Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
Acmlm's Board - I3 Archive - - Posts by Guy Perfect |
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
User | Post | ||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
Oh, so I can spite two people that way? This keeps getting better. Thanks for the idea, HyperHacker! I owe you one!
By the way, I'm right on the heels of that pointer stuff. It's bizarre, but I think I can make a workaround. 12/23/2005 14:10 CST Track resource pointer tables found (edited by BGNG on 12-23-05 03:47 PM) |
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
Originally posted by Raccoon SamOriginally posted by VL-Tone Raccoon Sam, don't quote entire posts like this. It's freakishly annoying. |
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
That in mind, I have an easy solution. I know where the data is in ROM, so I know what the relative offsets will be from one pointer to another. One string is 16 bytes, the next is 12 bytes, etc. Just write a program to find generic 80xxxxx0 pointer data followed by similar pointers with the designated values for difference and I shouldn't have any problems.
Tracer. Pfft. This idea is much easier. Though if worse comes to worse, I WILL look in nEmu's memory viewer for relative offsets. EDIT: Looks like the data I found was the value in RAM. I thought for sure 80xxxxxx was ROM, but it turns out that it's not. Text and horizon image pointer tables have been identified. Staff Ghost pointer table will probably have to use the method I proposed. (edited by BGNG on 12-23-05 03:08 PM) |
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
Enough with the VB4. The topic of this thread is "F-Zero X Level Editor." | |||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
Well, this IS The place for screenshots. Have at it! | |||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
Actually, no, since you wouldn't shut up about the VB4 gag once prompted.
Anyhow, I'm done working on a secret project that someone asked me to help out with, so I can get back to work on the specifics of the editor. |
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
Here's what the nEmu debugger shows as the memory map:
$0000 0000: RDRAM Memory $03F0 0000: RDRAM Registers $0400 0000: (Various registers; I'm not gonna post them all) $0500 0000: Cartridge Domain 2 Address 1 $0600 0000: Cartridge Domain 1 Address 1 $0800 0000: Cartridge Domain 2 Address 2 $0100 0000: Cartridge Domain 1 Address 2 (This is where ROM usually starts) $1FC0 0000: PIF Boot ROM $1FC0 07C0: PIF RAM $1FD0 0000: Cartridge Domain 1 Address 3 (edited by BGNG on 12-25-05 12:40 PM) |
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
It's because of the fancypants graphics you used for the menus:
|
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
If the program does anything at all that requires WinXP/2K, then that'd be a good place to start debugging for problems on Win98. | |||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
What else in the program might cause a "XP Styles not supported" error? Win98 doesn't know about XP to begin with to my knowledge. That sounds like a custom error description. By chance is that text lingering in the source code somewhere?
Not that I would ever accuse someone of using code they didn't even look at, but such things certainly do happen. |
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
Planning in advance? You must not be human. Humans aren't capable of such good habits.
Well, while I commend you for your procedural tendencies, I'm not aware that there are any room-savy tile laying programs out there. Something might have to be custom-built. You might want to ask around to different programmers of the forum and see if any of them can do something to get you what you need. (I myself am not willing, for I've got an N64 level editor on the way. Those aren't very common) |
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
There are hacks for various systems made by people of this board, ranging from NES to GBA to SNES and even N64. I don't think you'll be able to get all that on a GBA ROM. | |||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
Pardon the lack of updates, but I'm involved in a library archiving of several gigabytes of F-Zero videos at the moment. Production on the editor will resume shortly.
So cool an update. The archiving is done (over 11 GB total) and I've begun work on the polygon generator. This is just the super-very-very-first step, but here it is. It takes a texture and maps it to the whole track. Not very impressive, but this display is more for debugging purposes and the screenshot is for showing you I'm still alive. |
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
See? F-Zero X hacking is a good thing! Those courses are very much welcome after playing those other 24 over and over again for years.
Dave's program here is only the tiniest of previews of what everyone will be able to do when an editor is completed. Keep racing and keep waiting! Oh, and support is good, too. If you like this hack, put your voice behind the editor, too. This thread, if you get lost. (Sorry for the plugging, Dave, but this kinda is the place for it) (edited by BGNG on 01-01-06 06:29 PM) |
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
Sure have! Dark City 2 Blue Falcon on general Jumper settings:
This Run: Lap 1: 0'24"826 Lap 2: 0'23"168 Lap 3: 0'23"088 Total: 1'11"082 Max Speed: 2073 km/h Personal Records: Best Lap: 0'23"088 Best Time: 1'11"082 Best Max Speed: 2200 km/h You know all about this one, Dave. Not new to you. (edited by BGNG on 01-26-06 04:37 PM) (edited by BGNG on 01-26-06 04:38 PM) |
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
"Armed boss" refers to keepers of the Star Pieces. Mack, Yaridovich, Axem Rangers, Bowyer, etc. "Somewhat Stronger Monster" refers to the miniboss characters and some rare enemies, such as Belome, Valentina, Hammer Bros., Czar Dragon, Smilax, King Kalamari, etc. | |||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
Use a binary search by process of elimination. Take the entire second half of the ROM and set all the bytes to 0. Load it up in an emulator and see if you affected the desired data. Continue setting certain areas of the original ROM (use the original each time) until you home in on only the region of bytes that changes what you're looking for.
Every time you do it, you eliminate the possibility of one half of the remaining ROM being the location of the data. You'll eventually home in on just the bytes that matter. Then you'll know where they are. |
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
Why thank you. That's what I came up with when I was hacking F-Zero X. | |||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
Variants of BASIC (such as Visual Basic) support bitwise operators such as And, XOr, Not, etc., but as you say, do not supply bit shifting operators. Instead, the same thing can be done by dividing or multiplying by an exponent of two. Observe:
In C, assuming X is an 8-bit, unsigned integer: X = Y << Z; Is the same as the VB: X = (Y * 2 ^ Z) And &HFF Sure, it's some bizzare workaround, but if you're going for ease of programming, this would probably be your best solution. VB compiles code at run-time when previewing, or you can compile the entire thing before debugging. When compiled, the code will be wherabouts of one extensive operation taking less than 1 millisecond. (edited by BGNG on 01-02-06 09:22 PM) |
|||
Guy Perfect Since: 11-18-05 Last post: 6314 days Last view: 6313 days |
| ||
If you understand your value to be negative, then shift in a 1 instead of a 0.
Assuming X and Y are 8-bit, negative integers and Z < 9: X = (Y And &HFFFF&) / 2 ^ Z And &HFF But seriously... What application would there be for bit shifting on negative numbers? (edited by BGNG on 01-02-06 11:51 PM) |
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
Acmlm's Board - I3 Archive - - Posts by Guy Perfect |