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12-19-18 03:19:04 AM

Jul - Posts by koolaidman
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koolaidman
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Posted on 07-17-10 02:10:44 AM, in Luigi's Mansion (debug?) (last edited by koolaidman at 07-17-10 02:53 AM) Link
Hey,

Lately, I was going through the Luigi's Mansion executable to find interesting text strings, and I believe I found some for a rough debug menu. I've talked it over with some people, and they think they're symbols, but I don't think so. What do you think?

http://pastebin.com/bx0Q4fEg

I opened the .dol file in IDA PRO 5.5 to see what was up. It actually forgot to disassemble a few things, like for example, there's actually a string at the very end of the list that says "END", heh.

As I said, I don't think these are symbols. My guess is that this is part of a small debug that could be brought up potentially with the dpad in game, or something. Here's some stuff from the .dol file which seem a lot more like symbols:

http://pastebin.com/vYhi27VW

What do you think? Would anyone be interested in checking out the game?

Thanks for you time.

EDIT: As an extra bonus, does anyone know if Waluigi appears in the game? His name appears as the second object on the object name list!


.data7:804D08A8 aLuige:         .string "luige"

.data7:804D08A8 .byte 0
.data7:804D08AE .align 4
.data7:804D08B0 aWaluige: .string "waluige"
.data7:804D08B0 .byte 0

koolaidman
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Posted on 07-17-10 05:18:55 AM, in Luigi's Mansion (debug?) (last edited by koolaidman at 07-17-10 08:19 AM) Link
Thanks for the reply.

I found the code you're refering to:

UH8N-EMX9-5BXTY
GYXM-ZBFW-F4RDC

But from what I heard, all it does is add collision boxes and maybe an info counter. You might be able to use another controller to get something else to show up, but other than that, this isn't what I'm looking for. I'd test the code, but I don't have the PAL version.



http://linkinworm.kicks-ass.org/5.jpg

(image thanks to Linkinworm)
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Posted on 07-18-10 03:01:55 AM, in Luigi's Mansion (debug?) (last edited by koolaidman at 07-18-10 03:15 AM) Link
Originally posted by Zeek
Both of these tools were made by Lunaboy, both of which he released at some point over at EmuTalk (I take no credit whatsoever). EmuTalk is somewhat dead, however, so scouting through there for file links is a pain. These two tools are needed to properly extract the *.szp files:

(r)arc_tools and YazyDec.

Use YazyDec to make the .szp into a .rarc, and use ArcExtract to decompress everything (thakis' rarc tool won't decompress them).

Just so you know, I've already torn through most of the game files (US version), and have posted what I've found on my site under the "disc leftovers" area (I love this game too much for whatever reason. Chances are I may have missed something, but I've found plenty of stuff, too). The only thing I haven't bothered to post yet is that during the last cutscene, I had Dolphin doing a texture dump of everything, and I got a Mario texture not seen in the game at all (but of course, I can't find where it is on my hard drive right now; try it yourself and you should find it).

If there's a model viewer out there, I think that'd be critical to get ahold of to expose more beta stuff.


Hey thanks for the tools.

I'm wondering, have you tried exploring the Japanese version? It would've seem that they did a few cleanups between each version. Infact, if you look at the CVS directory for the map files, you can see when the last time each map or file was modified. This exists in every version, so it's pretty nifty.

I want to get into the memory region in which this code is modifying and turn a few values on to see what might pop up. Sadly, I don't really know how to see which address the AR code is modifying in Cheat Engine, since Dolphin's memory editor/viewer kinda sucks, heh.

