ded302 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									«  on: March 03, 2007, 02:57:38 pm » | 
								
								 | 
							  
							 
							I recently asked a question about the Bloody Warriors nes rom and was able to edit the nes header and get the font replaced. I was able to change the option text that had: begin,delete,and copy game, and I found out where the main dialouge was located and I changed the first line into a phrase. Ive tried to change the menu text and battle menu text using the methods I used for the intro options and dialouge. Ive used a hex search and relative search, tweaked some of the letters, and I get no results. Could the menu text and battle menu text be compressed? 
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							DaMarsMan 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #1 on: March 04, 2007, 01:05:50 am » | 
								
								 | 
							  
							 
							Could be...Do a ram dump when the menu is displayed and search for it in there. Next time post the question in your original thread instead of creating a new one.  
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							ded302 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #2 on: March 04, 2007, 01:24:48 pm » | 
								
								 | 
							  
							 
							Well, I downloaded FCEUXD SP 1.07 and I am going to take your advice on getting a ram dump. 
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							akadewboy 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #3 on: March 04, 2007, 08:22:46 pm » | 
								
								 | 
							  
							 
							Here's an example of when relative searching failed me when I was trying to find the text in a menu on Famicom Wars:  Now as you can see the text isn't compressed, however there are control codes in between each letter. This is why relative seraching failed me when I tried it. Maybe there is something similar in your menu? When I ran into this problem at first I thought it was because of compression too, it drove me nuts for a long time until  g8z et al pointed me in the right direction. I believe he used the debugger to find out where the text was comming from.  
						 | 
					 
					
						
							
								| 
								 | 
							 
								| 
									« Last Edit: March 04, 2007, 09:01:36 pm by akadewboy »
								 | 
							  
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							KingMike 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #4 on: March 04, 2007, 09:28:57 pm » | 
								
								 | 
							  
							 
							Actually, it's ASM. It's a script writing each hardcoded letter into an array.
  The SNES SD Gundam Gaiden game I'm doing actually did some menu text that way. 
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							ded302 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #5 on: March 05, 2007, 12:53:10 am » | 
								
								 | 
							  
							 
							Well I appreciate the advice and I'm going to read some docs on nes asm and learn how to use a debugger and tracer. 
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							DaMarsMan 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #6 on: March 05, 2007, 01:03:43 pm » | 
								
								 | 
							  
							 
							If you use a trace you can ALWAYS figure it out.  
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							ded302 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #7 on: March 06, 2007, 11:42:28 am » | 
								
								 | 
							  
							 
							I read a tutorial on this site that tells you how to use Nestens cheat utility to isolate ram addresses that change,increase,and decrease. Ive been putting those addresses into a debugger and whenever I hit the menu button, the debugger will snap at the button push. Since Kingmike told me that the menu letters are written into an array, wouldnt I want to step through the code until I hit a loop that deals with those menu letters. 
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							KingMike 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #8 on: March 06, 2007, 05:26:39 pm » | 
								
								 | 
							  
							 
							I was referring specificly to akadewboy's Famicom Wars example. I'm not sure about Bloody Warriors, unfortunately. Sorry if I confused you. 
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							ded302 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #9 on: March 06, 2007, 05:57:34 pm » | 
								
								 | 
							  
							 
							Thats ok. Ive found another strategy to to it. Ill set a ppu memory write breakpoint at a specified address and have a conditional breakpoint set on the first letter of the menu phrase. 
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							tomaitheous 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #10 on: March 06, 2007, 09:28:13 pm » | 
								
								 | 
							  
							 
							Thats ok. Ive found another strategy to to it. Ill set a ppu memory write breakpoint at a specified address and have a conditional breakpoint set on the first letter of the menu phrase.
  Just what I was about to suggest     
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							DaMarsMan 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #11 on: March 07, 2007, 01:01:18 am » | 
								
								 | 
							  
							 
							That works but sometimes you get it being DMAd to that location. Then you gotta step back some.  
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							KingMike 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #12 on: March 07, 2007, 10:35:29 am » | 
								
								 | 
							  
							 
							I don't believe NES has DMA. 
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							RedComet 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #13 on: March 07, 2007, 10:53:47 am » | 
								
								 | 
							  
							 
							It can DMA a page of memory into OAM, but that's it. 
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 | 
	
		
		
			
				
					
						
							ded302 
							
								Guest 
							
						 | 
						
							
								  | 
								
									
									« Reply #14 on: March 07, 2007, 12:56:49 pm » | 
								
								 | 
							  
							 
							Now, I have an address that that snaps the debugger when only the first item of the 3 line menu is displayed. In the debugger, Ive noticed that the code stays the same when I press run to display the rest of the menu. Im going to set breakpoints on the values I see in the debug window. Would I debug stack space values also? 
						 | 
					 
					
						| 
							
						 | 
					 
				 
			 |  
		 
	 |