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Main - Posts by Xenesis |
Xenesis |
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Level: 46 Posts: 300/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
Any of the Kirby platformer games really.
I know the older games are crammed full of esoteric compression formats but I doubt that the GBA/DS/etc ones would be so insane. |
Xenesis |
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Level: 46 Posts: 301/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
Yeah, the sprites are placeholders. But I am doing stuff :o |
Xenesis |
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Level: 46 Posts: 302/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
If you're wanting to screw around with ASM code in a game, you need an emulator that supports debugging functions. I don't do SNES ASM work myself, but I hear Geiger's Snes9x Debugger is the thing to use.
I don't know if Geiger's debugger supports temporary opcode editing, but if you want to screw around you can always edit the instructions contained in the ROM with a hex editor to screw around. You'll probably want to find yourself an instruction set reference manual for your chosen system - you're working a a lower level than traditional programming (actually modifying CPU commands here) so you'll need to have a firm grasp of what each CPU instruction does. I can't help you with Hyrule Magic stuff though, I'm not knowledgeable there..... |
Xenesis |
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Level: 46 Posts: 303/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
Eh, I saw the question anyhow so I'm going to answer it
Well, you would expect it to run the same opcodes. If something is changing in the game, eg an enemy position the values loaded by those opcodes would be different. Say you've got an enemy that walks right one pixel every frame and that was the only thing it could do, you'd likely see something like the following: Load (enemy X position address into a register) Add X 0x1 Save (enemy X position from register into address) So, regardless of what that enemy does, it goes in the X direction by 1 every frame. If you had something that moved in many directions however you might see something like this: Load (enemy X position address into R1) Load (Change in X position into R2) Add R1, R2 Save (enemy X position from R1 into address) Load (enemy Y position address into R1) Load (Change in Y position into R2) Add R1, R2 Save (enemy Y position from R1 into address) Difference here, you'll find that there will be some other code that will change the value that is added to the X and Y position. So you can set a breakpoint on the new position to find your new code. Of course it can vary from extremely simple (like my first example) or profoundly complicated. It's just a matter of familiarity (you'll get into the logic of the game you're working on after a while, they all have their own personalities) and being comfortable with working with assembly code. |
Xenesis |
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Level: 46 Posts: 304/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
That's generally because advancing one frame is game specific really. Each game is coded to draw updated graphics once per frame to the various video functions of your particular hardware.
That being said, there's a frame counter somewhere, although unless you're trying for a TAS they're not that helpful I find. :/ For what you just did, a better idea would be to do something like: -Find the RAM address of Link's Magic Meter -Set a breakpoint for when the value of the magic meter is changed -Resume the game and use the lantern. The game will break, as you've used some MP. You might have to watch the code carefully, but it'll likely return from what is a nested subroutine. You can probably find where in the ROM it's getting something (like the value of MP to use). If you can reverse it, you can generally get to the overall function that handles item use or something. It's a simple place to start Depending on how you're reading it you can follow it a fair way up. Being an old game, Zelda's likely to have a lot of hardcoded functions.
Yeah, that's pretty much how it works.
Make sure you start with simple things like changing the MP something uses, the damage a sword hit or something does - that'll get you familiar with the code so you can actually start figuring out how things work. |
Xenesis |
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Level: 46 Posts: 305/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
AW2 Design Maps just got about ten kinds of more awesome to actually sit and use.
I can't be the only one who's sick of the standard DM music |
Xenesis |
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Level: 46 Posts: 306/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
Left and Right go through the song list and R hits a random song.
(I updated the annotations to clarify) |
Xenesis |
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Level: 46 Posts: 307/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
Implementing more silly, yet fun features:
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Xenesis |
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Level: 46 Posts: 308/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
Some interface improvements.
Original for comparsion: |
Xenesis |
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Level: 46 Posts: 309/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
This is an official announcement of what I am working on!
:o http://project.warsworldnews.com/ So yeah. Have a look-see. I'll be updating it periodically. Posted by "About Page" And now I know that you guys don't like following links without at least some screenshots/content, even though you've seen some of it in the screenshots topic: Random CO Selects - Video Design Maps Jukebox - Video New CO Power: Forged Steel - Video Edit: Also I fixed my derp and now commenting on the site works. |
Xenesis |
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Level: 46 Posts: 310/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
New Update - Feature: Unit Rebuild
http://project.warsworldnews.com/features/rebuild/ |
Xenesis |
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Level: 46 Posts: 311/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
I have a new update for you guys
Unit Veterancy |
Xenesis |
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Level: 46 Posts: 312/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
I self-made a few Nightmare2 modules to help out, but it's all forged with my bare hands stuff. Trying to get a friend of mine to help out in making some form of map editor so I don't have to hand-edit several hundred maps |
Xenesis |
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Level: 46 Posts: 313/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
And for Today's update I announce something neat
Multiple Tileset Support |
Xenesis |
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Level: 46 Posts: 314/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
Today has a tasty new update~
More Design Maps Slots |
Xenesis |
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Level: 46 Posts: 315/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
PLOT DEVELOPMENT
Or, we have a campaign, guys! |
Xenesis |
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Level: 46 Posts: 316/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
BLACKHOLE IS ANGRY.
YOU MUST APPEASE THE POSTING GODS! :o |
Xenesis |
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Level: 46 Posts: 317/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
QUICK LETS SAVE THE PRESIDENT! (HE HAS BEEN KIDNAPPED BY NINJAS) |
Xenesis |
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Level: 46 Posts: 318/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
I dunno. If we ever got that hungry it would be worth eating some spam. |
Xenesis |
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Level: 46 Posts: 319/416 EXP: 672485 Next: 39289 Since: 02-20-07 Last post: 4391 days Last view: 3099 days |
You know, I was going to say something about sore throats from yelling.
But I am unable to think of a keyboard-related injury that could be attributed to keyboard yelling. |
Main - Posts by Xenesis |
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