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04-23-23 09:04 PM
Acmlm's Board - I3 Archive - - Posts by FloBo
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FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 05-18-06 04:10 AM, in Calculating checksum... need help Link
Hi there.

I'm currently doing a little sram-hacking and there's the "problem" that the sram is checked for integrity by a 16-bit checksum... Now that I looked for some common 16bit-checksums and returned being not any step further, it looks like it's now up to me, to figure it out myself...

So here comes an example:
This is the checksum: 6E 61
It represents a sequence of 2040 Bytes with value E5.

So can anyone give me a hint on how to calculate such a checksum, or on how to best figure out the algorithm doing it? Ah, btw, it's an snes game, I'm hacking


Any help would be appreaciated. Thanks in advance,

FloBo


FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 05-18-06 07:21 AM, in Calculating checksum... need help Link
Thank you MathOnNapkins,... just tried to just increase one byte of the sram and to increase/decrease the checksum also by one...

Well. Didn't work though... how else could it be calculated? Another idea was calculating the sum of all bytes and performing mod(FFFF) on them... but unfortunately it's also not the right result...

Any other ideas?!
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 05-18-06 03:47 PM, in ROM hackers mass interview Link
FloBo, german romhacker since somewhere before 2004...

1.What draws you to the ROM hacking community?
well,....romhacking?! no, seriously, i'm still working on my german translation of lufia1 and even though i hardly have any time left for it, it's still one of my favourite leisure activities. what draws me to the community is that there are plenty of people knowing much more about roms and romhacking than i do, so when i don't know any further with my hack, i ask them^^
Unfortunately there're at least twice as many noobs doing crappy hacks and calling them a hacker still... quite annoying, but yeah... thats the way it is...

Another thing I like is working hard on such a hack and finally get rewarded by the praise of the community

2. Do you think playing/modifying hacked ROMs should be more user friendly?
Don't know... user-friendly == rom crap creations, so better not user-friendly and quality hacks with a lot of effort put into em^^

3.What are the advantages/disadvantages of ROM hacking vs. ripped sprites with code written from scratch?
Doing little stuff just on top of a already good game is quite easy and enjoyable... that's the advantage of romhacking. Making own games from scratch is not that easy, but gives you total freedom... whereas just ripping sprites and putting em into your own game doesn't make the game good as well... there are at least as many crap mario fake-games written from scratch as there are crap SMW-hacks thanks to lunar magic...

4. Do you think there are limits to what people should be allowed to do with their games?
No. Just go and create. That's the fun part about rom hacking. There are hardly any rules. Just do it for fun and share your work with others

5.What do you think about the future of the ROM hacking community?
I dont know for sure... i've seen many people leaving the scene and there are some new coming.... some more and some less talented... anyway, as i'd really love to learn 65816, I'd hope to see some REALLY good tutorials for this... There's one very good at http://en.wikibooks.org/wiki/Super_NES_Programming, but that is still only a beginning and more than incomplete...

Hey!!! Just go ahead and evolute this wiki!!! I think there'd be many people using it with pleasure
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 05-19-06 07:37 AM, in Calculating checksum... need help Link
The game is Lufia1 for the SNES.

I just wrote some crappy little C-tool calculating all checksums by adding all words of one block together and then performing mod(FFFF) on the sum... the result still doesn't fit, but anyway, here's a description of the structure of the decompressed sram:


The first part of the SRAM consists of three blocks. Each one for one savegame slot within the game. Those three blocks are constructed in the following way:

3 words (Ascii-text): File0X //where X is replaced by 0, 1, or 2
1 word: 16-bit checksum of the following 1020 words
1020 words: containing the save-specific data like hitpoints etc.

So this thing is there three times --> for three saveslots. Afterwards there's some space left for global game variables and stuff which i do not intend to modify at all, so this might not be that interesting...


