Author Topic: Memory MAP  (Read 75355 times)

Dirtie

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Re: Memory MAP
« Reply #45 on: April 28, 2006, 07:29:09 pm »
Nice - so can you remove shading on the windows altogether?

Chickenlump

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Re: Memory MAP
« Reply #46 on: May 01, 2006, 12:09:25 pm »
Yes I can, I have before, I'll just have to look up how I went about it.  I found all this stuff by accident when I went looking for a way to disable the shading originally. The menu's look great unshaded. :D

I'm going to have to read up on some HDMA documents, this stuff is neat.
If I can do this by accident, I'm sure after I know how it works I can do stuff like this and know what's going on and why.


Shinrin

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Re: Memory MAP
« Reply #47 on: May 01, 2006, 12:34:18 pm »
That looks nice but it messes up with one of the layers but i would love to have that implemented in my hack. what did you do, and i'll see if i can do it on my rom, if not, i might have you to do it for me :D

Chickenlump

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Re: Memory MAP
« Reply #48 on: May 01, 2006, 01:17:08 pm »
I changed 6 bytes in memory. At first sprites wouldn't appear under the dialog window at all, then I got them to show up under there just fine. I'll have to do some reading up and more experiments on it

There are 2 parts to the dialog window, the border, and the inner, and these 2 chunks reflect that.
Simply change the addresses to these, and freeze it.  It will stay if you just write it there, but the moment you leave the area, or enter a menu, the addresses will be refreshed.

7F1524 - 09
7F1525 - 56
7F1526 - 78

7F1528 - 09
7F1529 - 52
7F152A - 78

It looks neat, but I'm not sure how it will react with, for example, a translucent layer 3, or spell effects, etc...
« Last Edit: May 01, 2006, 01:26:24 pm by Chickenlump »

Shinrin

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Re: Memory MAP
« Reply #49 on: May 01, 2006, 02:58:04 pm »
Something isn't right, because i put that code in to the cheat device, and the bottom half of the text box make the text and anything under it negative

« Last Edit: May 01, 2006, 03:15:14 pm by Shinrin »

ZeaLitY

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Re: Memory MAP
« Reply #50 on: May 01, 2006, 03:05:09 pm »
I think that Breath of Fire II hacker pulled it off.

Chickenlump

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Re: Memory MAP
« Reply #51 on: May 02, 2006, 01:28:50 am »
Yes, that man is good, very good. I'm wanting to say his name is D4s. He knows what he is doing, whereas every post of mine you see is me fooling around first, and then, maybe one day, reading up and understanding later.  :lol:

I know what you are doing wrong (I forgot to mention). You have done it correctly, I just forgot to mention that I edited the HDMA color table located directly under the addresses you used. All I basically did was edit the color table to all be just one solid color, basically the shading on the dialog box to be just one color instead of going from light to dark. The top is light, and the bottom is dark, which is why you are seeing almost an inverted effect towards the bottom of the box.  If you view it in Geiger's snes9x debugger's memory editor, you will see the color table. It would be insane to edit that table and turn it into cheat codes (it's not a huge color table, but... so many codes... >_>)

I'll post an example later on.

Shinrin

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Re: Memory MAP
« Reply #52 on: May 02, 2006, 01:41:53 am »
yeah, i try to get that program but his site is down :( i'll try again later.

Chickenlump

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Re: Memory MAP
« Reply #53 on: May 02, 2006, 02:29:00 am »
http://www.romhacking.net/utils/snes9x1.43.ep9r8.7z

Bookmark and give romhacking.net a good looking through too in your spare time. It has almost everything romhacking related, plenty of tools and documents, a good place for noobs and experts alike, even if you aren't serious about romhacking, some documents are a good read just find out how things work.

Everything is easier to work with if you can see it happening. Looking at a memory address change to a certain value as the game is playing makes everything click, when you know what the number means in the game, and why it's being written when it is...

It's a HUGE help.

Shinrin

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Re: Memory MAP
« Reply #54 on: May 03, 2006, 01:19:10 am »
nice thing to find out, How to lock out the menu.

