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Main - ROM Hacking - Trained Roms HELP New thread | Thread closed


roger_max
Posted on 09-18-11 02:52 AM Link | Quote | ID: 147063


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Does anyone know where i can find a tool that let me make my own trained roms ?

i want to put my own triks on snes/sega/gba/nes roms

but i don´t know how...

with Visual Studio Enterprise Edition 2010 is enough ?

please help.



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Kiokuffiib11
Posted on 09-18-11 04:30 AM Link | Quote | ID: 147066


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On romhacking.net there was a utility to insert game genie codes into NES games. I can't remember the name of it, but, I think you'd be able to find it easily under "utilities". Other systems, I don't know.


Hope that helps.

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roger_max
Posted on 09-18-11 07:14 AM Link | Quote | ID: 147071


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i just search on romhackin.net but i dont find what i want

i want to put my own code in a rom to show in the intro a selector of cheats

like this....



1. I need put a cheeptune (i had a lot of them)
2. Put a fancy animation
3. Put the code that on/off the cheats

i just found a snes compiler for now

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Kawa
Posted on 09-18-11 10:42 AM Link | Quote | ID: 147078


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Okay, first of all, I'd suggest leaving out the music and visual trickery if you don't already have the know-how to do those, and just focus on having one or more toggle-able cheats.

Second, I'm still laughing at the idea of using Visual Studio 2010 to do SNES intros/trainers.

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roger_max
Posted on 09-18-11 11:03 PM Link | Quote | ID: 147086


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But if VS 2010 had a c++/c# compiler it does not work for my purpose?

mmmmm....

Well by now i found a lot of cheats for snes roms
but i cant find the necessaries tools for patching those cheats/codes at the beggining of the rom

also i searching in google a "SNES trainer tutorial" but no results....
only already patched roms




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Kawa
Posted on 09-19-11 06:08 PM Link | Quote | ID: 147098


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Posted by roger_max
But if VS 2010 had a c++/c# compiler it does not work for my purpose?
Dude no. Dude. Just. Haha.

No. Visual C++ compiles exclusively to Intel x86 and such. To PC platforms. C# runs on a platform unto its own. That means you can't use it to produce machine code that'll run on a SNES (which uses a 65c816 CPU, for the record, completely different thing than what you and I write these posts on).

In fact, what you need is a cross assembler. Assembler because it's gonna/gotta be machine code, and cross because you'll write and compile (or rather assemble) 65c816 code on something that's not a 65c816.

I say cross assembler and not cross compiler because A) good luck finding a C compiler that can target the 65c816 (if you do, please tell me) and B) if you want all the visual tricks you'll need things to go as fast as you can get them.

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GreyMaria
Posted on 09-19-11 07:27 PM Link | Quote | ID: 147104

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For the record.

I fucking hate trained romdumps.

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Kawa
Posted on 09-19-11 07:29 PM Link | Quote | ID: 147106


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For the record.

All that stuff I just posted about the SNES also goes for Sega and NES, aside from of course the different processors. GBA can be coded in C, technically, but considering the goal you'll still want to use assembly.

And I also prefer my roms clean.

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roger_max
Posted on 09-20-11 08:48 AM Link | Quote | ID: 147139


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After 1 and a half hours i found the Snes C compiler
All binaries, libs, headers, rom creator, Makefile...

Everything...

but seeing this files remember me the times on the PSP-scene

mmmm.......

So you gonna tell me that i need to change the environment variables

( Like the PSP Homebrews )

to create a trained rom ?

No problemo !!!!

mmm.... there´s something more that i need to search/find/download ?

before to proceed ?








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Kawa
Posted on 09-20-11 05:28 PM (rev. 2 of 09-20-11 05:29 PM) Link | Quote | ID: 147148


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I have no idea. I can't help you without seeing the compiler for myself.

And you seem to have completely ignored my warning that the visual tricks common to trainers all but require you to write them in assembly.

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roger_max
Posted on 09-21-11 08:42 AM (rev. 2 of 09-21-11 07:15 PM) Link | Quote | ID: 147177


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No i dont ignored you, i didn't do anything yet !

this is the snes C compiler that i found...


SNES SDK r67 Win32.zip

i hope it work...

and...

i don´t gonna make any move until you tell me ok ?



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Kawa
Posted on 09-21-11 01:38 PM (rev. 2 of 09-21-11 07:31 PM) Link | Quote | ID: 147186


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I've tried to compile the provided template project (in \snesc), which seems to rely on relative paths, so there's no "changing the environment variables" involved to the best of my knowledge. Even then, compilation failed (for me) because I don't have a Python interpreter. On the other hand, I have managed to remove that step to no glaringly ill effect and built the provided project.


Here is an archive with the de-Python'd createROM.bat and the resulting ROM I got from it -- a cheap Arkanoid clone. I also replaced the extension of the end product because I'm me.


It seems to me that you confused the file "Compiling SNES SDK from SVN on Windows for Windows.txt", which concerns the compilation of the compiler itself (or rather, the SDK, or Software Development Kit) for information on how to compile the final SNES project. Which would be pretty damn stupid considering the file name.

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roger_max
Posted on 09-21-11 07:45 PM Link | Quote | ID: 147204


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Edit

the URL is fixed now

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Kawa
Posted on 09-21-11 07:46 PM (rev. 2 of 09-22-11 05:35 PM) Link | Quote | ID: 147205


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Okay now I know you've got reading comprehension problems.


Some more thoughts on this thing:

1) Unless you have Python installed so you can run the full building procedure, the ASM code generated by the C compiler is going to be very, very sub-optimal. That's what the included Python script does -- it tries to replace some inefficient bits with smaller, more efficient bits.

2) Even then, "polish a turd, it's still a turd." Even with the optimization script, the code is going to be subpar compared to hand-written ASM. At any rate, those cool special effects aren't gonna go.

3) It doesn't even make a bit of difference how optimized your code is when you use this devkit because it's meant for standalone programs, not little bits you hook onto another one like an intro or trainer.

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roger_max
Posted on 09-23-11 09:42 AM Link | Quote | ID: 147279


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So...

with that SDK i can´t target the 65c816 ?

Well....

How about this one...


"WLA DX 9.5a"

this time
i hope it work

is really hard to find a C/C++ compiler in this days
or tools/programs focused on SNES Development

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Kawa
Posted on 09-23-11 05:24 PM Link | Quote | ID: 147286


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No reading comprehension at all!

The SDK you linked to the first time has a C compiler that can target the 65c816. The ASM code it produces is then passed to the WLA assembler which is included in the archive to produce SNES roms.

What you linked to just now is just the assembler, which doesn't take C code. That's what compilers are for!

Learn to read. I'm closing this trainwreck of a thread until you do.

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Main - ROM Hacking - Trained Roms HELP New thread | Thread closed

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