Thanks again for the info about calculating with words (should have been clear to me as it's a 16 bit system, but yeah O_o)...
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 05-19-06 08:38 AM, in Calculating checksum... need help Link
No, actually the problem is still the same...

As the sum won't get that large as for an snes ROM (because the sram is MUCH smaller than the rom), a mod 2^32 operation doesn't change the value at all...

And what difference does it make who implemented that thing? Do you hava access to a database of programming habits of recent programmers / teams?! *confused*
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 05-19-06 01:38 PM, in Calculating checksum... need help Link
Heh^^ About that thing with the Rom checksum: I got that in the first place... seems like my english wasn't good enough to get wrap this into words

Lol... 6502... they're funny, those people from Taito, aren't they? And you got that Info out of the asm of the rom? Damn... I really need to learn 65816 soon... How did you do that? Did you use Gaigers Snes9x debugger?

Anyway thank you very very much! You'll definately be metioned in the credits, once my translation and/or any editor for this game gets released
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 05-21-06 12:04 PM, in Forum Renovaton over Link
What happended to the advanced romhacking-forum? Is it gone? Can the Info of it still be accessed somewhere?
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 05-25-06 03:35 PM, in I wonder if it'd be possible... Link
...to do some solering to make your rumble pack (you know those from the n64 plugged into the expansion slot of your controller) work without batteries...

I know there were some third party ones that worked completely without battery, so why not just mod the original ones to do so as well?!


So, anybody got experience with doing such stuff or even a link to a tutorial for this?!



Btw. it's of course not romhacking, this is referring to in the first place, but I didn't see no place for 'Hardware Hacking' around here
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 05-25-06 03:56 PM, in I wonder if it'd be possible... Link
Alright then, if any of the mods would be so nice as to move this thread to the appropriate board?

Either way, anyone got an idea for a solution?
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 05-26-06 05:33 AM, in I wonder if it'd be possible... Link
Alright then! I've found some post on dextrose.com. Already tried it and it works

Here's where I found it: http://dextrose.com/_forum/showthread.php?t=9264&highlight=Rumble+Pack
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 05-30-06 07:52 AM, in I wonder if it'd be possible... Link
I don't know for sure, but I doubt it...

And if there was one, it would have needed memorycards equipped with batteries, cause the internal power supply would already be occupied by the rumble feature... anyway, there was a third party rumble pack - memory card combo-thingy back then... tremor pack or something it was called, which unfortunately also needed batteries to fulfill its purpose...
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 05-30-06 08:04 AM, in icq hack Link
ok he's been flamed enough for his posts.

@ crayola: I just wanna thank you for your patch. It does what you told us it does and I'm fine with it. No more annoying adds and stuff... will forward the link to all of my friends. Nice job
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 06-17-06 08:22 AM, in SNES Pal - NTSC differences Link
Well at least for a officially licensed game for the SNES, it was a Nintendo-requirement, that the game checked for not used input devices at startup, so no strange behaviour could occur when attaching a 4-player-adapter or super scope or mouse or stuff while unused by the game...

So maybe chances are low that a mouse was used for debugging as well... anyway, coding some engine for the mouse-klicking behaviour just for debugging purposes seems a bit unreal don't you think?! At least there was nothing like a Shell or a window manager that would easily let you utilize the mouse for debugging purposes...
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 06-21-06 06:48 AM, in F-Zero X Level Uploader Link
nice work... I'd really test it but neither do I own a Gameshark nor an NTSC-N64... damn....


Though I think this should have been posted into the romhacking forum O_o
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 06-21-06 06:58 AM, in Mario Kart 64 Level Hacking. Seriously! Link
@HyperMackerel: Awesome! That's all I have to say about it! Can't wait for the editor!!!