Address

000110 - 00 = you can use the menu / 01 = locks out the menu.

you can even test it out by going adding it as a cheat.

doesn't work on the world map
« Last Edit: May 03, 2006, 01:32:01 am by Shinrin »

Geiger

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Re: Memory MAP
« Reply #55 on: May 05, 2006, 05:00:42 am »
Sorry about my site.  My server has a habit of either randomly shutting itself off or having the hard drive go batshit crazy.  In either case, no web serving is going to get done.  It usually takes me a few days to notice something's wrong.  Of course, this particular computer worked fine for about two years, right up to the point I formatted the hard drive and made it my server machine.  :bleh:

Unfortunately, I do not have the cash reserves to solve this problem right now.  Once I am gainfully employed again, I plan to purchase a low-end laptop to replace my server.

---T.Geiger

Agent 12

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Re: Memory MAP
« Reply #56 on: May 11, 2006, 02:08:29 am »
7f01F6 bit 1

if 0, ? shows in the corner
if 1 600 shows in the corner

--jp

Chickenlump

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Re: Memory MAP
« Reply #57 on: May 24, 2006, 02:33:12 pm »
------------------------------------------------------------------------------------------------------------------------------------
$C2/9A10   20 AD 9A   JSR $9AAD  [$C2:9AAD]   // Jump to routine that draws menu's tan background, and frontmost icon menu
------------------------------------------------------------------------------------------------------------------------------------


------------------------------------------------------------------------------------------------------------------------------------
Load and Place Menu Background tiles
------------------------------------------------------------------------------------------------------------------------------------
$C2/9AAD   08       PHP            
$C2/9AAE   C2 30      REP #$30         
$C2/9AB0   A9 A4 3F   LDA #$3FA4         
$C2/9AB3   8D 80 57   STA $5780  [$7E:5780]   // Begining of blue icon menu (Starts at upper left corner)   
$C2/9AB6   A9 A5 3F   LDA #$3FA5         
$C2/9AB9   8D 82 57   STA $5782  [$7E:5782]      
$C2/9ABC   A2 82 57   LDX #$5782         
$C2/9ABF   A0 84 57   LDY #$5784         
$C2/9AC2   A9 19 00   LDA #$0019         
$C2/9AC5   54 7E 7E   MVN 7E 7E         
$C2/9AC8   A9 A6 3F   LDA #$3FA6         
$C2/9ACB   8D 9E 57   STA $579E  [$7E:579E]      
$C2/9ACE   A9 A7 3F   LDA #$3FA7         
$C2/9AD1   8D C0 57   STA $57C0  [$7E:57C0]      
$C2/9AD4   A9 AC 3F   LDA #$3FAC         
$C2/9AD7   8D C2 57   STA $57C2  [$7E:57C2]      
$C2/9ADA   A2 C2 57   LDX #$57C2         
$C2/9ADD   A0 C4 57   LDY #$57C4      
$C2/9AE0   A9 19 00   LDA #$0019         
$C2/9AE3   54 7E 7E   MVN 7E 7E         
$C2/9AE6   A9 A8 3F   LDA #$3FA8         
$C2/9AE9   8D DE 57   STA $57DE  [$7E:57DE]      
$C2/9AEC   A9 A9 3F   LDA #$3FA9         
$C2/9AEF   8D C0 58   STA $58C0  [$7E:58C0]      
$C2/9AF2   A9 AA 3F   LDA #$3FAA         
$C2/9AF5   8D C2 58   STA $58C2  [$7E:58C2]      
$C2/9AF8   A2 C2 58   LDX #$58C2         
$C2/9AFB   A0 C4 58   LDY #$58C4         
$C2/9AFE   A9 19 00   LDA #$0019         
$C2/9B01   54 7E 7E   MVN 7E 7E         
$C2/9B04   A9 AB 3F   LDA #$3FAB         
$C2/9B07   8D DE 58   STA $58DE  [$7E:58DE]      
$C2/9B0A   A2 C0 57   LDX #$57C0         
$C2/9B0D   A0 00 58   LDY #$5800         
$C2/9B10   A9 BF 00   LDA #$00BF         
$C2/9B13   54 7E 7E   MVN 7E 7E         
$C2/9B16   A9 A0 1F   LDA #$1FA0             // Location of tan Background Tiles         
$C2/9B19   8D 00 3E   STA $3E00  [$7E:3E00]   // Begining of Tan Background Tiles   
$C2/9B1C   1A       INC A            
$C2/9B1D   8D 02 3E   STA $3E02  [$7E:3E02]      
$C2/9B20   1A       INC A            
$C2/9B21   8D 40 3E   STA $3E40  [$7E:3E40]      
$C2/9B24   1A       INC A            
$C2/9B25   8D 42 3E   STA $3E42  [$7E:3E42]      
$C2/9B28   A2 00 3E   LDX #$3E00         
$C2/9B2B   A0 04 3E   LDY #$3E04         
$C2/9B2E   A9 3B 00   LDA #$003B         
$C2/9B31   54 7E 7E   MVN 7E 7E         
$C2/9B34   A2 40 3E   LDX #$3E40         
$C2/9B37   A0 44 3E   LDY #$3E44         
$C2/9B3A   A9 3B 00   LDA #$003B         
$C2/9B3D   54 7E 7E   MVN 7E 7E         
$C2/9B40   A2 00 3E   LDX #$3E00         
$C2/9B43   A0 80 3E   LDY #$3E80         
$C2/9B46   A9 7F 07   LDA #$077F         
$C2/9B49   54 7E 7E   MVN 7E 7E         
$C2/9B4C   A2 F8 FB   LDX #$FBF8         
$C2/9B4F   20 85 83   JSR $8385  [$C2:8385]      

