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Author Topic: Where to start with SNES hacking...  (Read 510 times)
Rai
Guest
« on: February 17, 2007, 07:24:16 pm »

Say I wanted to translate an SNES game, but had no idea what to do? Where should I look? I'm aware there are a bunch of docs out there however, I'm just not sure where to start. My goal is to basically gain enough knowledge to be able to figure out how to decompress the text of an SNES game, and reinsert it, and I'm not sure if I actually need to know ASM to do it. Now, shut up cause I know someones going to say this, I'm not looking for someone to do all the work, I just want to know where to start with this. Think of it like this "What do I need to know in order to sucessfully modify the text of an SNES game".
Lenophis
Guest
« Reply #1 on: February 17, 2007, 07:34:29 pm »

Quote from: Rai on February 17, 2007, 07:24:16 pm
Say I wanted to translate an SNES game, but had no idea what to do? Where should I look?
The "getting started" section.

Quote
My goal is to basically gain enough knowledge to be able to figure out how to decompress the text of an SNES game,
...That word again. The world is compressed! Click here to decompress it!

Quote
and reinsert it, and I'm not sure if I actually need to know ASM to do it.
Yes and no. You don't necessarily need to know it if you find a game that has few strings and doesn't go beyond the bounds of one bank. However, knowing where and how that text is loaded would require knowledge.

Quote
Think of it like this "What do I need to know in order to sucessfully modify the text of an SNES game".
This vastly depends on the game. If it has a pre-existing editor, use that. If it doesn't, you'll probably need to do a lot of manual pointer tweaking.
Gideon Zhi
Guest
« Reply #2 on: February 17, 2007, 07:43:48 pm »

The trick is making sure your text is actually compressed before screaming that it is. You'll want to read the Tables and Text Editing tips in the Getting Started section - just because a game doesn't store its text in ASCII or SJIS doesn't mean that the script is "compressed." Even if you've read them before, read them again - you may gain new insight.

A good way to tell if a game's script is compressed is if your search methods turn it up in a savestate, but not in the ROM itself.
Rai
Guest
« Reply #3 on: February 17, 2007, 08:04:05 pm »

Quote from: Gideon Zhi on February 17, 2007, 07:43:48 pm
The trick is making sure your text is actually compressed before screaming that it is. You'll want to read the Tables and Text Editing tips in the Getting Started section - just because a game doesn't store its text in ASCII or SJIS doesn't mean that the script is "compressed." Even if you've read them before, read them again - you may gain new insight.

A good way to tell if a game's script is compressed is if your search methods turn it up in a savestate, but not in the ROM itself.
Thanks for the information. I'll take a look at that tables and text editing document.
RedComet
Guest
« Reply #4 on: February 17, 2007, 08:44:58 pm »

Quote from: Gideon Zhi on February 17, 2007, 07:43:48 pm
A good way to tell if a game's script is compressed is if your search methods turn it up in a savestate, but not in the ROM itself.

Likewise, if the font is showing up in a savestate, but not in the rom, it's probably compressed.
creaothceann
Guest
« Reply #5 on: February 17, 2007, 09:02:08 pm »

Quote from: Rai on February 17, 2007, 07:24:16 pm
I'm aware there are a bunch of docs out there however, I'm just not sure where to start.

Start with "A". Wink

If you really don't know anything, you need an overview. Take a quick look at all documents. Save those that sound interesting to your computer for easier access.

Currently there're 14 document categories here at RHDN. For translating SNES games you might need all of them except file formats and palette hacking. Assembly, hardware info and source code might be needed for tougher projects. Cheat codes and save state hacking might be helpful for testing.
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