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Jen 
13 Oct 2014 - 14:28
Posts I've Made
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In Topic: Sonic Advance Hacking
24 November 2014 - 07:59 PM
I was unaware of the continue screen until I made the code since I never really do much with the Chao. Here's where I've read that information: http://sonic.wikia.com/wiki/Continue -
In Topic: Sonic Advance Hacking
24 November 2014 - 07:50 PM
KingofHarts, on 20 November 2014 - 07:43 AM, said:I'm curious as to how you uncovered the code (Obviously disassembling it I know... but how you found the code in itself), The emulator I'm using (VBA Re-recording) doesn't seem to have any form of ROM instruction tracing... like one of the Genesis emulators has, and its disassemble function is... well, crap.
I don't use VBA for debugging, I use NO$GBA Debugger. It lacks a trace logging feature so you will have to manually trace the code yourself. Basically, I set a breakpoint read on 0x03005050. This address determines whether or not the in-game button combination has been activated. After that, I let the game run and studied the code I've posted in my first post.
Does anyone know how to properly enable the continue screen after a game over? I've read something about it being Chao related, but I am unsure. I ask because I've stumbled upon this code:
Enable Continue After Game Over EEBB6160 70B4E3E6 65DA389A 09D8882C FFB95C38 DC98874C 65DA389A 09D8882C
It works for normal deaths and when the timer reaches 9:59:99. Here's a video: https://www.youtube....h?v=VTqEG8hvuTE
I ended up creating this code as well:
Timer Doesn't Kill You [Note] 7D34FB8A AC943D37 5B5DDED8 FCCDC183 Note: Your player doesn't die when the timer reaches 9:59:99.
Video: https://www.youtube....h?v=yTbBxrkaavQ -
In Topic: Sonic Advance Hacking
14 October 2014 - 01:32 AM
I've actually seen that video. There appears to be great documentation on the available sounds in the game in the Wiki. I noticed that the used and unused tracks on that page and video were read by modifying the RAM location 0x0300271C. What about tracks 75 (0x4A), 109 (0x6C), 115 (0x72), 121 (0x78) or 127 (0x7E)? Are these used or unused? Perhaps we should look into getting a real sound modifier that works everywhere in the game. We should also look into setting up a Wiki page dedicated to notable RAM and ROM locations in these Sonic games. It would certainly be a convenience for those who need to reference them. -
In Topic: Sonic Advance Hacking
13 October 2014 - 10:46 PM
I made this code last week that allows the player to bypass the Special Stage limit. Maybe this code will inspire me to get better at the Special Stages since I was never really good at them.
Bypass Special Stage Limit 39DBF14E 3E49F34D 65DA389A 09D8882C
Here's a video: https://www.youtube....h?v=PLk3nmFXluA
The Assembly: 080932F8 4C23 ldr r4,=0x03005A20 ;@r4 = 0x03005A20 080932FA 1C20 mov r0,r4 ;@r0 = r4 080932FC 306E add r0,#0x6E ;@r0 += 0x6E (0x03005A8E) 080932FE 7800 ldrb r0,[r0] ;@Read the byte at 0x03005A8E 08093300 0600 lsl r0,r0,#0x18 ;@r0 << 0x18 08093302 1600 asr r0,r0,#0x18 ;@r0 >> 0x18 (cancels the lsl) 08093304 2800 cmp r0,#0x0 ;@If you've challenged the Special Stage 08093306 D15B bne #0x080933C0 ;@Goto 0x080933C0 (change to nop)
Edit: I updated the link to the video. The original one had very poor quality. -
In Topic: Sonic Advance Hacking
13 October 2014 - 04:21 PM
I wonder why I haven't stumbled across this video. Anyway, congrats! I created this code because of my statement in the first post. I also didn't think it has been done.

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Dec 18 2014 10:39 PM
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