+  RHDN Forum Archive
|-+  Romhacking
| |-+  General Romhacking
| | |-+  So I took a look at Geiger's Snes9x.
Pages: [1] 2 3 ... 5
Author Topic: So I took a look at Geiger's Snes9x.  (Read 4962 times)
Ryusui
Guest
« on: September 22, 2006, 03:38:56 pm »

Might I ask, is there any good reason why this program doesn't have anything in the way of a tile/map viewer? FCEUXD has one, Gamelad and bgb have one, Visual Boy Advance has one...granted, Boycott Advance and VBA-SDL-H don't, but I can use them in tandem with VBA's tile/map viewers. I don't have anything for SNES apart from the time-honored primitive method of using ZSNES savestates in conjunction with my debugger...

Are there any SNES emu's with this simple, useful feature?
Lenophis
Guest
« Reply #1 on: September 22, 2006, 03:40:23 pm »

Off the top of my head I'd have to say that would be a "no." I'm personally looking for a fully fledged debugger for SNES, and his tracer is a far cry from that. Cry
KingMike
Guest
« Reply #2 on: September 22, 2006, 04:02:08 pm »

Quote from: Ryusui on September 22, 2006, 03:38:56 pm
Might I ask, is there any good reason why this program doesn't have anything in the way of a tile/map viewer? FCEUXD has one, Gamelad and bgb have one, Visual Boy Advance has one...granted, Boycott Advance and VBA-SDL-H don't, but I can use them in tandem with VBA's tile/map viewers. I don't have anything for SNES apart from the time-honored primitive method of using ZSNES savestates in conjunction with my debugger...

Are there any SNES emu's with this simple, useful feature?

SNEMul. But I don't think you can view it AND play the game. Also, it's for DOS and hasn't been updated since like '99.
Ryusui
Guest
« Reply #3 on: September 22, 2006, 04:09:37 pm »

Bleah. -_-;

Ah, well. I could always try VSNES.
Aerdan
Guest
« Reply #4 on: September 22, 2006, 08:35:02 pm »

ZSNES has debugging features [that don't require DOS now]; it doesn't include a tile viewer yet, though.
Nightcrawler
Guest
« Reply #5 on: September 22, 2006, 09:37:49 pm »

Quote from: Ryusui on September 22, 2006, 04:09:37 pm
Bleah. -_-;

Ah, well. I could always try VSNES.

YES... VSNES is a FAR better tool than any emulator with a VRAM viewer could ever hope to be in my opinion.

Learn to use it effectively and it is a tool you can't be without in the SNES world.
Ryusui
Guest
« Reply #6 on: September 22, 2006, 09:57:51 pm »

The thing that scares me is that I did a remarkable amount of work on G Gundam and Zeta Gundam with no prior experience, using nothing but logs generated by LordTech's DOS-based Snes9x Tracer and a basic grasp of ASM. Now I can't imagine doing a hack without implementing VWF and bending the whole shebang to my will. ^_^;

Patlabor is going to be an odd duck to hack if I ever try it, seeing how the font is already squashed horizontally and I still don't have enough room for all the text. Furthermore, while I know the original cast forwards and backwards, what about the original characters with unfamiliar kanji names? I'm still pretty much a n00b at reading kanji names (though GiTS: SAC has taught me to think twice about reading 一人 as ひとり, if you catch my drift XD).
Nightcrawler
Guest
« Reply #7 on: September 22, 2006, 10:10:36 pm »

Quote from: Ryusui on September 22, 2006, 09:57:51 pm
The thing that scares me is that I did a remarkable amount of work on G Gundam and Zeta Gundam with no prior experience, using nothing but logs generated by LordTech's DOS-based Snes9x Tracer and a basic grasp of ASM. Now I can't imagine doing a hack without implementing VWF and bending the whole shebang to my will. ^_^;

Your preaching to the wrong guy. As a 10+ year veteran of ROM hacking/translations(Note that I started in ROM hacking well before the establishment of Translation Corporation), when I started, nobody could even do assembly hacks. I don't think there were any assembly hacks prior to 1996 that I'm aware of, but my memory is faint these days.

I had some hand written tables and a hex editor and that's about what most of my peers were using then as well. It didn't take too long though for the first attempted assembly hacks and script dumps started coming into play though. However, very few were talented enough to do so. And there were DEFINITELY no real tools to help you do it. It was quite different than things today.

I remember a guy named Jitterbug coded the first hex editor(in QBASIC) with table support I had ever seen. I remember thinking how much time that was going to save. You could actually type the English words right on in the ROM!  Shocked

Ah.. those were the days. Too many people take things for granted today. I've seen the progression of so much. And I've fallen into the same thing. I can't imagine having to go back to the way it used to have to be done. I suppose it STILL has to be done that for certain obscure systems. But, there is at least more collective knowledge available today to assist than there ever was before.
Ryusui
Guest
« Reply #8 on: September 22, 2006, 10:35:35 pm »

Ah, QBASIC. I remember being so pissed that Microsoft had discontinued version 4 for purchase (I couldn't compile programs in the free version that came with Windows, only interpret them) that I decided "hang the rules" and just downloaded it. My first such act. In that regard, I suppose you could call them the Lewis Prothero and company to my V, 'cept I wouldn't be caught dead in a Guy Fawkes mask. XD And I won't be exacting any vendettas on them as long as their .NET Express compilers remain freeware, and they keep putting out neat stuff like Rise of Legends. ^_^

