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Author Topic: Weeeeird stuff inside this NES ROM.  (Read 1 times)
reyvgm
Guest
« on: October 12, 2009, 03:41:05 am »

I usually open NES roms with notepad or a hex editor to find passwords and stuff. I opened up the Japanese Air Fortress and I saw all of this. There's lots more too.

Quote
BASGAME   = $CEE9
FORGAME   = $CEFC
GAMEOVR   = $CF07
GOEND   = $CF0F
ERROR   = $CF17
ALLLFT   = $CF1A
ALLRGT   = $CF5D
ALLDWN   = $CF8D
ALLUP   = $CFCE
EVLONE   = $D011
EVLON0   = $D013
EVRONE   = $D047
EVRON0   = $D049
EVDONE   = $D069
EVDON0   = $D06B
EVUONE   = $D08B
EVUON0   = $D08D
CMVSUB   = $D0AF


>
   .ifn   kanji   <
   cpx   #yoko*2
>
   bne   line_vmas20

   ldx   #$20
   lda   lineadrs+3   ; v.ram write address high
   beq   line_vmas80

   sta   vrad      ; address high
   lda   lineadrs+2
   sta   vrad      ; address low
line_vmas30
   lda   chrcode,x
   sta   vrdt      ; write !!!
   inx
   .ifn   kana.alpha   <
   cpx   #yoko+$20
>
   .ifn   kanji   <
   cpx   #yoko*2+$20
>
   bne   line_vmas30

   .ife   line-2   <
   jmp   line_vmas80
>
   ldx   #$40

0002 VSCROL           0003 HSCROL           0004 VSCRLH           0005 HSCRLH           
0006 PPU1SV           0007 SYNCF            0008 KYSTAT           000A KYTRIG           
000C RLSFLG           000E SEGMNT           000F P0               0011 P1               
0013 P2               0015 W0               0016 W1               0017 W2               
0018 W3               0019 W4               001A SAVEA            001B SAVEX            
001C SAVEY            001D IP0              001F IW0              0020 IW1              
0022 WRPNT            0023 RDPNT            0024 WRPNT1           0025 RDPNT1           
0026 KWRPNT           0027 KRDPNT           0028 JIFFY            0029 RNDREG           
002B XPOS             002C XPOSH            002D YPOS             002E DIGITS           
002F EDTPTR           0030 LINBUF           0035 CUROBJ           0036 CURCOD           
0037 WRST             0038 SNDPNT           003A WAITC            003B SSP           
Insufficient memory
$Usage: hextobin [-(h|v|1) | [-a offset] hexfile | -o binfile]... | -f scriptfile
 No more memory
 .bin No more memory
 -f missing scriptfile
 r No more memory
 fname expected
 missing outfile
 missing hexdigis
 %lx%s illegal hexdigis
 %s: bat option
 No more memory
 r no hex file
         wb outputfile = %s  filler = %s
 FF 00 dojob: unexpected switch
 simpleconcat...
 withiwataheader...
 %08lx - %08lx : filecount = %d
 %08lx - %08lx : %s offset = %04lx
 %08lx - %08lx : %s length = %04lx
 dumphexfiles...
 %s: seekpos = %ld size=%ld
 r %s: can't open
 %02x %04x %02x %d=c:c  %02x  %02x checksum  =  %x
 %s,line %d checksum error
 %s,line %d too long
 %-12s : %04lx - %04lx %04lx
 %-12s : empty
 %s,line %d checksum error
 %08lx -  seek error @ %s
 %s,line %d write error
 %s,line %d too long
 %08lx : binary image of %s
 fillfile: seek error
  m

Am I in the presence of a bad dump or is this the only NES game to have program info in ASCII?
« Last Edit: October 12, 2009, 04:57:13 am by reyvgm »
frantik
Guest
« Reply #1 on: October 12, 2009, 05:14:19 am »

i believe some old assemblers/compilers would fill up blank areas of the rom with supposedly random junk, but some would use stuff that was currently loaded into memory, with the theory that most of the time it is just "random junk"
KingMike
Guest
« Reply #2 on: October 12, 2009, 08:44:40 am »

Other stuff
Ninja Gaiden 1 had a separate script, with some cusswords intact.
(NG1 had ASCII text, the others didn't, I think)
Kitsune Sniper
Guest
« Reply #3 on: October 12, 2009, 08:52:49 am »

I've messed with some American games and they've had ASCII text, too.