I welcome anyone to try and get the game's debug crap out, and any other goodies that might be hidden as well. It'd be pretty good for the sake of the wiki as well...
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Posted on 07-21-10 06:57:24 AM, in Luigi's Mansion (debug?) Link
I can take a look if you wish, I have all three versions of Luigi's Mansion now.
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Posted on 11-06-10 09:44:16 PM, in Kirby's Epic Yarn Debug (last edited by koolaidman at 11-06-10 09:45 PM) Link
I browsed the files on the DVD and unlike other first party titles, the stuff for the "param" (the debugger stuff) is actually still around. There's a huge .txt file called fluff_param.txt that's 183kb big and has stuff for stages and the system in general (fluff is the codename for the game). Here's a snippet of what's inside:


//=============================================================================

// フラッフ用パラメータファイル
//=============================================================================

debug # デバッグフラグ
{
bool NO_SAVE = false # セーブしない
bool PLAYER_UNDEAD = true #アンデッドフラグ
bool PAD_CHECK = true #パッドの切断チェック
bool SAFE_AREA_DISP = false #安全領域の表示
bool PLAYER_CAM_RECT = false #ゲームカメラのプレイヤー用マージン表示
bool BG_DISP = true #背景画像の表示
bool KD_TREE_DISP = false #kd-treeのデバッグ表示
bool DOF_ENABLE = true #DOFの切り替え
bool HUD_DISP = true #HUDの切り替え
s32 GAMMA_PARAM_DMY = 10 [1,30]#ガンマ値の設定(_DMYをとると有効)
f32 SCISSOR_BG_SPEED = 0.01f [0.01] #4v3用シザーアニメのスピード
}


env_debug # 開始時設定用環境デバッグフラグ(x付きのものはワークを直に書き換えません)
{
bool FLUSH_BEAD = false # ビーズをいっぱい持っている

bool xKEY_ITEM_UNLIMITED = false # ワッペンをはり放題
s32 KEY_ITEM_SETTING = -1 [-1,2] # ワッペンの設定(-1=設定無し, 0=Close, 1=AllOpen, 2=AllUsed)
s32 AREA_SETTING = -1 [-1,7] # エリアの設定(-1=設定無し, 0以降=エリア番号までオープン)
bool STAGE_ALL_OPEN = false # ステージがすべてオープンする

s32 PATTERN_SETTING = -1 [-1,3] # 布の設定(-1=設定無し, 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random)
s32 INTERIOR_SETTING = -1 [-1,3] # インテリアの設定(-1=設定無し, 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random)
s32 CHARACTER_SETTING = -1 [-1,3] # キャラクターの設定(-1=設定無し, 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random)
s32 SOUND_SETTING = -1 [-1,3] # サウンドの設定(-1=設定無し, 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random)
s32 DEMO_SETTING = -1 [-1,3] # デモの設定(-1=設定無し, 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random)
s32 MEDAL_SETTING = -1 [-1,5] # メダルの設定(-1=設定無し, 0=Close, 1=AllD, 2=AllC, 3=AllB, 4=AllA, 5=Random)

s32 EVENT_PROGRESS_LEVEL = -1 [-1,7] # イベント進行度の設定(-1=設定しない)
bool GAME_PROGRESS_ALL_OPEN = false # ゲーム進行フラグがすべてオープンになる
bool MISSION_ALL_OPEN = false # ミッションがすべてクリア状態になる
}



The file for the debug font is here as well. So the possibility of a working debug for this game is higher in this case. In theory, simply turning on the right setting in the configuration files, saving it on the image itself, and launching the game should provide results without little to no reverse engineering.

When I did videos on Grandia 2/Bomberman Generation's debuggers on Youtube, their debuggers were activated in the same fashion - configuration files left on the disc. Since saving the configuration files and creating a new ISO from the ground up often breaks the game image, I actually opened the original image in a hex editor and search for the part I want to edit, then save it (it's actually not as insane as you think, and it's actually pretty easy). So hopefully Nintendo's generous like those games and provided just enough to get everything working as if you had an actual developer build.

Any thoughts? Anyone want to bother trying it out?
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Posted on 01-15-11 10:07:35 PM, in Super Mario Sunshine Memory Map + other stuff (last edited by koolaidman at 01-15-11 10:11 PM) Link
Hey all.

