Drill dozer8/2/2023 ![]() ![]() If you really wanted I guess you could edit (hack or source code, dealer's choice) the GBA aspect of the Goomba code (or any other emulator) to do something as well - somewhere in there will be the internal emulated GB/GBC memory (or other system) so find some variable in the memory space for that and do a similar monitor and fire off the GBA rumble command when it detects a change/variable range it likes. GB/GBC wise I am not sure what Goomba, or the modified version here, uses to detect whether the game has rumble technically you can use the header ( ) but if it is hardcoded for those games already with it then that is a different matter. You can, indeed several have (the example tutorial for Mario and example patch for Final Fight One both being games that never had it) and seems some more in Chinese forums we get to go fish out. The list of troubled games here is pretty much just TMNT and Riviera I think it was. *technically the game could use the 00 or FF values as game data, indeed trimming one of the Teenage Mutant Ninja Turtles games appears to break them because of this. No annoyances like you might have for if trying that for NES mappers, GB/GBC memory bank controllers or SNES hirom-lorom and special chips. Or you can add them unlike many older systems then any GBA game can be made to 32 megabytes/256Mbit just by padding it out yourself with 00 or FF values to get there, or to one of the lesser sizes if you would rather not fill up your SD card needlessly. Anyway at the end of the ROM is usually a bunch of blank space that gets trimmed off (you know it is blank because it is either 00 or FF where a normal game will be something else*). This is usually quite easy in GBA games (Mother 3 is probably the only exception you are likely to meet in normal commercial games, though some hacks might also trouble things). "5、 Find a suitable empty address in the ROM, here is 3E7900,copy the data in patch.bin to here." If you already know how to find a suitable target, hook a program, jump (or branch if we are to use GBA parlance) to a new section to run some nice extras and then jump back then the new section to run nice extras is not explained (though if it is all there in that snippet you can probably figure out what it does to fire rumble and stop it again, or just use it yourself). In this case the example is to make any change for Mario (rom 0025, ) to the total score will fire the rumble command. I might see about rewriting that as a more general approach (others reading the guide details starting with a cheat location, tracing RAM writes, hooking an instruction responsible for that, means of calculating jumping to a new location depending upon ARM or THUMB where the provided code sample given in the document is to be placed). ![]()
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