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Author Topic: Help finding some memory addresses  (Read 362 times)
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« on: July 08, 2017, 09:51:38 PM »

The other day I found this oob stuff in jupiter lighthouse: https://www.twitch.tv/videos/157338573

I've been trying to track down the flag/addresses that indicate this kind of skip could be used elsewhere. My rudimentary brute-force RAM search has turned up nothing lol
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Fox McCloud, the Hacking Doctor
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« Reply #1 on: July 09, 2017, 02:16:50 AM »

The other day (When studying stuff on your last topic), I saw code putting data in the flags as bytes... I thought that was odd, but thought nothing of it...

Now, after thinking about your thing for a bit, it just occurred to me.... that that was the way it transferred the coordinates to the next room.

The flags are at 0x380 (8 bits for X position), and 0x388 (8 bits for Y position)
0x020000B0 = Address of where those flags are if you choose to edit from memory instead of flag menu.


And those are in area based flags, so leaving Jupiter Lighthouse altogether will reset them back to 0.



Map 286 (Mars Lighthouse) has it at 020000A8! (0x340) - Possible to use for a skip?? I don't know. -

286:11 =  Number does NOT get set to 0 after landing. ; Only works with door 11. (So unless you can manipulate the number (Like maybe keep it at 00 00), and get this door some other way, may not be manipulative?) And since the number doesn't reset to 0, Retreat glitch not useful??

Jupiter Lighthouse isn't based on door and simple requires the values to be non-zero. They are 0'd after landing.


Ofcourse, Mars Lighthouse example isn't about cracked ground, but rather falling through the darkness....
« Last Edit: July 09, 2017, 10:17:35 PM by Fox » Logged

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« Reply #2 on: July 09, 2017, 11:10:16 PM »

Mars lighthouse is falling down after the Sol Blade puzzle. Ironically, that information isn't cleared when you fall down! If you get an encounter after falling down (but not leaving the room) then you get warped back to where you fell down lol

Update: Disappointingly it doesn't appear that this behavior is useful anywhere else. I only found Mars Lighthouse and Anemos Inner Sanctum to have this behavior. Mars lighthouse fails because retreat glitching and falling down sends you to the 0,0 door near Madra while in Anemos you can successfully store information to 0x020000B0 but no room will trigger loading that information.
« Last Edit: July 10, 2017, 12:53:31 AM by Plexa » Logged
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January 17, 2018, 04:07:51 PM
KyleRunner: :D
January 16, 2018, 08:44:56 PM
Fox: I must say... life can be complicated..... when you have question(s) (via email) ... and it seems like they sort of get ignored. :D ; Fun, (And sometimes, a person may respond, and completely not answer the question.... so like... 3-person conversation.) Hahahaha!!
January 15, 2018, 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.
January 15, 2018, 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.
January 15, 2018, 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?
January 15, 2018, 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.

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