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04-24-22 01:13:58 PM
Jul - Posts by Hectamatatortron
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Hectamatatortron
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Posted on 03-04-11 11:54:24 PM, in Fire Emblem Source Code (last edited by Hectamatatortron at 03-04-11 08:54 PM) Link
I'm pretty much the Fire Emblem hacking god this side of the language barrier from all the evidence I've seen and none of the people I know have anything close to the source code for any of the games.

There is a ton of documentation on the games from reverse engineers like myself however. I could give a plug for my site but most everything I do is easily Google-able (I release things as "Hextator").

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Hectamatatortron
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Posted on 03-05-11 12:00:19 AM, in Jet Force Gemini (U) Co-Op Mode ROHM ack Link
I'm thinking I could just as soon do it with any other game with split screen. I only have the information I seek for the things I want to do because I decisively search for it instead of floundering around learning things at random the way less experienced hackers might.

If you'd like to try it yourself, set the player count to be greater than 1 and see about identifying the location of the data for the camera that follows player 1, then look around references to that data for a reference to the second camera and do whatever trigonometry you need to get the second camera to work relative to the first in the way you need. Trigonometry itself is super easy though without any library functions to call you might have to write your own trigonometric functions rather than calling them. Unless you can somehow figure out where they are in the game's code?

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Hectamatatortron
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Posted on 03-20-11 03:46:46 PM, in Jet Force Gemini (U) Co-Op Mode ROHM ack Link
Considering this hack is close to completion I would say it'd make more sense to move your idea to a new topic; this topic isn't about something that's finished quite yet (even though it's about to me) so I don't see why there'd be a problem having a similar topic floating around about "an idea instead of a hack".

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Hectamatatortron
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Posted on 03-21-11 03:18:48 AM, in Jet Force Gemini (U) Co-Op Mode ROHM ack (last edited by Hectamatatortron at 03-21-11 02:56 AM) Link
Aha! I think I've done it. I've confirmed that you can play through the whole game with this hack with about 90% of it able to be done in multiplayer (not 100% sadly, but hey, it's better than nothing!) and you can even do it online if you're crafty about it. The instructions for how to get it working online are accurate but poorly written; I intend to improve them in the near future.

Here's a video of this co-op hack working online, though:

http://www.justin.tv/hextator/b/281287273

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Posted on 03-21-11 06:03:12 AM, in Jet Force Gemini (U) Co-Op Mode ROHM ack (last edited by Hectamatatortron at 03-21-11 03:05 AM) Link
First post updated to be more accurate. If anyone actually likes this game as much as I do you'll be happy to know everything you need (except for the ability to understand my currently less than helpful instructions) to play this game's single player with more than one player offline and online is up there (I do intend to fix up those instructions and add a utility to aid in following them in the near future so try not to worry too much about that D:).

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Posted on 03-21-11 11:29:52 PM, in Jet Force Gemini (U) Co-Op Mode ROHM ack (last edited by Hectamatatortron at 03-22-11 12:25 AM) Link
Edit: Did what I said I was going to do, here is the RHDN page for it.

Also, here is a better video of it than the one I'd been showing off before, complete with a demonstration of how saving and loading is possible even when playing co-op online.

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Posted on 04-20-11 10:48:07 PM, in Decompiling an N64 ROM Link
He has a point though.

The closest thing he's going to get is a disassembly with references to the resources which could maybe have a crude assembly-to-C conversion done so it'd at least be easier to rewrite as C, if nothing else.

Except to trace all code paths would indeed become a halting problem even for something as feasible as a disassembly.

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Posted on 11-05-12 10:35:16 PM, in Patching gameshark codes to Zelda 64 debug rom /w Multiplayer Patch (last edited by Hectamatatortron at 11-05-12 10:37:46 PM) Link
A month late, but I'd like to comment that judging from the addresses those codes are writing to, they're probably modifying variables/data, not code/executable memory.

If that's the case it makes no sense to convert those codes to a ROM patch. You'd have to make new codes that have the same affect which patch code able to be located in the ROM.

Assuming that's done and the code in the ROM isn't stored in some checksum protected area (unless that area's sum can be corrected) and isn't compressed, you can use a technique like the one VL-Tone details his post at the link below to locate the ROM location of the code modified in the RAM.

Link

Barring that you're looking at doing some debugging, which you may need to do anyway to make (a) version(s) of the hack(s) able to be patched to the ROM.

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Posted on 02-18-15 03:54:21 AM, in [N64] Ocarina of Time (U) 1.0 NPC Killing Link
I looked through the last couple of pages of my recent posts (which weren't recent at all - over 800 days (!) ago) and it seems I hadn't posted this yet, so

<object width="425" height="344"><embed src="https://www.youtube.com//v/LHbM44aw3Yw&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> <object width="425" height="344"><embed src="http://www.youtube.com/v/3jVABMcUB1s&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>


This hack (the source of which is linked in the video description) is a GameShark code the lets you kill NPCs in Ocarina of Time (U) 1.0.

Since it's been so long since I actually made and released this hack before I finally realized I hadn't posted it here yet (apparently, anyway), people have had time to feature the hack on various sites with many commenters claiming that I "play like an 11 year old" or otherwise suck at the game.

This seems to mostly be a reference to my preference for hover boots (because walking in the air is amazing), which leads to sliding around a lot. Try to focus on the ACTUAL HACK when watching the demo vids, although...seeing those comments did inspire me to remove the slippery effect from the hover boots while maintaining their...hover effect.

Now I'm wondering why no one made the hover boots work that way to begin with...but then, why hasn't anyone made a hack to kill Kaepora Gaebora before? I guess these hacks have to come from somewhere.

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Posted on 02-25-15 02:58:03 AM, in [N64] Ocarina of Time (U) 1.0 NPC Killing Link
You probably showed me that before; I remember we talked a lot on AIM about LA/DX hacking and how easy it was to just type a 3 in a memory editor to set an NPC on fire.

Speaking of which, I was gonna have a set-on-fire animation for NPC deaths or other effects and haven't learned how to do that in OoT yet.

I even had suggestions from people about doing something like setting an invisible magic bean hole's position to the location of a dead NPC and having the Bugs in a Bottle crawl into them and other kinky stuff. Maybe like you drop a fairy next to an NPC and it revives them or something.

There's a lot of crazy stuff like that which is within the realm of reasonable hacks, but I just don't have the kind of time to play with that stuff that I used to. Nobody wants to hire a software engineer around here

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Jul - Posts by Hectamatatortron


Rusted Logic

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

24 database queries, 23 query cache hits.
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Script execution time:  0.014282 seconds
Total render time:  0.100687 seconds


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Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 214 warnings and 0 errors!


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