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05-09-24 07:29 PM
Acmlm's Board - I3 Archive - - Posts by Stabwound
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Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-21-06 10:03 PM, in I'm looking for approval! Link
I apparently need approval to post in the Rom Hacking section.

Let's see...

I've been into emulation for a good 8-9 years now. I've always been interested in rom hacking but only recently have I decided to try it on my own. I've very recently done some very basic ASM hacks on games like Super Mario Bros and Castlevania. I'm looking to expand my knowledge and eventually create some ASM hacks like some of the amazing ones I've seen come from this board.


(edited by Stabwound on 10-21-06 10:53 PM)
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-25-06 02:06 AM, in Another Approval Request! Link
I'm not trying to insult you, but why are you capitalizing every word? As you probably know, you generally only capitalize the first word in the sentence as well as pronouns (names of people, places, things).

Just one of those things that tends to annoy people. You wouldn't get away with it on a school assignment or work document, so you might as well get used to it.
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-25-06 05:44 AM, in 6502 ASM newbie looking for a bit of info Link
Hey!

I've recently took it upon myself to figure out 6502 ASM. I've been into emulation for a while and after witnessing some of the amazing hacks to come out of these boards, I had to try my hand at it.

Over the past few days I've been reading up a lot on ASM. I've scoured these boards and the archives for links and tutorials. I've read most of http://dahrkdaiz.panicus.org/asmlog.txt (which is an excellent read, in my opinion) and I've done the Mario Bros and Castlevania hacks that it walks you through.

I have a solid understanding of general programming concepts. By now I have a basic understanding of some of the ASM opcodes and what they do/how they work, as well as basic understanding of the registers and the stack.

Basically, I'm just looking for some more info and reading material that you think might be useful. I've been using http://www.obelisk.demon.co.uk/6502/ as a reference guide, and I've mostly just been messing around with the FCEUXDSP debugger and a few roms, trying to decipher how certain routines work in various games, to some success depending on the game. Admittedly, I have been pretty confused at times.

Also, I was really hoping that someone could give me some suggestions of basic ASM hacks that a newbie could figure out. It doesn't matter which game; I just want some basic hacks that you know are possible and wouldn't be too complicated for a newbie to figure out. I've done the easy SMB ones in the walkthroughs (INC deaths when you die, changing the number of coins needed for 1UP) and the Castlevania ones in the walkthroughs (changing the damage routine for 1-hit-kill and afterwards changing the whip strength). I want to try doing some stuff on my own, without a walkthrough, but I don't want to jump headlong into stuff that I have little hope of figuring out with my basic knowledge.

I've mostly been trying to figure this out on my own, but I guess asking for help never hurts.

P.S: Are there any IRC channels that deal with ASM hacking? I've been hanging out in #rom-hacking on EsperNet, but it seems like the channels I see mentioned in older threads don't exist anymore.


(edited by Stabwound on 10-25-06 04:45 AM)
(edited by Stabwound on 10-25-06 04:50 AM)
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-25-06 07:28 PM, in 6502 ASM newbie looking for a bit of info Link
Yeah, it is definately a great feeling to attempt a hack and have it work correctly. So far I've only done a few basic things. I figured out how to change the # of coins for a 1up in SMB myself. It only required changing a single byte, but I was pretty happy when I figured it out myself and it actually worked. I just was looking at the routine that ran when you collected a coin, and noticed it did a CMP $64 (which I guessed to be 100 coins) then jumped to a routine that gave you a 1up. I just changed the $64 to $01 and it worked, giving me a 1up every time I collected 1 coin, although it didn't update the visual coin counter correctly.

I'm slowly but surely getting the hang of this. I have tried a few hacks that didn't work, and I was pretty disappointed, but I'll keep trying.

Also, is there an easy way to tell which subroutine is branching to the one you are currently looking at? I haven't really done much hacking since learning about how the stack works, but could you just tell by looking at the first two bytes in the stack? How about if it is only JMP'ing to your subroutine?


(edited by Stabwound on 10-25-06 07:11 PM)
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-25-06 08:28 PM, in Hacking Using Cheat Enigine (No Its Not a Trainer Or Something Like That) Link
The Windows build of SNES9x has, in my opinion, a better cheat finder than ZSNES. I've always found the ZSNES UI to be very clunky, and the cheat finder is especially clunky to use.
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-26-06 12:55 AM, in GoldenEye setup editor! Link
I'm extremely impressed with this. The editor even makes portable level files that you can upload onto the internet for others to use. It is amazing what can be done to make our old favorite games fresh again.

I love the internet.
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-26-06 04:39 AM, in 6502 ASM newbie looking for a bit of info Link
I'm having a lot of fun with this, even if the things I'm doing aren't really that complex. I grew up playing these games and it blows my mind that I can actually edit them and change how things work in this way. I've always been a fan of cheat finders and codes (GameGenie, GameShark) but this blows them out of the water with the kinds of things that are possible.

