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05-03-22 11:13:08 PM
Jul - Posts by Xgamer4
Xgamer4
Random nobody
Level: 5


Posts: 1/3
EXP: 333
For next: 196

Since: 01-22-11


Since last post: 11.3 years
Last activity: 11.3 years

Posted on 01-22-11 03:26:28 AM, in Magi-Nation (GBC) Link
I was bored and am very interested in romhacking in general. The problem is that I have no idea what I'm doing. My attempts basically amounted to "download the useful-sounding utilities, throw them at the ROM, and see what pops up". So I'm probably acting like a rather clueless newbie right now.

That said, I threw xvi32 at the Magi-Nation ROM, figuring it's bound to have something interesting thanks to the game's history, and have found some rather amusing text in my rather less-than-thorough search. I have no idea how typical finding any of this is in a GBC ROM, but I figured I'd post it here anyway. Also, if anyone has links to any guides, I would love to see them.

Format:
Hex Address | Message
0x1301E7 - 0x130230 | "You crashed the Battle engine! Contact Exo Byte NOW! MUAHAHAHA"
*NOTE: The entire ROM region from 0x130171 through 0x130B65 seems to be devoted to battle messages. Of these, the only obviously-not-seen one is above, though I also don't remember anything about hiccups, which appear somewhat-frequently. But I haven't played the game in ages. 0x130323 through 0x13023E also say "is erupting!", which doesn't seem familiar, but probably refers to a move I don't remember. 0x13033A through 0x130346 ("is sentenced.") doesn't sound familiar, either.

0xC4203 - 0xC422A | "This program requires Microsoft Windows."
0xC445A - 0xC4496 | "___EXPORTEDSTUB" *gibberish* "-KERNEL USER" *blank space* "MSS BACKGROUND TASK"
*NOTE: The two above seem to be the start of what seems to be random errors the compiler would throw, along with file names and locations from the compiling computer. The compiler errors start at 0xC4FF0 and end at 0xC5204. There's then blank space until the file information starts at 0xC5400. This then continues clear through 0xC8007. If I had to guess, this just snuck in, as they have no qualms about leaving huge, empty spaces elsewhere.

0xB8000 - 0xB9642 | The item descriptions and explanations from talking to someone, along with the spell? descriptions. ...It's been a long time since I've played this. I'm going off of memories from roughly 10 years ago. I need to replay this.

0xAEAA1 - 0xAEDC6 | Text for some game known as "Orlon's Rock Shuffle". I don't remember this at all, and the FAQs and GameFAQs seem to agree with me. Cut minigame? The result text (lose, lose, or win) doesn't show up until 0xAF00A, and it continues through 0xAF07B

0xAE795 - 0xAE960 | Dialogue with some man about finding his "Worv", possibly for a sidequest. Context seems to hint that it's in-town, but I don't remember anything like this.

*NOTE:
0xAC00 - 0XAF273 seems to be the the dialogue for everyone in Vash Naroom, the first town, over the course of the entire game. I was too lazy to read through it in its entirety, though.

0xAACB6 - 0xAB029 | The opening screen and start options (it's not really a menu, more a little hub thing, but same idea)

0xAB03B - 0xAB240 | ...I'm not entirely sure. Song names, maybe? Or locations?

0xA8028 - 0xAA9A1 | More dialogue. Once again, I'm too lazy to read through all of it right now, though the rough order is the beginning, something to do with Orwin (some voyage, sounds like his death, that I don't remember right off but think may have occurred), the ferry ride that I know occurred, and a snippet of dialogue from the two incompetent villains.

0xA199C - 0xA19CE | Part of a greater text chunk that references a "Seer of the lake", a phrase that doesn't sound familiar.
*NOTE: The greater text chunk extends from 0xA0026 clear through 0xA35E2. Big chunk, and I'm getting tired of reading it all.

:: NOTE: RIGHT AROUND HERE IS WHERE I GET TOO TIRED TO READ ALL THE TEXT. YOU CAN SAFELY SKIP THE REST OF THE TABLE ::

0x9A97E - 0x9B4A6 | More text

0x97794 - 0x97912 | A smaller chunk of text (0x97649 - 0x9766E has another part)

0x96AB2 - 0x9708C | More text, this time about a shadow geyser causing tides

0x96952 - 0x96991 | A hint about finding hyrens

0x963CC - 0x965A4 | Text for a ring-smithing store

0x95E99 - 0x95F0E | Text about a star-shaped keyhole and some guy hiding under a stone circle

0x93B1D - 0x93E9E | More text. None of this text seems to be stored in any discernible order. I think this text shows up near the end of the game.

0x929F2 - 0x92BE5 | Text.

0x8F5B2 - 0x8FB62 | More text.