I actually hand-assembled code for an abortive attempt to hack SF5 on GBA. Got pretty far with it, too, until I broke down when I discovered there was another bug I had to squash. T_T; Now I have Goldroad, and those dark days are far behind me...now, if I could only get my fledgeling VWF to display properly in the dialog boxes. XD
Bongo`
Guest
« Reply #9 on: September 22, 2006, 10:49:55 pm »

Quote from: Lenophis on September 22, 2006, 03:40:23 pm
Off the top of my head I'd have to say that would be a "no." I'm personally looking for a fully fledged debugger for SNES, and his tracer is a far cry from that. Cry

Anyone ever wanna change something like a FLAG or the contents of A, X, or Y?
How about SEEING where stack is pointing? This is just SOME of the things that
is missing in this emu...
Ryusui
Guest
« Reply #10 on: September 22, 2006, 11:00:33 pm »

GB hacking became a lot easier when I finally understood that CALL instructions pushed the address of the next instruction onto the stack. I can just glance at the stack display in bgb and tell where the last CALL came from without following a routine to the end and hoping I hit the right RET. ^_^;
Nightcrawler
Guest
« Reply #11 on: September 22, 2006, 11:32:56 pm »

Quote from: Bongo` on September 22, 2006, 10:49:55 pm
Quote from: Lenophis on September 22, 2006, 03:40:23 pm
Off the top of my head I'd have to say that would be a "no." I'm personally looking for a fully fledged debugger for SNES, and his tracer is a far cry from that. Cry

Anyone ever wanna change something like a FLAG or the contents of A, X, or Y?
How about SEEING where stack is pointing? This is just SOME of the things that
is missing in this emu...

You can see where the stack is pointing too at any time looking at any instruction in Geiger's debugger realtime... I don't know what you're complaining about.

Yes, processor status and internal CPU registers do seem to be unmodifiable. That is an annoyance. I generally work around that by editing instructions in the ROM or RAM address values.
Gideon Zhi
Guest
« Reply #12 on: September 24, 2006, 09:52:29 pm »

Quote from: Ryusui on September 22, 2006, 09:57:51 pm
Patlabor is going to be an odd duck to hack if I ever try it, seeing how the font is already squashed horizontally and I still don't have enough room for all the text. Furthermore, while I know the original cast forwards and backwards, what about the original characters with unfamiliar kanji names? I'm still pretty much a n00b at reading kanji names (though GiTS: SAC has taught me to think twice about reading 一人 as ひとり, if you catch my drift XD).

Using hires to simulate 8x16 in a 16x16 font almost never looks good. It tends to come out looking like the old version of my Rudra patch. I recommend you break it.
Bongo`
Guest
« Reply #13 on: September 24, 2006, 10:52:01 pm »

Quote from: Nightcrawler on September 22, 2006, 11:32:56 pm
You can see where the stack is pointing too at any time looking at any instruction in Geiger's debugger realtime... I don't know what you're complaining about.

What version are you using? I using version 1.43 ep9r8 and I see NO
stack. I rarely need it but still, I don't see it AT ALL in this version!
Ryusui
Guest
« Reply #14 on: September 24, 2006, 11:11:20 pm »

Quote from: Gideon Zhi on September 24, 2006, 09:52:29 pm
Using hires to simulate 8x16 in a 16x16 font almost never looks good. It tends to come out looking like the old version of my Rudra patch. I recommend you break it.

Break it, as in, "smash the hi-res printing entirely and have it print normal-res characters instead"?

Sounds like fun. ^_^

Problem is, I'm getting nightmare visions of using SRW:OG's ugly ultra-narrow VWF to get a decent amount of text on screen...not to nitpick at the otherwise excellent work, but am I the only one who noticed that the letters "i" and "l" aren't spaced properly? Bah, narrow doesn't have to look ugly. I'm sure I can work something out.

Speaking of fonts and printing and yada yada yada, the foundations of my Bistro Recipe translation are in place. I haven't implemented the VWF yet, but I do have some hooks and modifications in place that do two very nice things:

1. You can now choose to name a created Foodon, or use its default name. Even put a proper prompt in place for it, though there's this odd bug I can't figure out where the name entry screen displays improperly for an instant. Using its default name will save a dictionary compression code to memory instead of the actual full name; this is vital to allow me to use names longer than 6 characters without completely breaking the original save system.

2. Monster names will be displayed using their exact length, regardless of where the name appears; no more ugly empty spaces. (This uses a method I will have to rewrite once VWF is in place, but the basic functionality is there. In fact, as it stands, it's somewhat redundant. XD)

One thing worth noting at this point is that save files are still compatible between both versions, although compression codes will display as gibberish in the original ROM. Once I get passwords done - and I will have them done (possibly next!) - they will, for obvious reasons, not be directly compatible between versions, but if I can, I'll rejigger the password system in such a way that passwords can be converted for use (though I'll probably have to add some means to change the monster's name mid-process; otherwise it'll display as cavespeak).
Pages: [1] 2 3 ... 5  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC