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DarkPortrait

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Posts posted by DarkPortrait


  1. Okay, so I get it.. you're an unwanted frog someone flushed down the toilet. You survived. You must make it out of the sewers of filth.

    holy shit! i might just do that now!

     

    the game should be done in tghe next 2 days


  2. some people know i was working on a atari2600 game but we lost our main programmer :( so if anyone wants to help lemme know!

     

    but since im good at flash im making a "FLASH PORT" of it and it is almost done! once its done ill upload it so people can play it.. but if someone wants to help me make the game from flash to a2600 lemme know! but some time in the next week expect Sinking logs flash!


  3. yeah i have been a way for a while and just kinda came back from working on projects and wondered if anyone would like me to create a psp atari emulator for 2600,5200,7200 all in one? it would be a port of a current emualtor and it would be only for cfw


  4. It looks to me like the command line for DASM had some kind of problem, hence all the output showing what the allowable switches are for DASM. What I suggest is that you (1) get the 2600bas.bat file that was included in one of Random Terrain's posts about "updated files," and (2) temporarily delete the first line of the 2600bas.bat file that says "@ECHO OFF." That way, you'll be able to see what commands the batch file is running, and can tell if there are any problems with them.

     

    Michael

    kool yeah ill do that later when i have some time thanks fir the help


  5. Perhaps the biggest mistake anybody can do is trying to understand a foreign language from a raw disassembly (which tells you nothing). Distella is able to pick out the hardware registers, but that's it. The rest...including code/data that Distella misses detecting...needs to be done by hand, figuring out the smallest things, labelling it, search/replace all occurances, then moving on to something different. Even if it's not what you were looking for, it's something eliminated from what's unknown. Stella's debugger can help here too, because you can break out of the program at any point and look at the values that currently exist in ram. Trying to look at a disassembly with no understanding of 6502 and no editing will leave you overwhelmed with no progress at all. If time is a factor, you might be more comfortable with something easier to grasp (like Basic programming, which does the difficult stuff for you).

    lol yeah pretty much time aint a consern just learning how is the hard part


  6. If you are interested in decyphering existing 2600 binaries, understanding 6502 machine language is a prerequisite. Working with reverse-engineered source codes makes it quite a lot easier. Otherwise...it's "look at the program, guess at what something does, alter it to test your guess, label/comment it if your guess was correct". Repeat a few thousand times.

    true, true its a pain in the ass though!!


  7. AUDxx addresses are the registers. What you are looking for is the values stored to them. For example, this sets channel 0's volume to maximum...

     

    lda #$0F

    sta AUDV0

     

    Undoubtedly, you won't find many instances of "hard-coded" routines like this in a program (because it wastes space having to load specific values whenever you want to update something). Usually, a ram location (or group of locations) hold variables to point at specific data...use those variables as offsets to read values from a data table or number of tables, then put those values in the approprite AUD registers. Here's a primitive example that uses 3 rom tables and 1 ram note counter:

     

    Sound_Subroutine:
     ldx Note_Counter;load a note counter from ram
     bne Do_Next_Sound;branch if notes remain
     stx AUDF0;kill sound
     stx AUDV0
     stx AUDC0
     rts;and exit
    
    Do_Next_Sound:
     dex;adjust counter to point at next values
     lda Frequency_Table,x;load current pitch from rom
     sta AUDF0;...and store
     lda Volume_Table,x;load current volume from rom
     sta AUDV0;...and store
     lda Distortion_Table,x;load current distortion from rom
     sta AUDC0;...and store
     stx Note_Counter;save note counter for next time
     rts;and exit

     

    That example can play up to 255 notes (tho it doesn't include the number of frames to sustain each one). You'll notice that X is used as the offset for each table, and A is used to pass the values.

     

    If the program you are looking at uses A to store the values (as in sta AUDF0), backtrack to see where it's value came from. The same is true for the 2 other registers X and Y.

    wow thanks nukey ur like the god of rom hacking!!! :) can u hack nes roms???? cuz z i used to hack them all the time it was easy!


  8. hey well i though i would take a break from assembly and quickly learn bB right well i set up crimson with all of the right settings and i goto see if it worked so i tried to compile zombie_chase.bas and i get this

     

    ---------- Capture Output ----------

    > "C:\Atari2600\bB\2600bas.bat" C:\Atari2600\bB\samples\zombie_chase.bas

    2600 Basic compilation complete.

    DASM V2.20.07, Macro Assembler ©1988-2003

    redistributable for non-profit only

     

    DASM sourcefile [options]

    -f# output format

    -oname output file

    -lname list file

    -Lname list file, containing all passes

    -sname symbol dump

    -v# verboseness

    -t# Symbol Table sorting preference (#1 = by address. default #0 = alphabetic)

    -Dname=exp define label

    -Mname=exp define label as in EQM

    -Idir search directory for include and incbin

    -p# max number of passes

    -P# max number of passes, with less checks

    Fatal assembly error: Check command-line format.

     

    > Terminated with exit code 0.

     

     

    batari tutorial says the end is right but i dont think its right becuase there is no bin file and "Fatal assembly error: Check command-line format." that doesnt sound so good XD but it does give me an .asm file but NO BIN :(

     

    could some one help me plz


  9. ok how the hell do you do sound hacking on roms its really anoying seeing people do it and i dont know how can someone enlighten me on this matter please

     

    stuart

     

    This is something where you need good knowledge of assembly. Most games have routines that store values to the sound-related hardware registers. Thing is, each game is different, so you not only need to know where these routine calls are in the binary, but how they work. Unless you get a hold of the disassembly and change the form of the sound effects to be generated, you probably won't be able to do much in regards to how the sound is structured, just by hacking the binary.

    There are three parameters to work with when dealing with sound: volume, frequency, and the noise type (IIRC). Different games do different things to put these parameters to use.

     

    My knowledge about sounds on the VCS are pretty limited, so I hope my answer was correct.

    well thanks for the help all i know is to look throught the AUDxx and find were it is located but thats all :(


  10. Galaxian is 8k. Only 4k and 2k roms can be made Supercharger-compatable (without seriously altering the game). Basically, the game roms are altered to ignore the unit's native bankswitch method so that it never occurs. Most of the 2k/4k library already does this, since the "hotspot" trigger exists at the end of rom addressing. This thread is for those that don't.

     

    PB Frogger only has an "intro" in the way of the starting tune. I know that forcing value #$80 to ram location $DE enables movement...but the starting tune would need to be altered as well (since when it ends, it automatically resets the player's variables). A possible solution is to remove the starting tune altogether.

     

    Starpath's own version of the game is filled with self-modifying code (which gives me a headache just looking at). Good luck with that one. I thought that you were working on a homebrew version?

     

    Anyway, here's some mess to look at. It can be reassembled with Dasm, but a new loader would need to be added. There's a lot of unresolved stuff here, because these roms are seriously over my head ;)

     

    i am i am just looking at it for refference to figure out how in the hell they did something XD that is in effect in there rom anyways thxs, and i was wanting to get rid of that damn tune bwecuase its so anyoing!!!


  11. omg i would love to buy that me and my dad used to play that game everyday a salsbury house while eating food it was in a tabletop thing i have the nes and ds versions of that game but i would prolly buy it but it isnt in its original housing so... its ur decision cheap price to


  12. I need to clear out a lot of the space in my basement... so first on the chopping block are game boxes/manuals. I have bins full of them. This is lot 1. Not interested in splitting up at this point. There will be other lots coming.

     

    I'm not sure on current value of this stuff so I'm setting this at what I hope is pricing to move. Let's say $45 plus shipping OBRO. I haven't been around the market for a while so if that's too high feel free to advise.

     

    Boxes, most have manuals, most are in good shape, only a couple beaten up.

     

    Tetrisphere

    Carmageddon 64

    Vigilante 8

    Paper Mario

    Iggy's Reckin Ball

    Chameleon Twist 2

    Aero Gauge

    Star Wars Rogue Squadron

    Beetle Adventure Racing

    Penny Racers

    Earthworm Jim 3D

    Supercross 2000

    Mario Golf

    Diddy Kong Racing

    Twisted Edge Extreme Snowboarding x2

    Ready 2 Rumble Boxing

    Ready 2 Rumble Boxing 2

    Ridge Racer 64

    Cruisn World

    Starcraft 64

    Madden 2000

    Magical Tetris Challenge

    Waverace 64

    Turok 2

    Body Harvest

    Bust A Move 2

    Bust A Move 99

    Conker's BFD

    Wetrix

    Banjo Kazooie

    Elmo's Letter Adventure

    Quest 64

    Mickey's Speedway USA

    Triple Play 2000

    Mega Man 64

    Zelda Majora's Mask

    South Park

    Vigilante 8

    only the boxes no games :(


  13. Does anyone have a spare Demonoid invite code? They have a torrent there that is a scan of the Korg DS-10 Synthesizer manual.

     

    http://www.demonoid.com/files/details/1688690/775222/

     

    I have a feeling that I am going to need the manual quite a bit, but as a collector I don't want want to use mine too much because I want to keep it looking minty fresh. I can't seem to find this file anywhere else on the web.

     

    Chris

    The ds game???? pm me i can get it ;)

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