Author Topic: Fun with CF2  (Read 405 times)

nodtveidt

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Fun with CF2
« on: May 04, 2005, 03:06:14 PM »

Play as a chicken named Selna...


Start the game with the top equipment...

DragonmasterDan

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Fun with CF2
« Reply #1 on: May 04, 2005, 04:08:02 PM »
Are you hacking saves? How are you doing that?
--DragonmasterDan

esteban

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Fun with CF2
« Reply #2 on: May 04, 2005, 10:14:20 PM »
I don't think I'll ever understand how you do all this stuff. :)
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nodtveidt

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Fun with CF2
« Reply #3 on: May 04, 2005, 11:42:54 PM »
This was done by editing the backup ram files for CF2. The CF2 saves (06COSMIC2-1 and 06COSMIC2-2 with one trailing space on each name) are 338 bytes long (0-337 in a char buffer). 329-332 control the IDs of the characters in the party. 329 determines who the lead character is; this is usually 0x00. To get the chicken, this is changed this to 0x0C in the earlier part of the game. I'm not sure what it becomes later; the character sets change as the game progresses and I've not yet discovered how to control this, or if it can be controlled. To give Van a saber, change byte 156 to 0x11 rather than its 0x00 default. You can even put non-weapons in weapon slots, normal items in armor slots, etc. Imagine walking through the game protected only by an Herb. :D By changing byte 280, you can control the number of characters in the party (0x00 for just one, 0x01 for 1 extra char, etc. up to 0x03). I've not yet figured out how to set up characters that aren't actually supposed to be in the game yet...they die with 1 hit even if they have insane HP and cause tremendous damage to enemies when they hit them, yet the enemies don't die:


As seen on the ME forum, I'm writing a full bram editor for this game at times that I'm not coding MSR. I eventually plan to incorporate it into a full package of game editors in ISO format so you can put it on a disc and mess around with games on a real machine. :)

pixeljunkie

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Fun with CF2
« Reply #4 on: May 05, 2005, 03:41:25 AM »
I wish this was a code I could use on my Duo.  :shock:

nodtveidt

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Fun with CF2
« Reply #5 on: May 05, 2005, 04:23:26 AM »
http://frozenutopia.nodtveidt.net/cf2editor.exe

Self-extracting RARfile. This is an unfinished prototype build of the editor. Not all the shown editors are completed, but a lot of them are. Make sure you read the textfile it comes with for some specific notes, especially regarding Tool editing. :D

zborgerd

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Fun with CF2
« Reply #6 on: May 05, 2005, 04:35:52 AM »
Quote from: "pixeljunkie"
I wish this was a code I could use on my Duo.  :shock:


Technically, it's possible.  If you can manage to get data off of a Tennoke Bank, or pull save data right off of the internal memory of the CD or Duo system, then you could do this.  Then, you could modify the data with a hex editor, and rewrite the memory to the card.

Even cooler would be to write a monitor program of some sort that could let you view and modify the memory locations on the system while it's in operation (like a lot of microprocessor/microcontroller development boards can do), and make such changes.

I'm currently playing around with some Motorola and Intel microcontrollers for some school projects, and I surprisingly can make sense of a lot of the Magic Kit ASM mnemonics for building software for the HU6280.  I'm going to play around with some simple ASM programming and probably work on some similar projects after this quarter is over.

nodtveidt

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Fun with CF2
« Reply #7 on: May 05, 2005, 03:55:02 PM »

Just showing off the WIP of the editor suite I've planned...and hoping I have enough space to store preview images of each game. Might have to remove them if I don't, but hey...at least it looks nifty for now. :)

The BeBall/ChewManFu and Bomberman editors are based in part on the editors found on zeograd.com, written by David Shadoff. The rest are all my own code.

zborgerd

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Fun with CF2
« Reply #8 on: May 05, 2005, 04:26:36 PM »
Quote from: "nodtveidt"

Just showing off the WIP of the editor suite I've planned...and hoping I have enough space to store preview images of each game. Might have to remove them if I don't, but hey...at least it looks nifty for now. :)

The BeBall/ChewManFu and Bomberman editors are based in part on the editors found on zeograd.com, written by David Shadoff. The rest are all my own code.


How about a generic editing function as well, that lets you modify any hex value from any mem location?  :)

nodtveidt

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Fun with CF2
« Reply #9 on: May 05, 2005, 04:42:22 PM »
That's easy to do as well, except it's a lot harder to know what you're looking at...a well-designed specific editor knows what files to look for, how large they are, and what bytes mean what...which makes them far more effective. A raw editor for the entire bram can be made but its use is going to be somewhat limited...I'll write one but I can't promise it's going to do many people much good. :D