Hacking the ST rom...

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Comments

  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited May 2014
    Nothing to do with stages,but I seen this branch when trying to edit ryu's jab dp.
    A5 = FF8000
    
    077FE2: bsr     $78132 
    078132: lea     ($44e,A5), A6		;Setting player Player 1
    078136: bsr     $7813e			;Branch so it A6 doesn't become player 2's address yet
    	07813E: move.l  ($6,A6), D0		;Loading the actual X Position
    	078142: sub.l   ($1cc,A6), D0	;Subtracting old position with new
    	078146: move.l  D0, ($1c4,A6)	;Supposed X Movement
    	07814A: move.l  ($a,A6), D0		;Loading the actual Y position
    	07814E: sub.l   ($1d0,A6), D0	;Subtracting old position with new
    	078152: move.l  D0, ($1c8,A6)	;Supposed Y Movement
    	078156: rts						;Return
    
    07813A: lea     ($84e,A5), A6		;Setting player Player 2
    07813E: move.l  ($6,A6), D0			;Loading the actual X Position
    078142: sub.l   ($1cc,A6), D0		;Subtracting old position with new
    078146: move.l  D0, ($1c4,A6)		;Supposed X Movement
    07814A: move.l  ($a,A6), D0			;Loading the actual Y position
    07814E: sub.l   ($1d0,A6), D0		;Subtracting old position with new
    078152: move.l  D0, ($1c8,A6)		;Supposed Y Movement
    078156: rts							;Return
    

    The thing is there is nothing reading those movement values which what this branch is making. So in normal play this branch useless and just a left over of a debug display.

    The reason I note this is that it's a nice place to hook into since this isn't really used.

    Edit:
    Added the all of it.

    Also looking into it more this branch does have it's use does have a use in normal play sorta. Only when players push boxes are touching each other does it get read but it's not used to calculate which one moves either. Removing the above to not write a value seems to do nothing.
    As always A5 = FF8000
    0BF6E2: bpl     $bf6e8
    0BF6E8: move.l  ($612,A5), D2 ;Reading P1 "X Speed" and putting it on D2
    0BF6EC: lsr.l   #8, D2
    0BF6EE: tst.w   D2
    0BF6F0: bpl     $bf6f4 ;Yes, there is a neg.w command after this branch if value negative.
    0BF6F4: move.l  ($a12,A5), D3 ;Reading P2 "X Speed" and putting it on D3
    0BF6F8: lsr.l   #8, D3
    0BF6FA: tst.w   D3
    0BF6FC: bpl     $bf700 ;Same as above
    0BF700: cmp.w   D2, D3
    0BF702: beq     $bf75a ;Branch past the rts if D2 and D3 are equal
    0BF704: bcs     $bf730
    0BF730: sub.w   D6, ($454,A5) ;Where did D6 get written? Why is it needed? What the fuck?
    0BF734: sub.w   D0, ($454,A5)
    0BF738: add.w   D6, ($854,A5) ;Where did D6 get written? Why is it needed? What the fuck?
    0BF73C: move.b  #$1, ($5ae,A5)
    0BF742: move.b  #$0, ($9ae,A5)
    0BF748: tst.b   D6
    0BF74A: bmi     $bf72e
    0BF74C: move.b  #$0, ($5ae,A5)
    0BF752: move.b  #$1, ($9ae,A5)
    0BF758: rts
    
    
    the if equal part
    BF75A: sub.w   D6, ($454,A5) ;Where did D6 get written? Why is it needed? What the fuck?
    BF75E: add.w   D6, ($854,A5) ;Where did D6 get written? Why is it needed? What the fuck?
    BF762: move.b  #$1, ($5ae,A5)
    BF768: move.b  #$0, ($9ae,A5)
    
    

    Post edited by jedpossum on

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited May 2014
    0019D8: jsr $10efc.l
    0019DE: jsr $10efc.l

    Wonder why I post that?
    010EFC: rts;

    And this jsr is everywhere. and is only used in mid match.
    Post edited by jedpossum on

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited May 2014
    Old Character code
    Edit: Added more comments
    00E9B0: jmp     $14eae.l
    	014EAE: tst.b   ($2a5,A4); Testing if code has been entered already.
    	014EB2: bne     $14ec4; Branch if code has been entered before.
    
