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Author Topic: How do you reconstruct a game to your liking??  (Read 2 times)
GenoBlast
Guest
« Reply #15 on: January 16, 2009, 09:30:23 pm »

If you really, desperately, need to use a DOS program, you can use DosBox, though it seems that their server has been hacked, so the site is temporarily unavailable.

It comes with a readme file, which you should read.
creaothceann
Guest
« Reply #16 on: January 17, 2009, 07:20:24 am »

chrono36:
I'm sure you can use a program like VirtualBox to install WinXP (32-bit version), and use the programs from there (even through DOSBox).


Quote from: Disch on January 16, 2009, 07:54:43 pm
This is why I suck at recommending a starting point for noobs, I just can't relate with them at all... I simply don't know what would help.

Programming would. Smiley
Nightcrawler
Guest
« Reply #17 on: January 17, 2009, 11:31:35 am »

chrono36, why are you looking for utilities on Zophar's Domain rather than here on RHDN?
chrono36
Guest
« Reply #18 on: January 17, 2009, 01:59:51 pm »

You know.... I dont know why.... I guess It doesent dawn on me alot that some sites have more Utilities than others.....

Dr. Floppy
Guest
« Reply #19 on: January 17, 2009, 11:26:38 pm »

Quote from: chrono36 on January 16, 2009, 07:35:48 pm
So how do I hack a game??

I realize there are many ways to hack a game..

I don't know how to begin...

Should I begin with Hexediting?

Think back to when you were a newb...

How did you get your start??

I'd recommend you start with something small and simple, such as a graphics hack of a classic NES game. If you have to, make it something delightfully obscene to give it that "guilty pleasure" appeal. Whatever it takes to maintain your interest through the initial process of trial and error. If you need some malinspiration, these links will prove to be...... useful.  :laugh:

www.badhacks.net

www.i-mockery.com/romhacks

Graphics editing is easy- just fire up Tile Layer Pro and go to town. But try to maintain consistency within your chosen theme. And don't miss out on certain patterns that emerge, i.e., every tile is exactly 8x8 pixels in size, there can only be four colors per tile (one of which is transparency), etc.

Once you get comfortable with graphics hacking, you can segue into text- and perhaps palette-hacking. Both of these make use of Table Files, which you seem eager to incorporate into your repertoire.
chrono36
Guest
« Reply #20 on: January 18, 2009, 04:32:22 am »

I need a rom text alphabet....

Im taking the tut on this site..
Ive learned alot about roms and text
As Ive shown you below:
EB=R
DE=E
ED=T
EE=U
E7=N

If I can learn what each letter in the alphabet translates to in rom text,

I assume that I can translate and write text for a rom game..
InVerse
Guest
« Reply #21 on: January 18, 2009, 09:06:04 am »

Quote from: chrono36 on January 18, 2009, 04:32:22 am
If I can learn what each letter in the alphabet translates to in rom text,

I assume that I can translate and write text for a rom game..

That's where the hacking part comes in. Every single game uses a different font and different values for each character. You have to beat the shit out of your chosen game  until it coughs up it's secrets. (Or you could do a relative search to determine the table values.)

Have you read The Definitive Guide to ROM Hacking for Complete Beginners?
chrono36
Guest
« Reply #22 on: January 18, 2009, 05:04:36 pm »

Thank You for the link  Smiley

Ive read many tuts but I dont recognize this one...

I will def read it....

Oh and 1 qeustion...

I have kinda figured out how tables and roms work..

so I use dosbox(have 64bit vista) and I open hexpose

And then I open zelda.nes rom in hexpose and create a table file of the zelda.nes rom using hexpose.(zelda.tbl)
Then I close hexspose and open thingy and I open my zelda.tbl and scroll to search----> text
And put gannon.. And it gives me "no string found"

Am I missing a step?? What might the problem be??

