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04-23-22 10:14:12 PM
Jul - SM64 Hacking (Archive) - Bowser64 - Advanced SM64 Memory Editor New poll - New thread - New reply
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shyguyhex

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Posted on 07-26-14 06:44:22 AM (last edited by shyguyhex at 07-28-14 02:56:04 AM) Link | Quote



(Click to view full size)
-
Download Bowser64 Alpha 7.26
Changelog
Todo/ideas list
Script language plans
-

Bowser64 is a Super Mario 64 RAM editor designed to work with any emulator. Right now it features a memory editor tailored for object editing, and two all purpose memory editor windows used for data analysis/comparison and pointer tracking. You'll notice from the screenshot above that all of the data is very colorful for easier readability. The red background colors indicate changing data, the green text represents differences between the two memory windows when comparison mode is turned on, the blue text represents pointers, and the various back colors in the object editor are for data-typing and better readability (which is unfinished).

I've also incorporated the "sg64" console that I posted in the ram tools thread which has the following commands:

segments  - show ram segments table

collision - show collision info
inj - inject hex data from cmd line
injf - inject hex file from /injf/
mwarp - make an injf file that moves Mario
clear - clear the console

(I ran an example of the 'injf' command in the screenshot above, where I inject a simple asm hack from the file seen in notepad++)

---------
To get started
Make sure SM64 is running in your emulator and then: File -> Open RAM...

^ You'll then see this window; click your emulator's process and then click "Open process". Bowser64 will then look for the emulator's virtual memory base so it can start hacking. A message box will pop up telling you the address of the virtual memory base it will use, click okay. You can then open the tools from the RAM menu.
--------
Many features still to come; be sure to check out the todo/ideas list for future plans !
I'm open to adding any ideas from the community so be sure to post them

This project is early alpha so you can expect some bugs, but if you do happen to find something that seems like a serious problem, you can let me know here.

(note: right now it takes a little while for it to find the vm base for pj64 and 1964 because that part's not optimized yet, it will find nemu's right away however)

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Tamkis
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Posted on 07-26-14 01:51:31 PM Link | Quote
Okay... but you have not exactly said what it does! You can't just post an opening thread without an explanation of what it does and its features.

Just to clarify, what does it do?
2Tie

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Posted on 07-26-14 03:13:32 PM Link | Quote

UESCTerm 802.11 (remote override)
044 05.10.2337
i've gathered that it's a program that edits the ram of emulators running SM64..?

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shyguyhex

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Posted on 07-28-14 02:39:46 AM Link | Quote
Sorry for being a bit vague guys. I was in sort of a tired stupor when I made this thread. I've since added a description.

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shyguyhex

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Posted on 07-30-14 09:30:07 PM (last edited by shyguyhex at 07-30-14 09:51:25 PM) Link | Quote




I just wanted to say that I got the base of the b64 script interpreter finished!

If anyone wants to test it out: http://bin.smwcentral.net/u/25323/script.exe

The interpreter can work as a standalone provided you feed your emulator's process id and virtual memory base into the command line arguments.


script.exe (mode) (script path) (pid) (vm base)



Example:

script.exe 0 "path/to/script.b64" 3344 10020000


(Mode 0 is ram and 1 is rom, but I haven't added rom patching functionality yet. 10020000 is the static vm base for nemu btw)

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Jul - SM64 Hacking (Archive) - Bowser64 - Advanced SM64 Memory Editor New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

29 database queries.
Query execution time:  0.082387 seconds
Script execution time:  0.010974 seconds
Total render time:  0.093361 seconds


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These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
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You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

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Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

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