    	014EB4: moveq   #$0, D0 ; Clearing D0
    	014EB6: move.b  ($391,A4), D0 ; Selected Character moved to D0
    	014EBA: add.w   D0, D0; Making the number even
    	014EBC: move.w  ($8,PC,D0.w), D0
    	014EC0: jmp     ($4,PC,D0.w); Jump to Old Character Code
    	
    	;Old Ken code cause that's who I was using making this trace.
    	015106: moveq   #$0, D0
    	015108: move.b  ($90,A4), D0
    	01510C: move.w  ($6,PC,D0.w), D0
    	015110: jmp     ($2,PC,D0.w); jumps to $15766 no matter which character
    	;end of old ken code
    
    	015766: move.w  ($394,A4), D0
    	01576A: andi.w  #$50, D0
    	01576E: beq     $15772; Branch if direction inputs are right
    		015772: move.w  ($392,A4), D0
    		015776: andi.w  #$50, D0
    		01577A: beq     $15786; branch if jab wasn't pressed
    		01577C: move.b  #$0, ($90,A4)
    		015782: bra     $15788 ;Old Character has been selected.
    
    Post edited by jedpossum on

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited May 2014
    Past few days I went back to hacking Vsav.

    But for today's experiment.
    See how much I can delete in the bus with out crashing.
    With the useless jumps I found

    0019D8: jsr $10efc.l
    0019DE: jsr $10efc.l

    I made them jump to FFF000 where I wrote code.
    0019d8: jsr $FFF000.l 
    0019DE: jsr $FFF000.l
    

    DeiuVK1.png

    As for the answer you can get rid of most of it except for A7.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • Born2SPDBorn2SPD SPD Fanatic Joined: Posts: 276
    edited May 2014
    So it didn't crashed, but how the game behaved after it?
    Also, in which address of which rom filedid you placed your custom code?
    I keep reading stuff about ST revival, about bringing this game back to life...
    Its nice to see big tourneys happening and old top players giving this game a chance again...
    But what we really need is new players... And having a strong scene obviously helps...
    But in my opinion what will really bring new players to our community is good tutorials/character guides so they can learn easily and have something to start... So, actually good players, stop being selfish and write stuff about the chars you know! The wiki is lacking so much basic content... Stop being lazy and do something about it.
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited May 2014
    Born2SPD wrote: »
    So it didn't crashed, but how the game behaved after it?
    Also, in which address of which rom filedid you placed your custom code?

    It won't crash as long I don't touch A7 cause the command after the Jump subroutines rewrites all the data and adresses.
    At 0x19E4: movem.l (A7)+, D0-D7/A0-A6; This is why you can't touch A7 unless you store it somewhere and then rewrite it before this command.

    Where my custom code is written in a blank space in the actual memory similar Pasky's Health Cheat(Specifically 0xFFF000). Since it's more of experimentation it doesn't matter if I where wrote it as long it's valid code.

    edit: As long as the code is more valid than my English in this post.
    Post edited by jedpossum on

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227


    Byte Code
    41F9 0090 018A
    3010
    3200
    3400
    
    0240 0f00
    0241 00f0
    0242 000f
    
    0640 0100
    0641 0010
    0642 0001
    
    0040 F000
    8041
    8042
    3080
    4E75
    

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • Born2SPDBorn2SPD SPD Fanatic Joined: Posts: 276
    impressive!
    I keep reading stuff about ST revival, about bringing this game back to life...
    Its nice to see big tourneys happening and old top players giving this game a chance again...
    But what we really need is new players... And having a strong scene obviously helps...
    But in my opinion what will really bring new players to our community is good tutorials/character guides so they can learn easily and have something to start... So, actually good players, stop being selfish and write stuff about the chars you know! The wiki is lacking so much basic content... Stop being lazy and do something about it.
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited May 2014
    Fucked up the y camera but another example what you could do with with jsr $10efc.l

    P1 Position
    Byte code
    41F9 00FF844E
    4DF9 00FFF000
    3028 0006
    322D 0ED4
    9041
    3D40 0100
    3028 000A
    322D 0ED8
    9041
    3D40 0102
    
