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Author Topic: Hex Testing Team  (Read 3478 times)
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Salanewt
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« Reply #15 on: August 30, 2009, 05:06:00 AM »

Thanks, I did this, and it works. However, I do find it a bit confusing... After typing in the necessary commands to find the sprite's tile data, the game stops near the beginning of the title screen with some offsets. I will probably test this again in about a week or two, but I do not see why the emulator stops at the title screen for tiles that are not there.

Oh well.

Have a nice day.
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Atrius
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« Reply #16 on: August 30, 2009, 07:28:00 AM »

Mario & Luigi: Superstar Saga.


Salanewt, you have to realize the same location in memory is used for tiles everywhere in the game.
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« Reply #17 on: August 30, 2009, 03:29:00 PM »

Oh, thanks for telling me. I did not know.

Well, I think I will eventually open VBA SDL H again and try searching again (probably today). Now that I know that tiles are located in the same location, then I wonder if there is a way to search for sprites instead (after I record the tiles' location).

Have a nice day.
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Edit: Oh, Atrius? I was wondering, could you please tell me which offset I should choose?



If possible, I would like one from the ROM section.

Thank you in advance.

This post has been edited by Salanewt on Aug 30 2009, 02:12 PM
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« Reply #18 on: August 31, 2009, 02:16:00 AM »

Even though I have like close to slim experience in Assembly.. I would think #15 is the one, the same as the three in the bottom (Well actually as ONE of the three in the bottom, but I think they should all be noted since the other two are next to each other).. However... I also tried playing around with pointers near those locations too...

Also.. I try all the ones that start with 08, just in case.

The two types of breakpoints.. the write one when that value changes, and the read one.. when another pointer gets the info from the pointer you specified., but I, in this case, only used the write one.

Correct me if I'm wrong.

Edit: It appear R8 is often the same. Not 100% sure why, but I hope one day I find out. (Do all the Rs mean something? if not the same thing, I shall find that out. IN my opinion, I think it's the assembly directions.. in the order they are in is when it is written/read..)

Most importantly, I want to know what those acronyms/abbreviation mean. (str, ldr, ldrb, etc.) ) Hopefully I will find out, probably from research. Edit: Like from  GBATEK or THUMB REF.

"Experience gives you wisdom."


I'm glad http://forums.feplanet.net/index.php?showt...45&#entry470945 gave me the push that I needed.. However at first I probably did not understand it, but it's slowly starting to catch on.

Edit: The R0 might be important too.

This post will probably be edited in the future unless someone posts.

This post has been edited by charleysdrpepper on Aug 30 2009, 11:18 PM
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« Reply #19 on: August 31, 2009, 11:44:00 AM »

Mmmm... This one looks like it'll take a bit of work, and a slightly more advanced knowledge of Assembly.

The current command is meant to store the value in R0 at R5+8, but neither of those values match what you're concerned with is being written, or where it's being written to.  What it's really doing with the information you're concerned with is moving it through a DMA transfer, meaning the information in the registers right now could be virtually useless, except that it looks like that command it just executed was to initiate the transfer since it's writing to the location that the DMA registers are at.  You'd need to either check a couple of commands back, or check the memory values starting at around 040000B0 (DMA transfer registers location) while at this break point to figure out the specifics though.



R13 = Stack Pointer - A location in memory for temporary variable storage, most often used as subroutines are called.
R14 = Link Register - A pointer used to store the return address for linked branch commands.   Basically it's used so the CPU knows where to continue executing commands after a subroutine is executed.
R15 = Program Counter - Where commands are currently being executed from

Also CPSR is a register, but it's just some flags that I don't even really pay attention to except in extremely rare cases.

The rest of the registers are general purpose, and could be used for anything the programmers needed them for at the time.
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« Reply #20 on: August 31, 2009, 12:28:00 PM »

Okay... Thank you for that explanation. I guess that for now, I either just select one at random, or I try searching for something else, right? Oh well.

Perhaps something that can be seen on the title screen might work better.