Thanks....
« Last Edit: January 18, 2009, 05:17:25 pm by chrono36 »
Dan
Guest
« Reply #23 on: January 18, 2009, 05:35:08 pm »

Are you sure you spelt Ganon right?
Dr. Floppy
Guest
« Reply #24 on: January 18, 2009, 05:40:48 pm »

Quote from: chrono36 on January 18, 2009, 05:04:36 pm
Thank You for the link  Smiley

And then I open zelda.nes rom in hexpose and create a table file of the zelda.nes rom using hexpose.(zelda.tbl)
Then I close hexspose and open thingy and I open my zelda.tbl and scroll to search----> text
And put gannon.. And it gives me "no string found"

Am I missing a step?? What might the problem be??

Thanks....


I'm not sure about Hexpose, but Translhextion has a little box that pops up when you load a TBL file, and requires you to check "Thingy View Active" in order to actually activate the thing. Ganon's name was spelled with an extra "N" in the original Zelda, so you're okay there. One odd thing about that game is that there are two versions of every letter/character- one for regular use and another for when that character ends a line of text. If the context of the word "GANNON" happens to be at the end of a line, you're better off searching for "GANNO", since the N will be using its alternate code.
chrono36
Guest
« Reply #25 on: January 18, 2009, 10:05:51 pm »

K
Thanx dr. floppy

Another thing ive noticed and I could be wrong..

I was messin with the game genie on fceu for pc(nes emu)

And I noticed that the game genie code itself looks alot like hex code
or rom code whichever it is when I load a game into translhextion
or hexpose.....

So basically, is that what im altering??



While im thinking about it.
Is snes roms built and hacked the same way nes roms are??
Well as far as hex is concerned..
I open Final Fantasy III in translhextion and it looks the same to me..

Thanks for all the help  Smiley
« Last Edit: January 18, 2009, 11:07:27 pm by chrono36 »
Dr. Floppy
Guest
« Reply #26 on: January 19, 2009, 01:24:01 am »

Game Genie codes are essentially a glorified way of overwriting certain values in the ROM. There's a specific algorithm that correlates each letter with a set of four bits (0's and 1's), and these bits are rearranged in order to achieve the desired effect.

Take a fictional GG code: SALTNUTZ

Since each letter represents four bits, you have a 32-bit sequence. These bits are rearranged a certain way (the specific algorithm is in a document on this very website, I think) to compose three things: a data address (sixteen bits), a new value to write at that location (8 bits) and (if the game in question is something OTHER than SMB1, Excitebike, Balloon Fight or Ice Climber) an 8-bit checksum (the original value as a failsafe).

Let's just say the above code results in an address of $1337, a checksum of $20 and a new value of $00.

The Game Genie then scans the ROM for a databank that has a value of $20 at location $1337, and upon finding it, puts a $00 in its place. So instead of taking $20 damage every time the Hellmynth bites your character in the ass, he takes $00 damage, (i.e., none). Cool, huh?

That said, Game Genie "letters" have no direct relation to hex "letters" (which are actually numbers). In other words, the giant neon "A" has nothing to do with the $A's you see in a hex editor.

