#Sega model 2 emulator mac windowsIf only I knew windows programming as well as I do assembly language lol! #Sega model 2 emulator mac codeSo with Cheat engine, you can dissassemble the running code and look up the opcodes from the CPU and see what all the CPU registries and stack information is doing at that time, what is being done to the code and where it is placing it after the opcode is executed. When Sega programmed these back in the day, it was all assembly language (which I do today for microprocessors). Allowing you to go back in memory to find the original data. so if you've found a copy and it changes each time in memory, then you can find out what is addressing that location and often that will provide you with the structure base address offset. I'd also use CheatEngine for digging deeper into dynamic memory as you can give it a memory location 0x50blahblahblah for example, and ask it to monitor what other memory/process will access that memory location. It's more of a skill of knowing what to look for rather than knowing what value to look for and knowing the difference between what is original source data and how it copies it to use elsewhere in the game for other calculations. Grabbed a second mouse and noted the value changed from 00 - 01 - 02 - 03 depending on which player or both we're asking for a reload.ġ2- As I'm monitoring memory locations I then also start collecting patterns of memory addresses that change and repeat when the game screen changes, ie Attract, player start, game select, mode select, car select, Single player Race or Multiplayer race (as the values can be difference in the same location if it's talking to other cabinets) etc etc. So I started Right Clicking (Reload) and noticed a memory toggling in time with my finger pressing. memory found.ġ1- Remember I'm monitoring memory as it's running live here as it's often easier to spot a pattern than it is to pause and go looking for what is most of the time unknown values. Lock in the Player start flashing output. let it go back to the beginning where P1 and P2 can press start and it returned to 0C. I started player 1 and the values changed. Watch for toggling memory locations, values that change to different numbers and return again in a pattern.ġ0- Noticed a Value changing from 12 to 00 and back again in time with the Start button flashing. Once that was spotted easily, lock in the P1 Axis locations.Ĩ - I exit out of service menu and went to the game and threw in a couple credits and started the game.ĩ - Monitoring the memory area I noticed several patterns in addition to the mouse movement. The one that updates first was the one receiving the original mouse input. #Sega model 2 emulator mac updateI knew I was close, so when watching I noticed a slight delay on which locations were getting an X and Y update first, because as you know there are several copies of the XY in memory. Noting that the original address didn't change because it was the committed calibration value and not the actual mouse locations. I think it was b5 and 4c7 or something like that.Ĥ - Did a RAM search on the calibrated values in RAM which would get me to the area where the gun calibration is being performed.ĥ - Added the first value which looks "about" right and right clicked to monitor memory address area.Ħ - Adjust RAM Refresh rate to 20ms so that the memory updates are reasonably close to real time for me to watch them.ħ - To find the P1 axis, I just moved the mouse and watched the memory locations around that area for +/- change and stopping when I moved the mouse. ummm trying to explain this properly, for the example of the values in VCOP, here's the process of what I did to find them.Ģ - Entered the Service Menu of VCOP and went to Gun Calibrationģ - Did a calibration and it displays the number for the min and max area's hit by the gun shooting at the cal points. Ok, how Sega seems to write their program structures is with offsets from the primary group of values. I'll be updating my RamjetVR program to do this rather than manually exporting data to a file and reading it externally constantly (although there was little to no overhead on doing that, but it hammers the HDD if windows commits the file to the disk which I struggle to prove if it yet does actually write the file) But it's almost just as easy also put in the addresses for anything else you want to monitor or change. I have Getramptr exporting to a file now. The addresses I found work every time with artmoney.
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