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You have the broad overview Several approaches to this one. To do that trick the command list has to either be stored somewhere normally more for in game cheats people look at this, not least of all because it helps figure out anything that maybe did not leak to the press of the time or come out since , or each button press unlocks a further step in the sequence don't know if you ever had any hidden DVD menus where you have to press certain menu buttons and a wrong press resets to start, same idea.
Not great from a coding perspective but for a simple menu it gets it done 2 Logging. Not sure what the SNES has on this front but as its debuggers are usually up there with the better offerings then might well be something. Here you would do basically everything but launch the hidden game so it has seen the moving up and down, idling, background animations, timers for any demo mode, music, save authentication maybe Enter the code, pause as quick as you can maybe even go to stepping mode if you are bored and want to press next a few hundred times and it will jump to the code for it eventually and you can hopefully work backwards from there -- things jumping around gets tricky but if you know the destination then jumps to it tend not to be the hardest to find, or at least form the next thing to add to the break on execute list of breakpoints to see what landed there and then get another step to start going back up the instructions list for.
I imagine some form of graphics are loaded for the hidden game that are not in the base menu as part of this. If you can find them in the ROM then a conventional tracing session set break on read for that graphics area will yield something here and you can work backwards from there. Finding the copyright should be a more conventional tracing effort -- find the graphics for the screen in the ROM if you can another step if you can't and set a break on read for them. When it fetches it to stick in VRAM you have at least some code that does it and thus can hopefully jump to things.
Thanks for your advice on approaches to this. As I thought, my understanding does have more gaps than I was aware of. By chance more than anything, I found a point in HxD where code can be changed and the game loads up from a different point, skipping the copyright screen. The screen goes pink after a few seconds, also displaying an empty power bar graphic, then went to the SNES game over screen, then loaded up the copyright screen as it would usually after this.
I found the earliest point where the copyright screen doesn't load if values are changed, so I'm guessing this is where I need to change the values to 'load Atari Pitfall'. I've spent a few hours trying to figure out features in Mesen-S. I think it's probably better to ask how I find what a I'm looking for than to try and explain what I can't find or understand. I'm seeing 'sub start' sections in the debugger, opening these in the Memory Tools screen but there doesn't seem to be a view in that to show where these addresses appear in the original rom.
I'm guessing I could be approaching this all wrong or not looking at the right thing. I know this little project is really just two changes in a hex editor but finding where they are and what to change them to will be a big step forward for me.
Where and what is basically the whole story though, in both senses of the term. Where processes begin In an ideal world you would have code you care about, however you might have to settle for something else like graphics being loaded, audio being twiddled or similar.
Cyneprepou4uk Hero Member Posts: I am the baldest romhacker. I would start with searching for an address that holds correct cheat input counter. There are many ways to find it, for example simply by looking at RAM, using some kind of RAM Search emulator feature with filters, copy-pasting RAM from one savestate to another with a binary search algorithm in mind, etc.
Also you can pick up some hints by looking at the route the code takes when the check is correct. TommyG Jr. Member Posts: 6. Pitfall is awesome!! It is literally one of the best games I have ever played, and i've played a lot of games in my time. I play it every day on Retro Arch, i'd like to find a "hacked" version of it though just to see what it's like. Big deal. As the original post said, it is already in the game and playable, the author just wants to play it without entering a cheat code every time.
I think the biggest noob wall I'm hitting with this is not knowing how to decipher what I'm seeing in debuggers. I've also tried entering what I'm seeing into Lunar Address to try to work this out, looking for patterns, parts that match strings of hex in the rom or the offset and none what I've tried seems to make sense to me.
I mentioned before that I accidentally found a part of the rom where changing values makes the game load up differently the bold text below at the beginning of the rom , so that's what I've been looking for using debuggers.
That string is all or part of a jump instruction that makes it load the first copyright screen where I should load the Atari game instead. It means I can also use the same method for establishing where it loads other things from. Right now, I'm not able to make any sense of what I'm seeing in a debugger though.
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