I noticed that they included two files that list the memory regions with symbols only in the Japanese demo version of this game. You can check them out here (I included the .dol executable in case any of you were interested):

http://dl.dropbox.com/u/38216/super%20mario%20sunshine%20jp%20demo%20extract.7z

Some games like Wind Waker, Twilight Princess, and Animal Crossing include mapping files like these. But for some reason the final builds of SMS don't have these (any region I think). Dolphin can actually use these mapping files (although I'm not sure if this is being used correctly - I'm using mariol.MAP here):

http://i.imgur.com/k8wxt.png

This might be helpful for those wanting to hack the game. I don't know how to hack though, so don't look at me.

Another thing I noticed is that the test map isn't in the Japanese or European versions, I could only find the test map in the American version. Also, there's a table called stageArc.bin in the game that hints that there were more test maps at one point (and probably other maps that were removed from the game).

ScenarioArchiveName・ テストマップ 1- 0 test10.arc < 1
ScenarioArchiveName・ テストマップ 1- 1 test11.arc < 1
ScenarioArchiveName・ テストマップ 1- 2 test12.arc < 1
ScenarioArchiveName・ テストマップ 1- 3 test13.arc < 1
ScenarioArchiveName・ テストマップ 1- 4 test14.arc < 1
ScenarioArchiveName・ テストマップ 1- 5 test15.arc < 1
ScenarioArchiveName・ テストマップ 1- 6 test16.arc < 1
ScenarioArchiveName・ テストマップ 1- 7 test17.arc < 1
ScenarioArchiveName・ テストマップ 1- 8 test18.arc < 1
ScenarioArchiveName・ テストマップ 1- 9 test19.arc < 1

There might be more to this version of the game, or maybe in every version of SMS. Overall, pretty interesting.
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Posted on 02-01-11 02:52:28 AM, in Pokemon Colosseum Debugs (PAL) Link
This code was created by Ralf (from GScentral.org), but like the Luigi's Mansion debug codes, these are only for the PAL version and I'm pretty sure not a lot of people know about it.

http://board.gscentral.org/showthread.php/10609-Pokemon-Colosseum-%28GCN-AR-PAL%29?s=cfaa45e86c9d7807c3e9f67047d105d2

PAL (GameID 2A6)

Debug Mode On/Off (Press DPad Up/Down)
ZVG4-2Q1X-1TXE3
CXJH-RJR6-M51AT
ZKFE-CMMY-9GKHG
9393-TB37-2N5AG
XTAM-9FPW-JC1VC

German PAL (GameID 2AC)

Debug Mode On/Off (Press DPad Up/Down)
YEQQ-ACAV-8FNAP
CXJH-RJR6-M51AT
ZKFE-CMMY-9GKHG
9393-TB37-2N5AG
XTAM-9FPW-JC1VC

PAL (GameID 2A6)

Debug Frames On/Off (Press Z+DPad Up/Down)
867Q-G614-3833F
A4JW-AYQ4-DAGB0
D063-HYZA-UG20K
VB7D-4QUC-G8CD9
DP0H-QVAG-3688E

Enable Fight Debug Camera
ZMEP-NHYE-H5H8V
YHD7-GH0Y-A9YNV

German PAL (GameID 2AC)

Debug Frames On/Off (Press Z+DPad Up/Down)
7YQ3-1Y5F-XHJP7
A4JW-AYQ4-DAGB0
D063-HYZA-UG20K
VB7D-4QUC-G8CD9
DP0H-QVAG-3688E

Enable Fight Debug Camera
TAZ0-EKDD-ZW6XJ
YHD7-GH0Y-A9YNV



As you can see, this is just a simple pause/resume/frame advance debug feature. But the GUI makes me very excited of what else might be in here just around this particular memory region, or in other versions of the game. I don't know if the debug codes unlock more on other controllers, but maybe someone else can check it out?

I know this is probably too small to warrant it's own topic, but if it does have one debug mode, it might have more. Coincidently, I checked the US version of the game as well, and there doesn't appear to be that much of a difference between the two versions of the game except for the addition of more languages for the PAL version. Nonetheless, this should mean that a action replay code for the US version shouldn't be too difficult to make.

