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Please chime in on a proposed restructuring of the ROM hacking sections.
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Xenesis
Posted on 05-30-10 05:19 AM, in Which games would you like to see a editor for? Link | Quote | ID: 131580


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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
Posted on 05-31-10 04:35 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 131595


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Yeah, the sprites are placeholders. But I am doing stuff :o

Xenesis
Posted on 06-06-10 10:01 AM, in FSNASM and general ASM question. Link | Quote | ID: 131784


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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
Posted on 06-06-10 03:20 PM, in FSNASM and general ASM question. Link | Quote | ID: 131787


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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
Posted on 06-06-10 04:29 PM, in FSNASM and general ASM question. Link | Quote | ID: 131790


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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.


That aside I think I could get the hang of everything else easily.
I think everything works like this (example only, and probably a stupid one):
You do action A.
Action A has a pointer that says "Load this ASM from this location"
Then it does, the ASM does something.

and how most ASm patches work I think, is it injects custom ASM into the game, and changes said pointer to load that ASM instead of the original.

Yeah, that's pretty much how it works.


My current problem is finding the pointers of what I want..o.o Doesnt seem to be working right.
Right now, as just a test, im trying to get the Lamp to do something different. Anything really(even screw the game over. Which itll probably do at first if I ever get anything to work), as long as its a start. lol..

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
Posted on 06-09-10 04:30 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 131882


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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
Posted on 06-09-10 04:36 PM, in The General Project Screenshot/Videos Thread... (rev. 2 of 06-09-10 04:38 PM) Link | Quote | ID: 131885


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Left and Right go through the song list and R hits a random song.

(I updated the annotations to clarify)

Xenesis
Posted on 07-02-10 08:54 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 132564


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Implementing more silly, yet fun features:


Xenesis
Posted on 07-12-10 05:26 PM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 132911


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Some interface improvements.



Original for comparsion:


Xenesis
Posted on 07-15-10 11:51 AM, in Advance Wars: Project (rev. 2 of 07-17-10 07:49 AM) Link | Quote | ID: 133005


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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"
Welcome to Advance Wars Project.

I’ll be periodically updating this with new content related to the hack as progress is made. For now, there is some information on a few units, COs and music.

The coding work for this project is being performed by myself, script and the likes are being done by Terragent and x0_000 is our composer.

The final work will have a complete set of new COs, music, graphics, campaign, War Room among other surprises we have planned. All the numbers here are just temporary. They’ll probably change over time!

Enjoy!


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
Posted on 07-21-10 05:02 AM, in Advance Wars: Project Link | Quote | ID: 133204


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New Update - Feature: Unit Rebuild

http://project.warsworldnews.com/features/rebuild/

Xenesis
Posted on 07-26-10 03:07 PM, in Advance Wars: Project Link | Quote | ID: 133423


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I have a new update for you guys

Unit Veterancy

Xenesis
Posted on 07-26-10 03:13 PM, in Advance Wars: Project Link | Quote | ID: 133425


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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
Posted on 07-30-10 07:50 AM, in Advance Wars: Project Link | Quote | ID: 133595


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And for Today's update I announce something neat

Multiple Tileset Support

Xenesis
Posted on 08-16-10 01:55 PM, in Advance Wars: Project Link | Quote | ID: 134462


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Today has a tasty new update~

More Design Maps Slots

Xenesis
Posted on 08-22-10 09:27 AM, in Advance Wars: Project Link | Quote | ID: 134762


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PLOT DEVELOPMENT

Or, we have a campaign, guys!

Xenesis
Posted on 08-26-10 04:55 PM, in So There have been no pots in the last hour Link | Quote | ID: 134870


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BLACKHOLE IS ANGRY.

YOU MUST APPEASE THE POSTING GODS! :o

Xenesis
Posted on 08-26-10 04:57 PM, in So There have been no pots in the last hour Link | Quote | ID: 134872


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QUICK LETS SAVE THE PRESIDENT! (HE HAS BEEN KIDNAPPED BY NINJAS)

Xenesis
Posted on 08-26-10 05:01 PM, in So There have been no pots in the last hour Link | Quote | ID: 134875


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I dunno. If we ever got that hungry it would be worth eating some spam.

Xenesis
Posted on 08-26-10 05:05 PM, in So There have been no pots in the last hour Link | Quote | ID: 134877


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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.
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Main - Posts by Xenesis

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