| koolaidman Member Level: 24 Posts: 101/108 EXP: 73588 For next: 4537 Since: 07-17-10 Since last post: 3.4 years Last activity: 1.2 years |
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![]() In the US version of Burning Rangers, if 060FFC30 is h'2000 instead of h'200, it loads a small debugger. This is checked every frame by a function at 0601E474 (in 0.bin). To get this to load in game yourself, the instruction at 060040E6 should read "mov.w #h'2000, r0" instead of "mov.w #h'200, r0". The value used in this instruction is stored at 6004166 in 0.bin, so you can just modify the file with your favorite hex editor (in the file itself, the address will be at 0x166). PRGTTL.bin contains text for a 'config' screen where you can modify the following settings: - SET CONFIG - START STAGE: KEY ASSIGN : PL NODISP : PLAYER NAME: NO OBJECT : GENERATE : INFO OFF : TIME LIMIT : ENV. LIGHT : IMM GOUR : MAP EDIT : DEMO NUMBER: CRYSTAL ALL: CRYSTAL 20 : LIGHT ONCE : INVINCIBLE : DEBUG DISP : This file, and some of the other PRG bin files are compressed in some format and contain some small chunks of code. PRGTTL.bin in particular seems to be used for initializing stages. In the Taikenban, the code/strings for this file is actually compiled directly in 0.bin (the main executable). To view this file in the final version, you'll have to let the game decompress it and go to 06078000 in memory at the right time. I've disassembled the file in both the Taikenban and in the final and cant quite figure out how the game accesses this screen. The code that loads these strings as part of an array is located at 0607C720 with the base address and everything but nothing I know accesses it. That weird mess of characters at the bottom of the print out in the screenshot is the current password. |