------------------------------------------------------------------------------------------------------------------------------------
Tan Menu Background tiles: 7E3E00 - 7E3E83 in RAM
(Place any tiles here in RAM, or hack the previous routine to draw
your own background)
------------------------------------------------------------------------------------------------------------------------------------
Tan Background as seen in Memory (each byte is a tile, it just repeats after so many to tile seamlessly)

A0 1F A1 1F A0 1F A1 1F A0 1F A1 1F A0 1F A1 1F
A0 1F A1 1F A0 1F A1 1F A0 1F A1 1F A0 1F A1 1F
A0 1F A1 1F A0 1F A1 1F A0 1F A1 1F A0 1F A1 1F
A0 1F A1 1F A0 1F A1 1F A0 1F A1 1F A0 1F A1 1F
A2 1F A3 1F A2 1F A3 1F A2 1F A3 1F A2 1F A3 1F
A2 1F A3 1F A2 1F A3 1F A2 1F A3 1F A2 1F A3 1F
A2 1F A3 1F A2 1F A3 1F A2 1F A3 1F A2 1F A3 1F
A2 1F A3 1F A2 1F A3 1F A2 1F A3 1F A2 1F A3 1F
A0 1F A1 1F

Vehek

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Re: Memory MAP
« Reply #58 on: June 24, 2006, 06:40:31 pm »
7E29ACXX
Variable for special battle events.
00-X-strike performed
01-Ice Sword performed
02-Frog Squash

Agent 12

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Re: Memory MAP
« Reply #59 on: August 07, 2006, 11:21:59 am »
7E027E
7E027F
7E0294

JLukas pointed these out to me.  Theya re epoch status related.  The reason I point them out is because it's caused me a few bugs in the past.  If you somehow go from a location directly from a "flying epoch" (IE the end of time), you cannot be warped to an OW directly because the game still thinks you are in a "flying epoch"......kind of complicated but I'll give an example

You fly the epoch to the end of time, you then talk to gaspar and he sends you to...oh I dont know....um the dark ages overworld. 

This will not work unless you do the following:

Store 00 to 7E027E
Store 00 to 7E027F
Store A0 to 7E0294

That'll make sure the game doesn't still think you are in the epoch.

--jp