    49F9 00910000
    302E 0100
    322E 0102
    
    D07C 0020
    D27C 00A9
    0040 E000
    
    3940 0230
    3941 0232
    397C 81CA 0234
    397C 030A 0236
    
    4E75
    
    
    Motorola 68000 Assembly
    lea $ff844e.l, A0 ; Load P1 Address to A0
    lea $fff000.l, A6 ; Load My memory Address
    move.w ($6,A0), D0 ; Load player x position to D0
    move.w ($ed4,A5), D1 ; load camx to D1
    sub.w D1,D0 ; camx - px
    move.w D0, ($100,A6) ; x loaded to $fff100 
    move.w ($a,A0), D0 ; overwriting x data with player y
    move.w ($ed8,A5), D1 ; overwriting camx with camy
    sub.w D1,D0 ; Probably should switch this to an add
    move.w D0,($102,A6) ; move y value to $fff102
    lea $910000.l, A4 ; loading 16x16 bank 2 address to A4
    move.w ($100,A6), D0 ; moving x to D0
    move.w ($102,A6), D1 ; moving y to D1
    add.w #$20, D0 ; adding the x offset to D0
    add.w #$a9, D1 ; adding the y offset to d1
    ori.w #$e000, D0 ; This is to make the graphic visible
    move.w D0, ($230,A4) ; Writing x location and graphic priority(0xPXXX)
    move.w D1, ($232,A4) ; Writing x location and graphic bank(0xBYYY)
    move.w #$81ca, ($234,A4) ;Location of the graphic I want to use
    move.w #$30a, ($236,A4) ; How many 16 x 16 up and right do i want, flip, and palette
    rts
    
    

    Post edited by jedpossum on

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • undamnedundamned Wake up! Time to die! Joined: Posts: 1,686
    Oh, man I can't wait to see where you go with this new found program space! :D
    -ud
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    undamned wrote: »
    Oh, man I can't wait to see where you go with this new found program space! :D
    -ud

    It's not really space just a really great jump for somebody to add their own code. I still have to find space if I want to add it to a rom. I'm telling the game to jump directly into the memory where my code is.

    Well, I'm going to be taking a break from Hacking ST I want to continue hacking Vsav.

    If somebody else with Motorola 68000 assembly knowledge wants to work with it more I could explain the graphic format more. Maybe fix the Y.

    Bank 0
    8019 Collision Box Top Left
    801A Collision Box Bottom Left
    801B Collision Box Top Right
    801C Collision Box Bottom Right

    I'd say it's them cause it's the same ones used in early sf2 games.

    81CA what i use for the axis

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • Pez_ManPez_Man AND1 Joined: Posts: 31
    just curious....
    would it be possible to hack the hyper super street fighter 2 anniversary edition to fix new/old sagat's fireball start up/recovery, input for vega's wall dive, and for super turbo characters to soften old super throws and
    then write them to the eproms so it would be a more accurate ST version when playing on the cps2?

    thanks
    Kurt
    xbox gametag pez man 81
  • x64x64 Fuck your SRK Joined: Posts: 3,187
    I thought Vega's walldive was only bugged in the console ports?
    ST/HDR/USF2: Honda/Rog/O.Hawk | USF4: Bison | SFV: Ryu :(
    XBL: mr x64 | PSN: deadpool_zero | SFV: epistaxis64
    Fightcade/USF2: x64
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited May 2014
    Pez_Man wrote: »
    just curious....
    would it be possible to hack the hyper super street fighter 2 anniversary edition to fix new/old sagat's fireball start up/recovery
    Probably, a simple fix in the frame data.
    Pez_Man wrote: »
    input for vega's wall dive, and for super turbo characters to soften old super throws and
    then write them to the eproms so it would be a more accurate ST version when playing on the cps2?

    thanks

    That's going to require some coding. There was some hacking on special inputs earlier in this thread.
    I know undamned has a version of my training mode burned to a few roms.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • undamnedundamned Wake up! Time to die! Joined: Posts: 1,686
    jedpossum wrote: »
    I know undamned has a version of my training mode burned to a few roms.
    If we have room @ evo in the ST area (TOLII and X-Mania USA) I thought it would be fun to bring an extra setup for people to play around with your training mode hack :D I know you are moving over to more VS stuff, but keep me posted on your "latest&greatest" ST training mode ROMs.
    -ud
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited May 2014
    I should do another update where the graphic part of life would refill. Since, I found those jump subroutines that does nothing and add the sort of random stages(Based on the frame counter of Character select screen).