[Incidentally, I've always wondered what would happen if two databanks had the same original value at parallel locations? A 1-in-256 chance, it's had to have occurred at least a few times...?]

~~~

SNES ROMs can be opened and hacked with the same hex editors you use for NES games. But they aren't technically "built" the same way, as they utilize different processors and different assembly languages.
Disch
Guest
« Reply #27 on: January 19, 2009, 01:34:13 am »

Quote from: Dr. Floppy on January 19, 2009, 01:24:01 am
[Incidentally, I've always wondered what would happen if two databanks had the same original value at parallel locations? A 1-in-256 chance, it's had to have occurred at least a few times...?]

Both bytes would be changed.  This would probably make the code have an undesired side-effect which may or may not be easily noticed.
GenoBlast
Guest
« Reply #28 on: January 19, 2009, 02:55:13 am »

The roms aren't specifically made out of hex; hex is just a simple way of representing the binary data. That's why Final Fantasy III looks similar to The Legend of Zelda in Translhextion. If you open up a music file or a picture of a kitten, they'll look very similar, too.

On a side note I'm impressed that a newbie can consistently spell Translhextion correctly. :thumbsup:
chrono36
Guest
« Reply #29 on: January 19, 2009, 08:01:36 am »

Thanks Killa B

Ive found this hobby to be thoroughly Challenging.....

I thought I would never make it this far down the road..

I look at different hacks and play them... And wonder if one day I can add to the list..

Im here to learn for myself....

Oh I almost forgot to ask..

Is this a table??

I opened zelda.tbl in hex workshop because TranslHextion
Glitched out on me when I opened it with it.. And windows forced
closed it...



32303D200D0A32313D210D0A32323D220D0A32333D230D0A32343D240D0A32353D250D0A32363D260D0A32373D270D0A              20= ..21=!..22="..23=#..24=$..25=%..26=&..27='.. 32383D280D0A32393D290D0A32413D2A0D0A32423D2B0D0A32433D2C0D0A32443D2D0D0A32453D2E0D0A32463D2F0D0A              28=(..29=)..2A=*..2B=+..2C=,..2D=-..2E=...2F=/..
33303D300D0A33313D310D0A33323D320D0A33333D330D0A33343D340D0A33353D350D0A33363D360D0A33373D370D0A              30=0..31=1..32=2..33=3..34=4..35=5..36=6..37=7..
33383D380D0A33393D390D0A33413D3A0D0A33423D3B0D0A33433D3C0D0A33443D3D0D0A33453D3E0D0A33463D3F0D0A              38=8..39=9..3A=:..3B=;..3C=<..3D==..3E=>..3F=?..
34303D400D0A34313D410D0A34323D420D0A34333D430D0A34343D440D0A34353D450D0A34363D460D0A34373D470D0A              40=@..41=A..42=B..43=C..44=D..45=E..46=F..47=G..
34383D480D0A34393D490D0A34413D4A0D0A34423D4B0D0A34433D4C0D0A34443D4D0D0A34453D4E0D0A34463D4F0D0A              48=H..49=I..4A=J..4B=K..4C=L..4D=M..4E=N..4F=O..
35303D500D0A35313D510D0A35323D520D0A35333D530D0A35343D540D0A35353D550D0A35363D560D0A35373D570D0A              50=P..51=Q..52=R..53=S..54=T..55=U..56=V..57=W..
35383D580D0A35393D590D0A35413D5A0D0A35423D5B0D0A35433D5C0D0A35443D5D0D0A35453D5E0D0A35463D5F0D0A              58=X..59=Y..5A=Z..5B=[..5C=\\..5D=]..5E=^..5F=_..
36303D600D0A36313D610D0A36323D620D0A36333D630D0A36343D640D0A36353D650D0A36363D660D0A36373D670D0A               60=`..61=a..62=b..63=c..64=d..65=e..66=f..67=g..
36383D680D0A36393D690D0A36413D6A0D0A36423D6B0D0A36433D6C0D0A36443D6D0D0A36453D6E0D0A36463D6F0D0A               68=h..69=i..6A=j..6B=k..6C=l..6D=m..6E=n..6F=o..
37303D700D0A37313D710D0A37323D720D0A37333D730D0A37343D740D0A37353D750D0A37363D760D0A37373D770D0A                70=p..71=q..72=r..73=s..74=t..75=u..76=v..77=w..
37383D780D0A37393D790D0A37413D7A0D0A37423D7B0D0A37433D7C0D0A37443D7D0D0A                                                                 78=x..79=y..7A=z..7B={..7C=|..7D=}..


Ok, So I recognize some distinct patterns here.

It took me a minute but I noticed the second number from the left or start of the code is in sync.
As is the first number on the graph to the left. They are both Identical.
2
2
3
3
4
4
5
5
6
6
7
7


And more importantly the left graph displays the alphabet and the corresponding code..
Which if im not mistaken, is my table for Zelda.....

So am I right or off base??

I tried translating some of the code through the table and got weird results....

like for instance,  The first 4 numbers are 3230
Which would translate into:20
According to the graph on the right...

Am I on the right path??

Sorry if the code is wrong or the graph on the right is not lined up perfectly....
I spent awhile making this and its possible that I made a error somewhere..
« Last Edit: January 19, 2009, 08:54:41 am by chrono36 »
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