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Author Topic: Hack a game script?  (Read 365 times)
brisinger
Guest
« on: December 21, 2007, 01:57:22 pm »

Alright, so I've been using some hacking utilities to hack some of the characters of
final fantasy vi for the snes, and delete others. My question is, how can I open the
game, and reveal the game script?
I'm looking for a script, not some hexdecimal text, or a binary code. I'm looking for variables, which tell the game what to do. This is a good example of a variable:
http://upload.wikimedia.org/wikipedia/commons/5/54/Hello_World_Perl_GTk2.png
Can anyone help me out here?
 
UglyJoe
Guest
« Reply #1 on: December 21, 2007, 02:02:52 pm »

You're looking for source code?

You aren't going to find that for any rom.  The source code is converted to assembly code during compilation.  That's all you're going to find: uncommented asm.
MathOnNapkins
Guest
« Reply #2 on: December 21, 2007, 08:12:59 pm »

No.... He'll find "commented" asm, last I checked. FF VI has been picked a part quite a lot. Yeah it's nothing like reading Perl, though. Of course, you'll have to find a website that has it. Look up Terii Senshi (sp?) and Master ZED and if that doesn't work, throw me a PM.
brisinger
Guest
« Reply #3 on: December 21, 2007, 08:15:35 pm »

Hmmm, I see.
I'll be sure to check the links. Before I do, though, is there anyway I can convert assembly language to source code?
« Last Edit: December 21, 2007, 09:10:32 pm by brisinger »
GenoBlast
Guest
« Reply #4 on: December 21, 2007, 09:04:14 pm »

Quote from: brisinger on December 21, 2007, 08:15:35 pm
Hmmm, I see.
So, are there any of the FF games that have a source code that is interchangeable?
No.

Also, this made me laugh:
Quote from: brisinger on December 21, 2007, 01:57:22 pm
:crazy:

KingMike
Guest
« Reply #5 on: December 21, 2007, 09:46:51 pm »

Quote from: brisinger on December 21, 2007, 08:15:35 pm
Hmmm, I see.
I'll be sure to check the links. Before I do, though, is there anyway I can convert assembly language to source code?

Not automatically. There are disassemblers, but they can't tell what is code and what is data, so sooner than later, it'd start dissambling junk.
If I recall, there was a commented disassembly of Metroid (was it easily reassembled?), but that probably took TONS of time to manually figure what every routine and memory address in the game was for.
creaothceann
Guest
« Reply #6 on: December 22, 2007, 09:34:57 am »

http://www.romhacking.net/docs/344/
http://www.romhacking.net/docs/367/


Quote from: KingMike on December 21, 2007, 09:46:51 pm
There are disassemblers, but they can't tell what is code and what is data, so sooner than later, it'd start dissambling junk.

Well, they could stop at the first "variable jump". The user could then examine the routine, and supply a list of possible jump targets.

</theory>
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