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Post by Anthaemia. on Apr 10, 2012 23:04:19 GMT
I've been questioning whether it's possible to modify Saturn games, as SSF currently lacks support for the Action Replay cartridge and I'd love to do such things as disable the timer in the demo of The House Of The Dead, to give just one such example. Does anyone know if this kind of thing can even be done?
From past experience, I've played a copy of Anarchy In The Nippon that has its unlockable characters available from the very beginning, which I'm guessing was achieved in such a way. Also, there are a handful of Sonic R hacks out there, not to mention the English fan translations of the last two Shining Force III scenarios.
Of course, all of this would be made redundant if Shima just implemented Action Replay support into SSF, or I could simply stick with another emulator (such as Yabause, which does allow this) until the inevitable update comes along. Besides, it's only a matter of time before someone finds a way to play the ROM cartridge-dependent titles like The King Of Fighters '95 as well...
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Post by buckoa51 on Apr 10, 2012 23:29:48 GMT
Of course it's possible, one simply needs to know which bits to change.
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Post by Tongara on Apr 11, 2012 15:40:10 GMT
I managed to hack some art in Clockwork Knight 2 once, so hacking is possible for sure.
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Post by TrekkiesUnite118 on Apr 11, 2012 16:12:05 GMT
There's hacks of Sonic R? Where?
Also I'd be curious to see someone try to hack some of the earlier 2D Fighters to support the RAM carts. Namely Mortal Kombat 2 and Ultimate Mortal Kombat 3 while also fixing the other issues with those ports.
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Post by Tongara on Apr 11, 2012 17:32:46 GMT
There's hacks of Sonic R? Where? Also I'd be curious to see someone try to hack some of the earlier 2D Fighters to support the RAM carts. Namely Mortal Kombat 2 and Ultimate Mortal Kombat 3 while also fixing the other issues with those ports. On Sonic Retro. I think MainMemory was hacking the PC and Saturn version. I believe there was a nights hacking discussion there once, but that may have been at X-CULT.
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Post by buckoa51 on Apr 11, 2012 18:19:23 GMT
That would be exceptionally difficult, probably close to impossible without the original source code.
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Post by Anthaemia. on Apr 11, 2012 18:54:40 GMT
I seriously doubt it's possible to hack 2D fighters to support the RAM upgrade, though Sonic R was definitely modified by a team over at Sonic Retro to switch a few textures. Also, didn't someone manage to rediscover the code location for the once-mythical debug mode in NiGHTS, making it possible to now enable this with the use of an Action Replay cartridge?
Actually, on the subject of Sonic Team, wasn't it by hacking that someone finally concluded Sonic Adventure does indeed share the much of the same basic engine technology as NiGHTS, Burning Rangers and the Sonic World portion of Sonic Jam? After this level of research, I can't imagine bypassing the timer in the demo for The House Of The Dead being too difficult...
P.S. Tongara, did you manage to find any artwork in the Clockwork Knight series that cannot normally be accessed during the games? Considering the development team "did a Sonic 3" and split the game into two standalone titles, I wouldn't be surprised if a lot changed over the period of production. Come to think of it, have you seen the prototype clip of CK1 that has an early draft of a song later used in the sequel?
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Post by TrekkiesUnite118 on Apr 11, 2012 19:05:19 GMT
Well, people were able to hack Sonic 1 to support the 32X and the Sega CD, so I don't think hacking in RAM cart support would be any more difficult than that.
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Post by Tongara on Apr 11, 2012 19:28:55 GMT
Well, people were able to hack Sonic 1 to support the 32X and the Sega CD, so I don't think hacking in RAM cart support would be any more difficult than that. Also, isn't it possible to convert RAM hacks to hex values and apply them to the game code using a hex editor? P.S. Tongara, did you manage to find any artwork in the Clockwork Knight series that cannot normally be accessed during the games? Considering the development team "did a Sonic 3" and split the game into two standalone titles, I wouldn't be surprised if a lot changed over the period of production. Come to think of it, have you seen the prototype clip of CK1 that has an early draft of a song later used in the sequel? Nothing out of the ordinary, as I didn't get around to trying to decompress anything, sorry. Some things such as the "press start button" text in CK2 can be edited in Tile Layer pro, by viewing the art in "genesis" format. And I may have possibly. I uploaded a video to youtube on my now closed channel (peterhanloncouk) that monokoma uploaded to youtube about a month after I did, but them being a big site, more people saw their version. If this isn't the one you're talking about, then please direct me to what you speak of. btw, my Clockwork Knight channel is www.youtube.com/clockworkknightweb/ , so I may have already uploaded the video you speak of!
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Post by buckoa51 on Apr 11, 2012 19:43:14 GMT
Sonic 1 was hacked to support a 32X? In what capacity?
Sort of, but it's not trivial. Poking RAM around while something's running is different to hacking away at an executable.
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Post by Tongara on Apr 11, 2012 19:44:40 GMT
Sonic 1 was hacked to support a 32X? In what capacity? drx or Stealth from Sonic Retro ported Sonic 1 to the 32x a few years back.
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Post by buckoa51 on Apr 11, 2012 19:45:41 GMT
Ported to the 32X? As in he had the source code?
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Post by Anthaemia. on Apr 11, 2012 19:54:07 GMT
Tongara, here are two further videos that I didn't notice on your YouTube channel - the second is from a very late beta version, but has quite a few minor differences (including the placeholder music I mentioned earlier, plus alternate sounds in places along with a preliminary HUD design): www.nicovideo.jp/watch/sm9032049 (time reference: 04:47-05:32) www.nicovideo.jp/watch/sm9048711 (time reference: 05:29-07:27) P.S. Did you say artwork on the final Clockwork Knight game discs was found in a Mega Drive format? I've heard from a lot of programmers who revealed that prior to the Sega Graphics Library being finalised in mid-to-late 1995, 16-bit era tile editors were still used in Saturn developments.
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Post by Tongara on Apr 11, 2012 19:54:19 GMT
Ported to the 32X? As in he had the source code? The first few Sonic games were disassembled years ago, dude.
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Post by TrekkiesUnite118 on Apr 11, 2012 19:54:28 GMT
If by having source code you mean disassembling the Rom and hacking it, then yes. Basically the 32X hack doesn't do any dramatic changes to the game, the 32X hardware is simply made available so if someone wanted to hack it they could use 32X features.
The Sega CD one modifys Sonic 1 to use Mode 1 of the Sega CD, so basically the Genesis runs the game but has the Sega CD play the music as Redbook Audio.
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