0x8F2A6 - 0x8F352 | You should get the hint by now

0x8F18E - 0x8F1D7 | Text

0x8E9CD - 0x8F0E4 | Big block of text

0x8E888 - 0x8E8CC | text

0x8CF92 - 0x8E760 | More text, this time with chunks of gibberish in it because I'm getting lazy

0x8C15E - 0x8C324 | Start of the huge, huge text block that I've cherry-picked just the addresses for the text from.

0x8B13C - 0x8BC53 | Text

0x8AAFD - 0x8AB08 | "It's locked."

0x8A08B - 0x8A0A5 | "I want a Gruk pancake deal."

0x89EDE - 0x89B78 | Text...

0x8800A - 0x89943 | Block of text

0x86A6E - 0x87753 | Guess

0x86A6E - 0x87186 | Text

0x7F7ED - 0x7F9DA | some more text

0x7EFA1 - 0x7F250 | Text

0x7E649 - 0x7E806 | Yep, more text

0x7DF8F - 0x7E1DA | Text

0x7DDAA - 0x7DDCB | Text

0x7DA63 - 0x7DC20 | yep

0x7C01D - 0x7DA63 | Text, with gibberish.

0x7801B - 0x7B690 | More text and more gibberish, I'm getting less thorough

0x7426D - 0x779A8 | Text

...and now it's gotten too tedious. Most of the big blocks contain some form of text from here on to the top of the ROM. I should really figure out how to make a text dump and I can save myself some trouble. I have no idea how helpful this is, but I figured I might as well share it.

There are tile that show up with yy-chr, but I haven't played the game through recently enough to know what's new and what's not. I might scan through and write something up for it later.
Xgamer4
Random nobody
Level: 5


Posts: 2/3
EXP: 333
For next: 196

Since: 01-22-11


Since last post: 11.3 years
Last activity: 11.3 years

Posted on 01-22-11 05:55:41 AM, in Magi-Nation (GBC) Link
Yeah, that's part of what I meant by the game's history. The other part is that it seems to have been rushed out.

I seem to have found a list of battle commands (Fight, Summon, Run, etc.) Most notably is what seems to be a list of spells and monster abilities. I haven't checked everything, but it wouldn't surprise me if some of these wound up unused.
Between locations 0x15EB7 and 0x1651B

Fight
Summon
SummonX
Item
Run
Spell
Focus
Barrage
Beam
Bite
Blast
Blaze
Boost
Bramble
Burrow
Carnage
Charge
Choke
Claw
Coil
Consume
Crack
Cremates
Crumble
Crush
Curse
Cute
Cyclone
Devour
Dream
Drown
Fang
Flame
Flash
Flock
Fortune
Frenzy
Gale
Goo
Gravity
Gust
Haunt
Heal
Ignite
Impale
Infect
Inferno
Ink
Jiggle
Jolt
Lamp
Leaf
Magma
Maul
Melody
Mend
Mist
Munch
Pack
Petrify
Pinch
Pollen
Prism
Pummel
Punch
Quake
Roar
Roots
Scratch
Sever
Shade
Shake
Shield
Shock
Shred
Slide
Soar
Sonic
Spark
Sponge
Spore
Squirt
Sting
Storm
Swarm
Swing
Syphon
Tackle
Tangle
Tempest
Terror
Thorns
Thrust
Thunder
Tic Toc
Tide
Timber
Tsunami
Turtle
Vampire
Vortex
Whirl
Wreck

...I'm assuming that's how they should be layed out, but I may be wrong.
Xgamer4
Random nobody
Level: 5


Posts: 3/3
EXP: 333
For next: 196

Since: 01-22-11


Since last post: 11.3 years
Last activity: 11.3 years

Posted on 01-23-11 02:47:46 AM, in Magi-Nation (GBC) Link
I was poking around romhacking.net in search of a text dumper and the only thing that looked even remotely like it'd do what I wanted was a C++ app that wouldn't run on Windows 7 x64 and made my compiler barf on me when I tried to recompile it.

So I said "screw it" and wrote a python script that does it for me. It's a very... oblivious script, so the dumps contain a bunch of artifacts, which you'll notice reading through the dump.

"Fixed up" text dump: http://fieryfalls.com/MagiNationText.txt
NOTE: Not fixed up completely, but the obvious not-text chunks were removed

The raw dump, straight off the script: http://fieryfalls.com/rawDump.txt

If anyone's interested in the script I can spruce it up and upload it. Command-line only, no GUI, but right now it just reads from a Thingy table file, and uses those values to determine what it cares about. If a string of 5 or more characters that appear in the table appear in the rom, it writes them out. There are a few obvious issues, if there's a word like "No!" that appears amongst a bunch of gibberish data it won't get recorded, and similar stuff, and an implementation issue I haven't bothered to fix (if a string of 5+ characters appear in a row, but a character not in the table appears between characters that are, that character is just blissfully ignored instead of breaking the sequence).
Jul - Posts by Xgamer4


Rusted Logic

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

19 database queries, 6 query cache hits.
Query execution time: 0.078693 seconds
Script execution time: 0.007560 seconds
Total render time: 0.086253 seconds