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by TheZenPsycho
4327 days ago
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this is way cool. I wonder if there's an easier way to find those entry points. For videoram for instance, isn't it possible to set a break point on a write to some spot in vram, and then dump stack at that point- one of the functions on the stack is going to be your "draw tile" function, no? and how do you deal with the somewhat more complicated NES games where "sprites" are often constructed of multiple conjoined hardware sprites? there's no "draw sprite" method there, it's just manipulating x,y registers in obj ram! |
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His bit on the legality of this sort of thing when done without permission should be ignored, though (to be fair, he does offer the standard IANAL disclaimer). If you made graphics/sound/music that were totally unique, you'd be fine, but if you made higher resolution versions of what already existed that is clearly a derivative work and puts you in copyright violation trouble, if the copyright owner cares to go after you.
Also, as you mentioned this method wouldn't work that great for all platforms; basically any older console or older console-like computer (eg. Amiga, Atari ST) tends to have much more complicated interplay between the graphics being drawn and the hardware (real or emulated) in terms of timing (eg. to vsync/vblank), having the graphics actually be low-level commands to a coprocessor, etc. Once you get to the PC era where games are generally using a relatively straightforward memcpy-type bitblt you're fine, but before that all bets are off, at the very least the code you are patching in is likely to be much more complex and fragile, if it could be made to work at all.