    As for the Vsav hacking.
    80TFx9X.png
    I had to rewrite a sprite table for this which include all the small portraits. And, only after doing it I decided I need to make a script to make it easier if I decide to do more work with background sprites. Never thought I would get more use out of my old window lua script.

    Edit:
    Random Stage Hack for the Japanese set (like the training hack)
    I had this for awhile there is no second checks like what pasky wanted, but it still..

    "Makes ST more Enjoyable" - Falken
    Regular Ol' IPS patches
    http://www.mediafire.com/download/d2vpych7h05a0fc/randomstagehackST.zip

    Edit2:
    It is a known bug that'll you'll keep fighting Ryu indefinitely in single player.
    Post edited by jedpossum on

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • Born2SPDBorn2SPD SPD Fanatic Joined: Posts: 276
    edited June 2014
    Some weeks ago I was wondering: what if old dj could juggle with his MGU? Would it be a decent anti air? Would it be interesting? I always had the impression that capcom actually wanted it to be like that, but "didnt knew how"... i dont know... they only implemented a propper juggle system on ST...
    I was so intrigued by that idea that I actually hacked the rom to see how would that look like: (sorry, I couldnt get the sound working)

    I think it looks neat! The low damage on O.Dj's MGU obviously helps on the balance. Maybe it should do less dizzy, but its actually hard to land all four hits so it may be already balanced.

    Post edited by Born2SPD on
    I keep reading stuff about ST revival, about bringing this game back to life...
    Its nice to see big tourneys happening and old top players giving this game a chance again...
    But what we really need is new players... And having a strong scene obviously helps...
    But in my opinion what will really bring new players to our community is good tutorials/character guides so they can learn easily and have something to start... So, actually good players, stop being selfish and write stuff about the chars you know! The wiki is lacking so much basic content... Stop being lazy and do something about it.
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    I believe Nin, said there was a juggle system in one of CPS1 versions and removed most of it but Dhalsim managed to slip through the cracks.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    Please turn on Audio.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    Besides the japanese set any others you want to be included in this release?

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    very nice. i know it's supposed to be a patched rom so you can burn to actual cps2 if you wanted, so I'm not sure if there is a way to make p2 stays in crouching position like the pof mame cheat (but then there is no mame cheat menu in patched rom).
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited June 2014
    papasi wrote: »
    very nice. i know it's supposed to be a patched rom so you can burn to actual cps2 if you wanted, so I'm not sure if there is a way to make p2 stays in crouching position like the pof mame cheat (but then there is no mame cheat menu in patched rom).

    Most solutions will involve a rubber band, but i'm only using one of 3 known jumps to 10efc. Someone could hack in a menu eventually.

    Also, Xcopy isn't good at decrypting.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • Born2SPDBorn2SPD SPD Fanatic Joined: Posts: 276
    edited June 2014
    What problems does xcopy have? I've put some simple asm hacks in the ssf2t rom with it without any problems... it worked perfectly
    I keep reading stuff about ST revival, about bringing this game back to life...
    Its nice to see big tourneys happening and old top players giving this game a chance again...
    But what we really need is new players... And having a strong scene obviously helps...
    But in my opinion what will really bring new players to our community is good tutorials/character guides so they can learn easily and have something to start... So, actually good players, stop being selfish and write stuff about the chars you know! The wiki is lacking so much basic content... Stop being lazy and do something about it.
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited June 2014
    It's Decrypting a part that isn't asm.

    Encrypted Rom (ssfxj rom4)
    9fi5r8a.png

    Avalanche Decryption Effort (ssfxjdi rom4)
    pU5NRYy.png

    Xcopy (ssfxj rom4)
    sevVivB.png

    I keep checking if anything is wrong even used the custom encryption option to see if it was a wrong key.

    And yes I need 80 bytes for asm.

    cps2 keys
    http://mamedev.org/source/src/mame/machine/cps2crpt.c.html

    If you're wondering how this problem didn't pop earlier.

