. i see this being more helpful for development, but would anybody be interested in this (with the bugs removed, of course, and possibly more features)? edit: only the main screen is shown in the picture, not the editors (edited by never-obsolete on 06-12-06 01:18 AM) |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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(edited by never-obsolete on 06-12-06 11:54 PM) |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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if you are looking for offset $B547 then go to row 00B540 and count each column over until you get to 7, but start with 0. | |||
never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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the debugger will snap where an instruction writes to the ram address. you will need to back track from there a line (or possibly more) to see where the value written is read from in rom. | |||
never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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Originally posted by spel werdz rite you may need to learn more 6502 assembly because bank-switching only gets the code/data to be "visible" to the nes. it doesn't make the game use the new stuff, you'll have to code the routines yourself. Originally posted by d4s actually, depending on space in the unhacked rom, it might be easier. if you're modifiying a game to use a different mapper, it has to support all the same options as the one it originally had did or else you're gonna have to do quite a few bank-switching asm hacks to get the same net effect. if the game has nrom board you just have to make sure the original banks are swapped in when the game accesses them. and of course, as AP said, move the vector table/interrupt handlers and bank-switching code to a fixed bank. what mapper did you have in mind, or what were you looking to accomplish? (edited by never-obsolete on 06-24-06 09:50 PM) |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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Originally posted by Dario you can't quanticize (spelling?) infinty you can only approach it. and when are the real idiots gonna realize, if you don't like something, don't pay any attention to it. it will surely die. but rather you make all your "this is shit" comments and the author is just accomplishing his goal of getting attention to his creation. let him make as many penis hacks as he wants, who is it gonna hurt? |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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Originally posted by mcchrisownzzz such is life...wear a helmet. and you could try learning a programming language and code your own editor. its just a thought. |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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Originally posted by BGNG i could probably help with that as i wrote one just like Hexposure in every way exept its a windows program. the only thing not finished is the relative search and editing on the text side. adding more features would be possible. |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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Here's some notes I gathered about 'Donkey Kong(JU).nes':
Fig 1.1
The background collision is hard coded into the game...so no level changes withough extensive r.e. and asm hacks. (edited by never-obsolete on 07-03-06 09:34 PM) (edited by never-obsolete on 07-03-06 09:35 PM) |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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a book called "Programming the 6502" by Rodnay Zaks or NESdev, though some of the documents are dated, but its a start. and the documents don't get any simpler, you just kinda have to wade through them. it helps if you know a programming language.
Originally posted by VinceIP the problem is being able to use the newly added space because of bank swapping. if you have your new prg/chr bank swapped in when the game expects something else, either your program counter won't point to a valid address (in the case of prg), or your graphics will look screwy. plus your interrupt handlers are another issue. if you want any hope of pulling this off you have to first learn 6502, then learn how the NES works, then start your project. |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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iNes might output sound through midi and it would only require logging all sound durring emulation to a file. | |||
never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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Originally posted by BOBTHEVILA the flickering is a limitation of the NES. only 8 sprites can be rendered on each scanline per frame. to get around this, programmers cycle through the 8 sprites that are drawn on the scanline each frame, hence the flicker. |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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Originally posted by VinceIP roms are copyrighted and that can last 70 to 120 years. even then, the U.S. Congress can extend the copyright. (if you don't live in the U.S., then its different) |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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use a stand-alone hex editor | |||
never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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yeah i too liked hexposure so here's one i coded up. just like it but for windows. the only thing is i never got around to finishing the relative search function.
HexEdit.zip edit: and the data cannot be edited from the text side yet either. (edited by never-obsolete on 07-11-06 07:06 PM) |
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never-obsolete Paragoomba Since: 05-14-06 From: AZ Last post: 6323 days Last view: 6322 days |
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this brings to mind a multi-directional scrolling split screen routine (kinda like that seen in smb3) i'm writing for a nes project...and it is not easier to program for edit: typos (edited by never-obsolete on 07-12-06 09:06 PM) |
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Acmlm's Board - I3 Archive - - Posts by never-obsolete |