Hope this a sign for more to come.
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Posted on 02-02-11 03:59:28 AM, in Pokemon Colosseum Debugs (PAL) Link
I checked XD and it appears to have the same file structure, as well as the debug fsys file that's in Colosseum as well. So I'm sure that this same exact debug is in that game as well.

I might check Battle Revolution later as soon as I get finished looking through some other games first. But along the way, I want to see if I can poke around the memory region for the debug codes I posted to see if other stuff might pop up. It's a bit difficult for me to do it with Dolphin though, so I might have to bring out my Wii and try to use Wiird on it or something.
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Posted on 02-04-11 10:02:13 PM, in Animal Forest e+ Debug Stuff Link
This was on the wiki for a few months now, but the Japanese version seems to have a bit more to it.

Unfortunately, the text is all messed up.




But the reason why is that, according to the game's warning message at start up, ""The DISP SW isn't JAPAN MODE now but this GAME is JAPAN version" so that's probably the reason why. Not sure how to do this in Dolphin though.

I think the USA/PAL version has less debug features than this version, as I don't remember being able to bring anything up with the second controller. With this version, you can get LOTS of debug crap to appear with the second controller. There's something else that shows up with the third controller, but that's garbled as well.

To get your copy of Animal Crossing/Forest in debug mode, just open up the ISO in a hex editor and change 0x07 to 99 99 (the game version). Thanks to Treeki for this!

I decided to post a topic about this because this could end up being big (like debug rom big). I have another possible topic coming up with debug crap from NiGHTS JoD Wii, but I'll save that when I have more information about it (need some help with it). If anyone else has ideas on how to fix the garbled text, let me know.
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Posted on 02-05-11 08:15:13 PM, in Animal Forest e+ Debug Stuff Link
Hey everyone, thanks for the replies.

>Xdaniel

Thanks! That did the trick. Surprisingly, even though there are actual words now, it's still mostly numbers without any description as to what they are for. I managed to pause the game at the title screen by pressing something on the second controller. It seems that the second controller is the main area of interest here. While other controllers do something, the second controller provides more functionality. What that functionality is though, I don't know. Maybe some of you guys can figure it out.

>GlitterBerri

I think you're referring to the Gyroid. That might have something special enabled this time around. I haven't gotten around to checking though, since I have to help Tom Nook with stuff before I even get to using my house at all.
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Posted on 03-22-11 09:43:57 PM, in Two Biohazard/Resident Evil 1 prototypes released Link
http://www.hidden-palace.org/?updates/c/37

I hope it's okay to post a download link.

The earliest prototype is from Aug 4, 1995 while there's a later one from Oct 4, 1995.

I'm very curious to what the differences are. I wonder if there's any debug stuff, like the Resident Evil 2 prototypes that are out there?
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Posted on 03-27-11 06:05:29 AM, in Two Biohazard/Resident Evil 1 prototypes released Link
Not sure about this, but do any voices play in the later prototype? I thought it was some kind of emulation issue.

Either way, I noticed that there is a .XAS file for the voices in the later prototype. I tried to get something out of them with PSound but I couldn't. If voices are really turned off in this prototype, it might be interesting to see what's in there.

From what I've heard, there are two other prototypes out there in the hands of collectors that have debugging stuff enabled. There used to be an even older prototype where there was a cooperative mode in the game (as seen by the unused graphics from the earlier build above). From what I've also heard, there exist Gameshark codes for both of these prototypes (when the prototypes were still privately circulating) but I haven't seen them yet.
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Posted on 04-02-11 06:20:16 PM, in Two Biohazard/Resident Evil 1 prototypes released Link
Who wants another Biohazard 1 prototype? How about one with a full working debug?

http://www.the-horror.com/forums/showthread.php?p=179811



Also not fake. Check this thread for some of the discoveries some people are making with all these prototypes.

http://www.the-horror.com/forums/showthread.php?t=8150&page=7
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Posted on 05-09-11 12:41:06 AM, in Comprehensive Guide to the Deleted Scenes & Unused Text of FF7 (last edited by koolaidman at 05-09-11 12:55 AM) Link
Nice stuff here. That cutscene with the giant Sephiroth is awesome. I was curious why that cutscene in the truck to Nibelheim crashed specifically after that line, which I thought was strange. I was also curious as to why Cloud was getting up from off the ground in the alternate version of the secret hideout cutscene. Funny how everything all fits now.