I remember reading about a Beatmania PS1 game that had the game's entire source code as a dummy file. And let's not forget that episode of South Park in a Tiger Woods game.
I.S.T.
Guest
« Reply #4 on: October 12, 2009, 09:11:40 am »

Quote from: Kitsune Sniper on October 12, 2009, 08:52:49 am
And let's not forget that episode of South Park in a Tiger Woods game.

wat
Tauwasser
Guest
« Reply #5 on: October 12, 2009, 10:17:36 am »

Quote from: I.S.T. on October 12, 2009, 09:11:40 am
Quote from: Kitsune Sniper on October 12, 2009, 08:52:49 am
And let's not forget that episode of South Park in a Tiger Woods game.

wat

http://www.eeggs.com/items/570.html

cYa,

Tauwasser
tomaitheous
Guest
« Reply #6 on: October 12, 2009, 11:05:52 am »

Quote from: reyvgm on October 12, 2009, 03:41:05 am
I usually open NES roms with notepad or a hex editor to find passwords and stuff. I opened up the Japanese Air Fortress and I saw all of this. There's lots more too.
 
Am I in the presence of a bad dump or is this the only NES game to have program info in ASCII?

 I've seen this before as well. It's the free/unused space of a rom project that's filled with whatever was left over in memory. Sometimes unused/unrelated graphics, other times source code like that. And parts of DOS executable files too, like you have there (the hex2bin part of your post). Zelda DX has source code in ascii format in the rom. Gunhed for PCE has a US games in parts of the rom, even though Gunhed is Japanese and a different totally company than the US rom.
Tauwasser
Guest
« Reply #7 on: October 12, 2009, 12:01:15 pm »

Quote from: tomaitheous on October 12, 2009, 11:05:52 am
Gunhed for PCE has a US games in parts of the rom, even though Gunhed is Japanese and a different totally company than the US rom.

That sorta thing supposedly happened because the chips that were used for the production version roms were reused.
The rest sounds like standard buffer overflow. The compiler allocates only enough to compile stuff, then reads whole powers of two only.

cYa,

Tauwasser
Ryusui
Guest
« Reply #8 on: October 12, 2009, 01:42:16 pm »

And I know you're all sick of hearing about Sylvanian Families, but remember the resources (including title screen) for "Lemmings VS" I found in the ROM for the first game?
xdaniel
Guest
« Reply #9 on: October 12, 2009, 02:03:13 pm »

Quote from: tomaitheous on October 12, 2009, 11:05:52 am
Zelda DX has source code in ascii format in the rom.

http://www.pagetable.com/?m=200706 - this? This actually only appears in the second MB of a Chinese/English pirate version of the game - Zelda no Densetsu - Yume o Miru Shima DX (J) (V1.0) [C][p1][T+Chi][!] - and not in any official version, which are all a single MB in size. If anything, those source code fragments are part of the alterations the pirates made to the game for the language selection at the title screen, and for the Chinese translation.
Dragonsbrethren
Guest
« Reply #10 on: October 12, 2009, 02:17:53 pm »

Quote from: Ryusui on October 12, 2009, 01:42:16 pm
And I know you're all sick of hearing about Sylvanian Families, but remember the resources (including title screen) for "Lemmings VS" I found in the ROM for the first game?

Actually, I had forgotten it existed until just now. Clearly you haven't been advertising enough lately. :laugh:
Gideon Zhi
Guest
« Reply #11 on: October 12, 2009, 02:26:24 pm »

Yeah, well, you want weird?
I found this in Mystic Ark: Maboroshi Gekijo (PS1)'s texture binary.
reyvgm
Guest
« Reply #12 on: October 12, 2009, 02:45:44 pm »

The Saturn Castlevania has a 7 page document explaining the development process. There's also a bunch of hentai pics included on the Saturn or PS1 version, I can't remember which.

http://www.vgmuseum.com/mrp/cv-sotn/documents/kaihatsu(saturndoc).doc
I.S.T.
Guest
« Reply #13 on: October 12, 2009, 03:00:42 pm »

Quote from: reyvgm on October 12, 2009, 02:45:44 pm
There's also a bunch of hentai pics included on the Saturn or PS1 version, I can't remember which.


*downloads saturn version.*
reyvgm
Guest
« Reply #14 on: October 12, 2009, 04:03:32 pm »

Yeah I exaggerated a bit, it's not hentai. But it does show the succubus bare breasted, which still is kind of strange.

See the pics here in the bottom:
http://www.castlevaniadungeon.net/Games/nitm.html
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