Anyway, I shall try one or two of these in regular VBA Memory Viewer (just in case it gives me something similar to what I want).

Have a nice day.
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Yesterday at 07:26:16 PM
Fox: (path) 1 text=(address) char=(address) free=(address) ; << Well, closer to this... but yeah... even if I do choose to have defaults in the code, I could still use this method for overrides.
Yesterday at 07:24:28 PM
Fox: So like (path) 0 text=(address) char=(address) len=(number) ; (path) 1 free=(address) ; Or something. But that's just a quick example.
Yesterday at 06:59:14 PM
Fox: Hopefully. I was wanting to make it so you could put in the addresses/etc. as one of the arguments in the path. Hm?
Yesterday at 03:37:07 PM
KyleRunner: Nice! I hope you'll add compatibility with others games (GS1, Mario Golf and Tennis) soon.
January 14, 2018, 11:40:09 PM
Fox: Okay. Posted (in Downloads section) an initial cutdown version for now, for my text compressor. Basically to separate the code from my Editor for anyone who wants to mess with it. It only supports GS2, because I still didn't add the addresses/etc. for the other games.
January 14, 2018, 05:01:00 PM
Fox: Okay! Going to need to think how I want it to work. Initial thoughts is maybe have a number of arguments in the filepath thing. And have a number of shortcuts (files) to be used as examples. Assuming there are no problems.
January 14, 2018, 10:38:24 AM
KyleRunner: Well... I'm used to editing text ina a text editor, so... yes! Thanks in advance!
January 13, 2018, 11:38:43 PM
Fox: (Text editor = Text Document like notepad.)
January 13, 2018, 11:38:21 PM
Fox: Would you prefer during the text editing in a text editor? (Like what gstoolkit lets you do?) I could probably make a separate tool or something to compress it.
January 13, 2018, 10:10:02 PM
KyleRunner: Ok. Once I finish my Lost Age translation, I'll try a Mario Golf one. Thanks. (But I'll need help).
January 13, 2018, 10:03:17 PM
Fox: If you want to make it "permanent" (part of a hack), then you'd edit code in the ROM that writes to this location of the IDs you'd want to change. (You can find these locations by using a breakpoint debugger like SDL-H or no$gba.)
January 13, 2018, 10:00:11 PM
Fox: Reload/switch = Recommended to be done through Debug mode/warp menu, ofcourse... since doors seem to appear as if they were disabled? ; 03001238:01 and B+Start to get to warp menu.
January 13, 2018, 09:55:39 PM
Fox: @Kyle Runner = It might be, but you'd have to use the correct addresses for Mario Golf, rather than for GS2 as I have it right now. ; @raijinken = Yes. 02000454 = ID of leader. (Change this and reload/switch room you are in, enjoy.)
January 13, 2018, 02:23:29 PM
raijinken: Hey guys, is it possible to somehow change the lead character on the map? Was wondering. I remember there was a cheat to use Jenna, but what if I wanted Isaac, or Piers?
January 13, 2018, 02:10:03 PM
KyleRunner: Hey, Fox *
January 13, 2018, 02:09:37 PM
KyleRunner: Hey, is your text editor compatible with Mario Golf (GBA)?
January 11, 2018, 08:33:13 PM
Fox: But if it isn't an oversight, I still can't imagine it being that useful.
January 11, 2018, 08:28:24 PM
Fox: part, ofcourse.
January 11, 2018, 08:28:15 PM
Fox: 0200274C = Hmm... Stuff happens here when you use Cyclone around bushes. (These cause tile replacements, and setting event 0 to those tiles.) - And I guess this kept here so it can be scanned after battle. (To re-update the map.) So here is my fun thought (assuming if it is even possible, or even convenient if so.) ... Are there any events from other maps that could be disabled do to using Cyclone on bushes + Retreat glitch? I'll need to do some testing to make sure this isn't an oversight on my
January 09, 2018, 08:09:26 PM
Fox: And the chance for a Djinni battle is 50%.

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