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  • NES Ram

    How do i trace the more difficult stuff like ... lets say a specific persons hair ?
    And i need some decent tuts on how to use the debugger properly like how to find specific values etc...
    Any other good ways to trace animations or cut scenes etc.
    I read a bunch of tuts like assembly and other stuff i kinda understand it but... when i try to trace some addresses in the debugger (fceux) i just... dont know... am i missing something?

  • #2
    Originally posted by strz View Post
    How do i trace the more difficult stuff like ... lets say a specific persons hair ?
    You don't unless it's a separate sprite all together from the head in 2d games. I would assume the best way to find the animation of hair, etc would be to open the hex editor and watch values as your character moves around, is idle, etc...

    Originally posted by strz View Post
    And i need some decent tuts on how to use the debugger properly like how to find specific values etc...
    Plenty of tutorials in the Library here.

    Originally posted by strz View Post
    Any other good ways to trace animations or cut scenes etc.
    Hex editor for animation, cutscenes are usually contained within the menu modifier which can also be found by watching the hex editor as screens change (usually their values won't be large ones, and sometimes they are split into 2 address (one for the Menu itself, and one for the Sequence within that menu.))

    Originally posted by strz View Post
    I read a bunch of tuts like assembly and other stuff i kinda understand it but... when i try to trace some addresses in the debugger (fceux) i just... dont know... am i missing something?
    Tracing an address in the debugger will allow you to see the path the code took before arriving at your address. Knowing what happened before what your looking for is valuable as it will give you a road map to which you can alter if needed. As far as what your missing I am unsure, please be more specific.
    Last edited by Abystus; 09-13-2011, 02:15:06 AM.
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