    I do asm in the memory like the unused network memory(0x660000 - 0x663FFF). Optimize, till I can't get rid of anymore code. Then find a place in the rom for it.
    Post edited by jedpossum on

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • undamnedundamned Wake up! Time to die! Joined: Posts: 1,686
    If that proves to be a big issue, I should be getting a dead SSFIIX in the next few weeks, which I could put Avalanche EEPROMs in.
    -ud
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited June 2014
    IPS patches
    Razoola's Phoenix Set
    Avalanche JP AM Set

    The new code
    Life Refill assembly
    ;19D8
    4EB9 000D 6A80		jsr $d6a80.l;
    
    ;D6A80 (56A80)
    ;Address setting 28 bytes
    41F9 00FF 844E			lea $ff844e,A0
    43F9 00FF 884E			lea $ff884e,A1
    45F9 00FF F100			lea $fff100,A2; 1P timer - Send undamned network memory test
    6108				bsr; PC+$08
    C149				exg A0,A1
    45F9 00FF F200			lea $fff200,A2; 2P timer
    
    ;Timer set and countdown 6
    4A2A 0000			tst.b ($0,A2);checks if there is a timer already
    6710	 			beq; PC+$?? | Timer = 0 branch to refill 
    
    ;Hurt check and Subtraction 16 bytes
    4A29 0003			tst.b ($3,A1)
    6608				bne; PC+$08 | If hurt skip subtraction
    102A 0000			move.b ($0,A2), D0
    5300				subq.b #1,D0
    1480				move.b D0, (A2)
    4E75				rts
    
    ;Refill 30 bytes
    157C 0096 0000 			move.b #$96, ($0,A2); Refill Timer
    117C 0030 02B4			move.b #$30, ($2B4,A0); Refill Super
    303C 0090			move.w #$90, D0
    3340 01BC			move.w D0, ($1bc, A1); Refill Graphic
    3340 002A			move.w D0, ($2a, A1); Refill Life
    3340 002C 			move.w D0, ($2c, A1); Refill Life
    4E75				rts
    
    Post edited by jedpossum on

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • pofpof Joined: Posts: 28
    Thanks jedpossum!

    Updated my ssf2xj mame cheat file with your last training mode hack.
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited June 2014
    Just posting to notify the Avalanche JP AM set is up.

    And I do test the roms before making patches.
    Even the Avalanche roms. 09 is giving the error since there is no boot up menu on avalanche's set.
    4mDm9vj.png

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • pofpof Joined: Posts: 28
    Hey @jedpossum, can you post the patch for the encrypted ssf2xj rom set as well? it's useful for playing in ggpo's unsupported room.
  • UnessentialUnessential Joined: Posts: 1,168
    jedpossum wrote: »
    Nice, You could of looked at or talked about the memory map of the cps2 to help decide what needed to be changed instead of guessing.
    0x000000 - 0x3FFFFF Main Program
    
    0x400000 - 0x40000A - Encryption(aka the battery memory on pheonixed roms it's 0xFFFFF0 - 0xFFFFFA)
    
    0x618000 - 0x619FFF Shared ram for the Z80 aka tells what sfx or music to play.
    
    0x660000 - 0x663FFF Network Memory
    
    0x900000 Start of Graphic memory can change with each game.
    
    ST
    0x900000 - 0x903FFF Palette
    0x904000 - 0x907FFF 16x16
    0x908000 - 0x90BFFF 32x32
    0x90C000 - 0x90FFFF 8x8
    0x910000 - 0x913FFF 16x16 mainly hud and character names on select screen
    
    0xFF0000 - 0xFFFFFF - Main Memory
    
    


    Is this for all cps2 games? After testing some custom drop patterns on Dreamcast puzzle fighter, I was thinking of hacking them in the puzzle fighter arcade rom...

    How did you get this information? or how would I go about figuring this out for puzzle fighter?
    <quitjockinmystyle> everybody i wil approve what is cheating moves or not.
    STToronto https://www.facebook.com/groups/499056723549379/
    Because very few ST players check SRK anymore. mostly it's the local facebook group and NHC.
    PM me here or on facebook if you need a stick mod or repair. Same with arcade boards and superguns.
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited June 2014
    pof wrote: »
    Hey @jedpossum, can you post the patch for the encrypted ssf2xj rom set as well? it's useful for playing in ggpo's unsupported room.

    You can look above and see the problem of doing an encrypted set. Even using Xcopy on the avalanche ST Roms doesn't solve the problem.
    jedpossum wrote: »
    Nice, You could of looked at or talked about the memory map of the cps2 to help decide what needed to be changed instead of guessing.
    0x000000 - 0x3FFFFF Main Program
    
    0x400000 - 0x40000A - Encryption(aka the battery memory on pheonixed roms it's 0xFFFFF0 - 0xFFFFFA)
    
    0x618000 - 0x619FFF Shared ram for the Z80 aka tells what sfx or music to play.
    
