Diablo [Gameboy] [Unreleased - Tech Demo]

Discussion in 'Unreleased Games Discussion' started by Borman, Jun 8, 2007.

  1. Borman

    Borman Digital Games Curator

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    Still trying to decide if Ill hold onto this and do a community dump, or just sell it to someone who wants to hah.
     
  2. Buyatari

    Buyatari Well Known Member

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    I'm curious to see what lies beneath the surface. Wonder if this could be turned into a working game by the right guy.
     
  3. Borman

    Borman Digital Games Curator

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    Parallel cable on the way to have it dumped :) Pass that, I still dont know what Im doing with the game, as there is another interest Id like to persue hah.
     
  4. TranceDoll

    TranceDoll Rising Member

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    Great :D You can mention on your website that you're looking to sell it, and if you get no buyers, you can donate it to a museum :p
     
  5. Borman

    Borman Digital Games Curator

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    Well that all depends on if I can get cash another way or not hah
     
  6. Borman

    Borman Digital Games Curator

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    For sale thread up, like I say, it depends on if I can sell a few other bits and pieces.
     
  7. Borman

    Borman Digital Games Curator

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  8. Buyatari

    Buyatari Well Known Member

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    hmm an empty chest.

    Does that mean you are out of cash?
     
  9. Borman

    Borman Digital Games Curator

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    Well Im always out of cash. But the games dumped now ;)
     
  10. Buyatari

    Buyatari Well Known Member

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    Ahh....so what did you find?
     
  11. Borman

    Borman Digital Games Curator

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    Havent really looked yet, just glad to have it dumped :)
     
  12. Mazyora

    Mazyora Rising Member

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  13. IIMarckus

    IIMarckus Guest

    Disassembly is indeed the meat of figuring out a game, but hex editors are more useful than you might think. When I have a game that I want to hack, I have my own methods. The absolute first step is to make a text file with headers for all the banks... GBC games consist of banks of 4000h bytes.

    I generally start by finding the text. One way is, if there's any sort of text input or name selection screen, to input a name and then compare a RAM dump via a hex editor. If there isn't anything like that, relative searches (a function available in most hex editors) work quite well unless the font is hugely out of order. Through a bit of experimentation either of those methods can make a complete list of what byte value corresponds to each letter or control code, and thus a table file can be created. Using a hex editor I open the table file and look for text, noting it in my list of ROM offsets and information.

    At this point I generally use a program such as Tile Layer Pro to view tiledata. Offsets are found by modifying the first tile of a bunch of tiledata, and using Windhex's compare function with a clean dump. Again, I list the offsets in a text file.

    Next I start working with RAM addresses, using VBA's memory viewer to find bytes that change based on various conditions. This is best used for on-screen coordinates, health values, money values, and the player's name (as well as enemies onscreen). Occasionally I stumble across good finds, such as what byte determines the music or, better yet, warps.

    Now it's basically an open field. Generally searching in a hex editor for pointers/RAM addresses is good for finding ASM code, and I like to disassemble by hand. This takes longer than using an actual disassembler, but has the advantage that I usually know what's going on at this point and thus can comment the code very easily. no$gmb works great for debugging as well. (On a side note, it doesn't take much effort to memorize several of the opcodes for a particular system. E.g., CDh is "call YYXX," C9 is "ret," and "x1" is "ld rp,$YYXX".)

    So yes, disassemblers are somewhat useful, but they can't be used to collect pure data such as text. That's why you should use multiple tools.
     
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