If anyone is familliar with Zelda 2, I have a chunk of code here that runs when Link hits an enemy. I'm not sure if this is 100% correct, so the comments etc are just educated guesses. If anyone knows this to be wrong, please let me know.
$E72F:B5 C2    LDA $C2,X @ $00C6 = #$0  3 ;load enemy current hp into A

$E731:38 SEC
$E732:F9 6C E6 SBC $E66C,Y @ $E66D = #$02 ;subtract #$02 points of damage from hp
$E735:95 C2 STA $C2,X @ $00C6 = #$03 ;store enemy new hp into memory
$E737:F0 13 BEQ $E74C ;jump to death subroutine if hp = 0
$E739:90 11 BCC $E74C ;jump to death subroutine if hp < 0

I tried changing the following line in an attempt to make an instadeath hack.
$E72F:20 4C E7 JSR $E74C                  ;jump directly into death subroutine
It seems to work as intended; all enemies die in 1 hit. I know this is probably not the best way to accomplish this, but I was happy that it worked. It's also possible that I just got lucky; I just made an educated guess that $E74C was the death subroutine when I saw it checking if A <= 0. Please comment if you are familliar with Zelda 2 or have something useful to tell me.

I hope I am not being too annoying. I'm really anxious to learn this stuff and I know you guys probably get annoyed by the stupid newbie.

EDIT: Hahahahaha. I found the subroutine that runs when Link gets hurt, and I made it jump into the enemy hitting routine instead. Now when an enemy hurts Link, the enemy gets hurt instead of Link. This is awesome.


(edited by Stabwound on 10-26-06 02:00 PM)
(edited by Stabwound on 10-26-06 02:03 PM)
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-26-06 05:30 AM, in Hacking Using Cheat Enigine (No Its Not a Trainer Or Something Like That) Link
Erm... did I say something that I shouldn't have?
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-26-06 03:06 PM, in Hacking Using Cheat Enigine (No Its Not a Trainer Or Something Like That) Link
Originally posted by Jigglysaint
ZSNES needs a ram window like in FCEuxd where you can freeze and unfreeze values directly.
I totally agree. I actually love to just pick a RAM address and just start overwriting it with garbage. For one thing, crazy things usually happen, and for another thing, its a decent way of finding out what RAM addresses store what.
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-26-06 06:13 PM, in Evanescence comes out tomarrow!!!! Link
I was a fan of their first album, but this one... meh. It's ok for the first few listens, but it gets pretty boring after that. Not the kind of album you would leave on for days.
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-26-06 09:24 PM, in GoldenEye setup editor! Link
http://www.google.ca/search?q=MFC71.dll
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-27-06 12:51 AM, in Ocarina of Time & Majora Mask Level Select enabler codes. Link
It's crazy how much stuff has come out of the Zelda 64 scene in all these years. I'm definately going to have to check this out.
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-28-06 06:03 PM, in Approval request Link
Well, its none of my business, but the guy HAS been registered here for a year now.
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-29-06 02:18 PM, in SMB3 Workshop, Enemies not loading? Link
For future reference, renaming a bmp to jpg doesn't make it a jpg. You have to actually convert the files...

You can even do it in paint.exe - just load the files in it, then go to Save As and in the drop down box, select jpg.
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-29-06 03:16 PM, in SMB3 Workshop, Enemies not loading? Link
No, it doesn't. It renames the file from bmp to jpg which has nothing to do with converting. It's like renaming a 40mb wav file to mp3 and saying its an mp3.

Edit: I'm not trying to be a dickhead. It would just be annoying for a dialup user to try to read a thread with 1.5mb bmp files that could have been easily compressed to 150kb or less.


(edited by Stabwound on 10-29-06 02:17 PM)
(edited by Stabwound on 10-29-06 03:19 PM)
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-31-06 12:15 AM, in Phantasy Star Universe Link
Game doesn't seem worth $10/month when you consider that you can pay $5 more and play something like WoW.
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-31-06 05:04 PM, in Mario has a timeline mixup! (spoilers!) Link
So, at what point during Mario's life did he find the time to take part in multiple kart racing tournaments?
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-31-06 05:28 PM, in Hacking "walk through walls"? Link
I am pretty good at figuring out how to accomplish most things, but I am a bit stumped when it comes to this.

Is there a general method that could be used to hack a "walk through walls" code? In one game a while ago, I found that it was as simple as a flag that gets set in RAM to determine whether or not you could pass through the left/right/up/down, but that doesn't seem to work in most games I've tried.

How are boundries set up in most NES/SNES games? Are there just hardcoded tiles that say "can't pass"?
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 10-31-06 08:24 PM, in Hacking "walk through walls"? Link
Originally posted by Kailieann
Theoretically most games would have a global (or at least semi-global) subroutine to check whether or not a tile is passable, regardless of what system the game uses to define passable objects.

Bypassing or altering such a routine would be easy enough. The hard part would be actually finding it.

Yeah, that's what I figured. I was just hoping there was a workable method to find the routine. It's not too hard to find most routines related to the player character but I have no idea how to go about finding the routine that would determine whether you can pass through the wall or not.
Stabwound

Goomba








Since: 05-11-06

Last post: 6398 days
Last view: 6398 days
Posted on 11-02-06 05:24 AM, in Hacking "walk through walls"? Link
Well... I guess I'll look at that DW routine then.

Thanks to everyone for the input. I haven't really messed with it much since I posted this thread but I will soon.
Acmlm's Board - I3 Archive - - Posts by Stabwound


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