    0x660000 - 0x663FFF Network Memory
    
    0x900000 Start of Graphic memory can change with each game.
    
    ST
    0x900000 - 0x903FFF Palette
    0x904000 - 0x907FFF 16x16
    0x908000 - 0x90BFFF 32x32
    0x90C000 - 0x90FFFF 8x8
    0x910000 - 0x913FFF 16x16 mainly hud and character names on select screen
    
    0xFF0000 - 0xFFFFFF - Main Memory
    
    


    Is this for all cps2 games? After testing some custom drop patterns on Dreamcast puzzle fighter, I was thinking of hacking them in the puzzle fighter arcade rom...

    How did you get this information? or how would I go about figuring this out for puzzle fighter?

    Mame Source, messing around with said games, and Razoola's notes on making a phoenix set.
    http://mamedev.org/source/src/mame/drivers/cps2.c.html

    The Graphics memory(0x900000-0x93ffff) area can and will be quite different with each game.

    Edit
    Example
    Vsav
    0x900000 8x8
    0x904000 32x32
    0x908000 16x16
    0x90C000 Palette Bank
    
    0x918000 Dark Force 16x16
    0x91C000 Dark Force Palette Bank
    
    
    Notice the Hud isn't stored in the graphic memory.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited June 2014
    Trace of the SSF2 Tournament Battle Terminal Check
    http://pastebin.com/ZDn9T6EL
    Interesting note there isn't a check in the network memory.
    how would I go about figuring this out for puzzle fighter?

    Sorry, didn't see this part earlier.

    I would find out what is dropping the blocks and trace back till there is a command reading the player's character and multiplying by how big the table is to get it's slot.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • UnessentialUnessential Joined: Posts: 1,168
    edited June 2014
    Thanks.I'll give it a try, as well as razoola's notes a read.
    <quitjockinmystyle> everybody i wil approve what is cheating moves or not.
    STToronto https://www.facebook.com/groups/499056723549379/
    Because very few ST players check SRK anymore. mostly it's the local facebook group and NHC.
    PM me here or on facebook if you need a stick mod or repair. Same with arcade boards and superguns.
  • felinekifelineki Joined: Posts: 981
    "The Hammer Bros. Suit was more broken than O. Sagat, AHVB, and CotA Magneto put together." -specs

    "I always thought that O. Sagat, AHVB, and CotA Magneto were just aspects of the Hammer Bros. Suit, broken down in several pieces in order to keep the universe from breaking." -Wellman
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    felineki wrote: »
    @felineki‌
    Well, I only changed one byte. My first thought was swapped roms with itself or ssf2. but looking at the description that is wrong.

    Also, I've been meaning to get a hold of you on the rom joiner you used. I want to make better collision brackets in ST eventually.
    Have it like vsav's boxes or kof.
    N5rE7XB.png

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • felinekifelineki Joined: Posts: 981
    edited June 2014
    It's been ages since I messed with that, but I think I used WinHex to split the original ROMs up, and then the interleave tool found here to paste them together in a way that Tile Molester could display them properly. I never actually got around to trying to modify something, rearranging it all back into the original ROM format, and then seeing if it would display properly in the game or not.
    "The Hammer Bros. Suit was more broken than O. Sagat, AHVB, and CotA Magneto put together." -specs

    "I always thought that O. Sagat, AHVB, and CotA Magneto were just aspects of the Hammer Bros. Suit, broken down in several pieces in order to keep the universe from breaking." -Wellman
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    Hmm no easy way to get rid of the interleaving after it's done. Ah well, atleast it was something I wasn't plan on doing any time soon.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • OGSFOGSF Joined: Posts: 713
    Did Capcom mean for Evil Ryu to be in ST before being in SFA1? Check this out...

    "The few prosper, while the rest suffer." - OGSF
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    edited July 2014
    OGSF wrote: »
    Did Capcom mean for Evil Ryu to be in ST before being in SFA1? Check this out...
    Wasn't this Evil Ryu crap Alpha 2 stuff?

    All CPS-1 moves from Ken and Akuma are pallete swaps of Ryu's moves, patched with Ken's or Akuma's head over them. That hack probably remapped Akuma's specials so that he also has shinkuu, and blocks the routine which patches Akuma's head over the Ryu sprites.
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