@Stifu: Nice to hear about some more exact release details on epic racers^^ But haven't you and Impala looked a little more into the structure of SMK? You've had a lot of time for that, haven't you? Perhaps you could just create another newer, better SMK-editor...
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 08-01-06 04:14 AM, in help wanted concerning Super Mario Kart... Link
Hi there. It's been quite some time when I messed around with Mario Kart, but anyway, here comes an easy Introduction into using Lunar Compress for noobs XD

Ok. First thing you need is THIS TOOL. Assuming you work with windows (cause elsewise you'd know how to use Lunar Compress...), just download this program and install it to your machine.

Having done this, open an explorer window and naviagte to the directory where both lunar compress AND a mariokart rom are located (just copy an untouched mariokart rom into the lc-dir).

Having done that, right click onto the lc-dir and choose "Console Here". A new commandline window will pop up.

Type into it (without quotation marks^^): "sniff.exe mariokart.smc 0 10000000 0 4 0"
Hit return to start the program. It'll take a while and then the tool will have created a log-file which can be opened using a text-editor. There'll be some into inside like this one:

Compressed Structure #123 Info...
Start Address: 70200
End Address: 70CAC
Compressed Size: AAC
Uncompressed Size: 1000

Datastructures with a decompressed size like 1000 or 1600 or 2000 or dunno any even number similar may be a position of mariokart graphics. Actually offset 70200 is an example, where some of the graphics are stored. If you don't know where the graphics are stored, just try and decompress some of the suspicious locations. Now we'll run through the process of decompressing the given graphic. So just reuse the console-window in front of you and type "decomp.exe mariokart.smc graphic.bin 70200 4 0" and confirm with return.

The program will create a graphicsfile in your lc-dir and you can open it using tlp. Modify it and stuff as desired and save it. Before reinserting it into your rom, you'll now have to check wheather the recompressed data is smaller or equal to the original because elsewise, inserting the new graphics would perhaps overwrite critical info (program code or something) that then makes the game crash randomly. So first, check the size of the recompressed graphic in typing: "recomp.exe graphic.bin delete.me 0 4 0"

If the compressed size (displayed on the console) is less than the original one (here AAC(hex) == 2732(dec)), you can start inserting your graphics into the rom typing "recomp.exe graphic.bin mariokart.smc 70200 4 0".

If everything went ok, your modifications now should be visible within the rom


Any questions remaining? Just pose them!
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 09-05-06 05:23 AM, in GBA sound sample hacking made (sort of) easy. Link
Originally posted by Zepper
Yes, you can even use N64 images. I remember doing the same thing for StarFox64. It's nice, but a HUGE archieve, hehehe



If this would really be possible, you'd easily be able to make them characters actually talk your native language instread of Scramble or English....

have to check this one... perhaps we could just write a program that kind of searches for "non-scratchy" sounds that may be sound samples between all that program code... would be really handy for this one... =)
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 09-06-06 02:10 PM, in NDS music ripping?! Link
Hi there. Just played some nice DS-games and happened to think about wheather it's already been done to create some kind of NDS-music format/player linke it's been done with SNES SPCs, PSX USFs, etc.

Anything already coded/ripped or still nothing? Cause there are some quite nice tunes that wait to be ripped
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 09-06-06 02:24 PM, in NDS music ripping?! Link
Yeah right. The roms are (when uncompressed) like an ISO-file sort of. So it MAY be possible to do so... Anyway, the attempt would be another one I think. Most chiptune players out there just use dumps of the SPUs ram and process it just like an emulated SPU does. Having the music in some format used to store inside the rom, it may be more difficult creating a player for this...

Also something I'm not sure of: does every game use the same playback librarys for playing nds-songs, are there standard music-playback libs included in the official devkits delivered by nintendo?
FloBo

Goomba








Since: 05-18-06

Last post: 5984 days
Last view: 5909 days
Posted on 12-02-06 07:48 AM, in ZII Game Editor Link
Why not using png? I don't think, there's anything, it can't do which tifs are capable of....

PLUS, it is an open standard =)
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Acmlm's Board - I3 Archive - - Posts by FloBo


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