Also lol at the "I hate Barrett" line. What the hell were they thinking?

Keep them coming! This stuff is incredibly interesting.

EDIT: Also not really related to this project in particular, but it's amazing that people found where the unused Comical.mid was supposed to be used in the game played with the PSX instruments and everything. I hope that maybe you find some other really awesome stuff buried in the game like this.
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Posted on 07-19-11 05:33:42 PM, in Oh hai there Link
By the way, speaking of protos and source code - someone made a binary newsgroup for this kind of stuff at least on Giganews called alt.binaries.protos. Last time I checked, someone uploaded a ton of video game source code and prototypes for distribution and backup purposes. I don't think it's caught on yet though. But if you have access to Usenet, you should look into uploading some of your stuff up there some time. I don't know if all Usenet providers carry it yet, but since it's on one carrier it should be easier to get it to appear on all of them with a simple request. I would check, but I only had Giganews, and I stopped using it some time a go. But if it's still there, it should be worth checking out.
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Posted on 08-07-11 11:02:34 AM, in The Legend of Zelda: Wind Waker Findings Link
Since this is a thread about Wind Waker findings, I should mention that they left files for a map select in the game.

http://dl.dropbox.com/u/38216/windwaker%20map%20select%20files.zip

The entries are in Japanese and it seems to mention all the test maps/unused maps by their filename as well as what they are used for. Afaik these are in every version of Wind Waker. TP used to have these files, but the only version with these map select files is the E3 demo.
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Posted on 09-07-11 11:05:07 AM, in The Legend of Zelda: Wind Waker Findings (last edited by koolaidman at 09-07-11 01:21 PM) Link
Bumping for great justice:



0439AD54 00060000
0439AD5C 000001E4
0439AD6C 8039AD8C

Dark Linkaël posted this in Talk:Wind Waker a few hours a go. :o

This code crashes my emulator though, this next one should work though:

0439B298 00060000
0439B2A0 000001E4
0439B2AC 80378DC8
0439B2B0 8039AD8C

I would test but the COPYDATE of my copy of the game is a month older than the revision this code is intended for. :\
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Posted on 09-07-11 01:51:49 PM, in The Legend of Zelda: Wind Waker Findings Link
Originally posted by Xkeeper
That is quite the impressive find! Hopefully we can get it working on emulators if that's the big problem now.


Nah, it doesn't seem to be a issue with emulators now. The code should work fine, but it seems the code is only for the PAL version of the game for the moment. :\

I remember checking each version of the game (even the timed demo versions), and everything for the map select is in every version afaik. So it should be possible to load this for every version of the game the same manner.
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Posted on 09-09-11 11:51:54 AM, in Interesting stuff in Tempo 32x Link
Is the debug in question similar to the one that can be activated in the early prototypes from drx's feb 2008 release?
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Posted on 11-04-11 12:00:51 PM, in Kirby's Return to Dreamland Link
I noticed that this game includes a gigantic mapping file (iuk.MAP) for debugging purposes. This might help map the memory regions with symbols so hacking can be made easier. I know Dolphin can take advantage of these when run in debug mode, but I'm not sure if it's helpful.

Speaking of debugs, I wanted to look at the game's executable for one but I couldn't extract it from the disc. I should dump the memory later and take a look at it that way in search of some debugger strings. In HAL's previous games, they always seem to leave a debug of some kind in their games (except for Brawl but that wasn't exactly developed entirely by HAL). So I'm curious if they left something in here for this game.
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Jul - Posts by koolaidman




Rusted Logic

Acmlmboard - commit 6fc366a [2018-12-11]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

29 database queries, 47 query cache hits.
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Total render time: 0.218544 seconds