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Please chime in on a proposed restructuring of the ROM hacking sections.
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FloBo
Posted on 06-26-07 12:40 PM, in Looking for Super Mario Kart data Link | Quote | ID: 49743

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Hey Stifu?

Remember me? How's progress going with your Editor/viewer?
Wasn't your exam somewhere in may, where you wanted to have your Code ready?

Am just curious about the project



Greets, FloBo

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FloBo
Posted on 06-29-07 01:09 PM, in Looking for Super Mario Kart data Link | Quote | ID: 50664

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Posted by Stifu
Hey. You're the guy who wanted to port the project to Java, right ?

Anyway, my presentation ended up being at the beginning of June after all. I couldn't get the editor ready in time, so I only had a track displayer to show my teacher, ie: nothing could be edited or saved. (Still got a decent grade)

I haven't touched the project since then. However, I'm planning to remake the editor with a friend (Midwife), in C# this time. We're working on the conception these days, but haven't started programming... We'll be able to reuse the majority of what we already did with the C++ version, though.
It's still going to be a while before we release a (complete) public version...


Yes, indeed, that's me. Cheers to you for your grade

What are you developing the design in? UML? If that's the case, I could maybe reuse this information as well for the recode in Java.

Also why do you want to refactor your whole project? Is the source such a mess already? And why on earth C#?! That way, it'll only work on windows systems... (yeees, I know there's mono for linux... but this one doesn't count)... depending on the version of c#, it may not even be possible to run it on 9x-platforms... So what made you go for .net if I may ask kindly?

I'll be glad to see some progress on this one. Maybe you could just give me a snapshot of the current state of it? What has been designed, what still has to be done, etc.

Hope to hear from you soon

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FloBo
Posted on 08-12-07 11:36 AM, in 65816 Tracing Tutorial?! Link | Quote | ID: 61964

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Hi there.

As this has always been some kind of myth to me, I just wanted to know if anyone of you guys knows some descent 65816 tracing tutorial, showing how to trace data (like tilemaps, etc.) using geigers snes9x debugger...

I mean, I know that you have to somehow figure out, where your data might be (using corruption or something similar), then trace the according address using the debugger... thus, you can find out where the data is loaded from/stored to and what compression it uses... you just have to identify some of the most important asm-routines, right?

So... having read a whole lot about snes-hardware-internals and 55816 asm and having all that theoretical how-to knowledge explained above, I'd just like to see, how it is done in reality...

So is there some tutorial existing or any volunteer wanting to help me out on this one? Thanks in advance

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FloBo
Posted on 08-12-07 12:40 PM, in 65816 Tracing Tutorial?! Link | Quote | ID: 61969

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Posted by Sukasa
...to look for writes to the start of that RAM section, and then finally 'step out', then place an execution breakpoint on the bytes just before the command you're currently at. reset, and you'll have found the routine that handles data you're interested in.

of course, you'd need to expand on that greatly and find other ways of locating data, but this is one example.



What exactly do you mean by the start of the RAM section? the start of the rom bank? And just for my understanding: when I 'step out', I get to the point, where the routine started, that actually messed around with the offset I set my first breakpoint to, right?

Alright then... having the knowledge of where my tileset is stored in rom (compressed) and where it finally is loaded to ram, I should be able to figure out the compression routine using just what you said. take a read-breakpoint, push step out, take an execute breakpoint and push next op as often as needed to figure out what the compression algorithm does, right?

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Main - Posts by FloBo

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