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05-03-22 04:44:39 AM
Jul - General Game/ROM Hacking - How do you make game-specific tools? New poll - New thread - New reply
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SamEarl13

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Posted on 02-21-12 10:26:59 AM Link | Quote
I've been wondering how you can create your own game specific hacking tools but i don't actually know. my plan is to update editors like lunarmagic and other editors to work with newer revisions of games (e.g. lunarmagic update to GBA version). do you know of any tutorials?
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Posted on 02-21-12 12:39:03 PM Link | Quote
Well, you need to find out how data is stored in the game ROM (which can differ dramatically from game to game), and then program the editor to read and save changes to that data.

I doubt you'll be able to update Lunar Magic in such a way, though- it's not exactly open source.

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Posted on 02-21-12 12:45:18 PM Link | Quote
Originally posted by SamuelEarl666
I've been wondering how you can create your own game specific hacking tools but i don't actually know.
Usually, by reverse-engineering significant portions of the game and writing a program to edit those parts. If you're lucky, the data formats have already been reverse-engineered and all you have to do is write the program to edit it.
Originally posted by SamuelEarl666
my plan is to update editors like lunarmagic and other editors to work with newer revisions of games (e.g. lunarmagic update to GBA version).
Lunar Magic is not open source. You'll have to write a new editor from scratch.
Originally posted by SamuelEarl666
do you know of any tutorials?
There are none. You have to figure it out for yourself!

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SamEarl13

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Posted on 02-21-12 01:44:44 PM Link | Quote
Originally posted by Joe
Originally posted by SamuelEarl666
I've been wondering how you can create your own game specific hacking tools but i don't actually know.
Usually, by reverse-engineering significant portions of the game and writing a program to edit those parts. If you're lucky, the data formats have already been reverse-engineered and all you have to do is write the program to edit it.
Originally posted by SamuelEarl666
my plan is to update editors like lunarmagic and other editors to work with newer revisions of games (e.g. lunarmagic update to GBA version).
Lunar Magic is not open source. You'll have to write a new editor from scratch.
Originally posted by SamuelEarl666
do you know of any tutorials?
There are none. You have to figure it out for yourself!

I'll make one myself. wouldn't hurt to build it to look like Lunarmagic though would it.
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Posted on 02-21-12 04:04:12 PM Link | Quote
You do realize that coding something like LunarMagic from scratch is a crapload of work of at the very least several weeks, right?
SamEarl13

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Posted on 02-21-12 04:27:09 PM Link | Quote
Yes i know but i'm up for it. I've got alot of spare time. i've got a Friend who's a computer expert. I may bug him to help me.
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Posted on 02-22-12 02:44:13 AM Link | Quote
Post #4504 · 02-21-12 09:44:13 PM
Start by learning C. Once you've done that, the rest should be fairly obvious.

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Posted on 02-23-12 06:24:20 PM Link | Quote
If you already have some basic programming experience, I wouldn't recommend using C for tools. Use C#, Python or anything else high-level so you can quickly get a GUI working. If your game is tile-based, this tutoria may be of interest.
SamEarl13

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Posted on 02-23-12 10:16:17 PM Link | Quote
Originally posted by messiaen
If you already have some basic programming experience, I wouldn't recommend using C for tools. Use C#, Python or anything else high-level so you can quickly get a GUI working. If your game is tile-based, this tutoria may be of interest.

It looks very useful. Thanks.

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Rena
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Posted on 02-25-12 03:55:22 AM (last edited by Rena at 02-25-12 12:55 AM) Link | Quote
Post #4520 · 02-24-12 10:55:22 PM
Originally posted by messiaen
If you already have some basic programming experience, I wouldn't recommend using C for tools. Use C#, Python or anything else high-level so you can quickly get a GUI working. If your game is tile-based, this tutoria may be of interest.
Once you know C, though, you should be able to pick up a higher-level language pretty easily, and you'll have the low-level skills needed to read machine code, work with binary, etc.

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Posted on 02-25-12 06:52:09 AM Link | Quote
Um...
Originally posted by Rena
you'll have the low-level skills needed to read machine code, work with binary, etc.
Though if you have already dissected a game enough to know exactly how it works and need to make tools for it, you probably already have half of those skills.
At least the "working with binary" part (and other very low-level things) if it's an older game.

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Posted on 02-25-12 03:22:38 PM Link | Quote
Originally posted by Shy Mikan
Originally posted by Rena
you'll have the low-level skills needed to read machine code, work with binary, etc.
Though if you have already dissected a game enough to know exactly how it works and need to make tools for it, you probably already have half of those skills.
At least the "working with binary" part (and other very low-level things) if it's an older game.



If he needed to, could he use beginners tutorial and guide through perl to get himself familiar with the coding or is it really necessary for him to begin with #C ?
Even I have a hard time understanding #C programming when its explain scientific ways.

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Posted on 02-26-12 05:44:14 AM Link | Quote
Post #4523 · 02-26-12 12:44:14 AM
You could learn another language, sure, but every programmer should know a low-level language, and C is probably the best of those. (First I learned was VB6... I do most of my coding in Lua these days, but I still use C frequently to interface my code to libraries and such.)

(There's no "#C", by the way... there's C, the universal low-level language, and C#, a high-level language that uses Microsoft .Net. They're very different things.)

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