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Post by yuriks on Sept 13, 2007 16:31:54 GMT
Uh, none? A searcher/memory editor, tho I don't know of any GBA emulators that have that.
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Post by death on Sept 13, 2007 19:29:32 GMT
yeah, I'm surprised that virtual boy's cheat thing didn't work like that.
plus, tyrian GB is WAAAAY too hard.
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Post by L.S.S. on Sept 18, 2007 4:54:30 GMT
Is there a how-to?
I mean, if you can tell me how to do that?
What is reverse engineering? I'm puzzled.
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Post by death on Sept 18, 2007 22:22:54 GMT
me too.
Voices in head: me too, me too ME TOO!
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Post by yuriks on Sept 19, 2007 0:07:17 GMT
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Post by death on Sept 19, 2007 1:52:49 GMT
WOA! I give up now.
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Post by L.S.S. on May 2, 2008 2:05:04 GMT
At least, the only way to get a lot of credits in the game, maybe I've mentioned before, is to keep the boss alive and destroy objects in the Space level. My latest conclusion is, that if you keep the boss alive you can get 30000 credits in about 5 minutes. If you're patient you may get more than 300000, 500000 or even 1000000.
The VisualBoyAdvance's memory search tool cannot find any value about credits... (It will say "Search produced no results.") maybe it is stored in another way. The only thing that I can alter is the banana amount for unlocking secrets. Because the cheats in VBA are already autolocked so if you set to 250 you can unlock everything.
However, I'm wondering about hacking it with GameShark... Since the game is not released nobody has ever taken any interest in this...
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Post by Jason Emery on May 3, 2008 20:06:35 GMT
Well... Tyrian GBC was not exactly finished. I mostly completed it before the parent company (same one that published 2000) decided to switch over to the GBA and the project was scrapped. Something like a few weeks after managing to get in the sound/music. For one thing you have to know how to code on the Gameboy Color, which means a lot of proprietary hardware and the like. It's also using GCC. And due to space requirements, almost everything is packed somewhat densely. I was not an official developer, so I had to figure it out from documents people released online, just like the homebrew community.
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Post by L.S.S. on May 5, 2008 12:58:16 GMT
Well, if someone knows how to increase the start money and the score earned by killing enemies then...
You start with only 2000, while a Dual Shot Option requires 6000 (Impossible to buy) is available at the first level, and a weapon called L.Ball (Homing shots) is merely useless at the first level...
The best engine in the game, "Graviton", was never appeared in the game. (I got the name of items from a hex editor, and its image is in the archive from Cayenne Mandua on Leon's site's About page.)
Looks like that game has a lot of potential playability, however. But the company ruined such a great game! Also, I need a way to extract the entire "Item List".
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Post by yuriks on May 5, 2008 15:31:53 GMT
Editing the starting money should be simple. Just get a hex editor and do a search for 2000 and change that. Emulators probably won't care about the checksum. Item lists may be in a human readable format (if that's the case then you can just search for a known text string in the file) if they are encoded in some special way then that will be more involved. Jason should be able to provide more details if he's willing. =]
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Post by L.S.S. on Oct 17, 2008 3:43:11 GMT
I was wondering about who compiled the ROM, and what is used to compile it... Maybe that will be able to find out why memory editors won't work with this game, or to modify it to make it more balanced and playable...
When I viewed the game with hex editor, it's still a strange thing for me that the game is not completely compiled that something is still readable... Maybe that's the reason why memory editor won't work with this ROM, probably the data is stored outside the ROM (maybe outside the emulator)...
Besides, I'm wondering about the data specifications of Tyrian 2000... Since Tyrian and Tyrian 2000 use different formats for game data, things like OpenTyrian does not support Tyrian 2000.
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Post by yuriks on Oct 17, 2008 16:00:00 GMT
I was wondering about who compiled the ROM, and what is used to compile it... Maybe that will be able to find out why memory editors won't work with this game, or to modify it to make it more balanced and playable... When I viewed the game with hex editor, it's still a strange thing for me that the game is not completely compiled that something is still readable... Maybe that's the reason why memory editor won't work with this ROM, probably the data is stored outside the ROM (maybe outside the emulator)... Besides, I'm wondering about the data specifications of Tyrian 2000... Since Tyrian and Tyrian 2000 use different formats for game data, things like OpenTyrian does not support Tyrian 2000. What you're saying makes no sense. There's no way for a GBA program to load data outside it's ROM. If by "something is still readable" you mean text strings, then yes, they probably are (the only way they wouldn't be is if they were encrypted, like in Tyrian).
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Post by L.S.S. on Jan 3, 2009 4:06:02 GMT
UPDATE: This looks frustrating.
I spent several days in order to get 1000000 points at Space level, but unfortunately, if the score reaches more than 1000000 in any case (for example, if you get 990000 points and try to change the weapon but the value exceeds 1000000), those score will be lost and you'll no longer be able to reverse it, meaning that I'll have to stick on the weapon I have.
This is the BIGGEST bug I've ever seen.
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Post by yuriks on Jan 3, 2009 5:37:08 GMT
Integer overflow. Yummy.
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Post by L.S.S. on Jan 17, 2009 9:43:25 GMT
I'm afraid not...
I actually found some read-only value that indicates the cursor position in the menu... (They cannot be altered or the game will crash)
The game has about 44000 variables when searching in VBA's memory editor. Most are zero, while a few of them are 1. It indicates some binary calculations... probably.
Currently no evidences about that the score digit is calculated individually, like a hi-precision calculation... and if the seventh digit has value then reset it to zero.
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