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  • Legacy of the Wizard: Item Randomizer Released

    You can follow clymax’s projects via FFVC or YouTube.

    The Legacy of the Wizard: Item Randomizer mod for the NES has been released courtesy of clymax.

    The base game is the Western localization of Dragon Slayer IV: Drasle Family.

    Like all of clymax’s rando mods, it’s a self-randomizer, so just simply reset the game to play a new seed.

    You can pick up the release build on Romhack Plaza here or get early access to the dev build on Game Jolt. Our sister Discord1 is available for support.

    1. Battle of Olympus Central Discord here. ↩︎

    Release Build: Features

    Regular attacks will no longer cost magic.

    Development Build: Features

    Items have been randomized. Seeding not yet supported.

    So, what do you think? Where does Legacy of the Wizard rank among adventure games on the NES? How does it hold up today?

    This post has been viewed 45 time(s).

  • Blaster Master: Item Randomizer Released

    You can follow clymax’s projects via FFVC or YouTube.

    The Blaster Master: Item Randomizer mod for the NES has been released courtesy of clymax.

    Like all of clymax’s rando mods, it’s a self-randomizer, so just simply reset the game to play a new seed.

    You can pick up the release build on Romhack Plaza here or get early access to the dev build on Game Jolt. Our sister Discord1 is available for support.

    1. Battle of Olympus Central Discord here. ↩︎

    Release Build: Features

    Continues now unlimited, up from four.

    Crusher and Wall 2 given at start.

    Wall 2 now lets you climb up walls.

    Development Build: Features

    Sofia sub-weapons no longer cost ammo to use, but you must have at least one ammo to use them.

    The progression requirement for using Homing Missiles has been removed.

    Jason can now jump repeatedly in the air.

    You no longer lose weapon power when taking damage as Jason.

    Sofia ammo and Jason weapon power are now carried across continues.

    Jason will no longer take falling damage.

    Boss items are fully randomized on pickup​. Seeding not yet supported.

    Duplicate random items prior to the endgame have been eliminated.

    So, what do you think? How does Blaster Master rank among adventure games on the NES?

    With the Western versions limiting players to five continues, do you think Blaster Master ranks among the harder games in the NES library?

    This post has been viewed 46 time(s).

  • Anatomy of a Hack

    A “ROM hacking 101” tutorial by Cubear

    Cubear’s projects include the fan-favorite DressCode mod for Final Fantasy V, and numerous MSU-1 hacks including for Donkey Kong Country 2 and Live A Live, just to name a few. You can follow Cubear’s work via YouTubeX. or Patreon.

    What is a hack? (game modification)

    There’s hacks that adjust data, and there’s hacks that adjust code. (or code and data)

    This document is about the latter. No shade on the former, it’s valid, but it’s not what I do so I can’t comment upon the process.

    In essence, an ASM hack, assembly hacking, or whatever you want to call it, is a modification of the game’s internal code. You write a bit of code to accomplish a task, you insert it into the game, and voila! You’ve probably broken everything.  Don’t worry, it’s normal and it happens to everybody.

    All this sounds pretty simple, but it takes a bit of getting used to.. for instance, once your code is written, how do you get the game to run it? When?

    Well, to get the game to run your code you’re gonna have to hook.

    So what’s a hook? It’s a place in the code where something is working in a manner you desire, somewhere convenient, somewhere that runs when the function you are trying to alter is running, perhaps.

    So let’s look at a sample bit of code…

    PHA
    ASL
    TAX
    LDA $3100,x
    STA $3E
    PLA
    RTS

    It doesn’t matter what this is doing or not doing. I wrote it at random to be roughly representative of code you might encounter in basically any 6502 game.

    Let’s say the information in $3100,x or $3E were interesting to you. Maybe it’s a map load, or a song’s track number or a spell or item being used…  whatever you want to change, you could change it here.

    So let’s say that you’re changing the number, maybe only on a specific number, like the spell number 0x56, you want to replace with 0x6E, but otherwise let the values pass unchanged.

    Your code might look like:

    CMP #$56  Compare value in A with 0x56
    BNE +     Branch forward if it is not equal
    LDA #$6E  Load 0x6E into A
    +                 Branches merge here

    All in all a pretty simple thing, but unless you tell the game to run your code, it won’t run it!

    So now what we need is a hook.

    On hooks:

    In a ROM, every instruction is an array of bytes. Different instructions will be different sizes, in bytes.

    For example, let’s look at where we’d like to hook.

    PHA – 1 byte. 
    ASL, 1. 
    TAX, 1. 
    LDA #3100,x...?  3 bytes.  
    STA $3E, 2 bytes 
    PLA, RTS? Both 1 again.

    Now, on SNES there are two different sizes of “hook”

    (maybe 3 but we’ll ignore hooking with branches for now since they’re often impractical)

    JMP, JSR are 3 bytes.
    JML, JSL are 4 bytes.

    Shifting bytes around in a ROM is a really hard task. So let’s not do it. Instead, we will overwrite the bytes in the ROM with new bytes.

    So, from looking at where we want to hook, LDA $3100,x seems the smart place. If we can get away with a 3-byte hook, we replace just that one instruction, 3 bytes into 3 bytes, everything is great.

    So let’s do it using JSR.. and you return from JSR with RTS.

    So now the code looks like:

    PHA
    ASL
    TAX
    JSR bankC0free - - - - (jumps to) - - - - ↓
                                            bankC0free:
    					 CMP #$56
    					 BNE +        
    					 LDA #$6E 
    					 +                
    					 RTS
       ↓ - - - - - - (returns to) - - - - - - -
    STA $3E
    PLA
    RTS

    In this way we can run a lot more code during those three bytes than the program originally intended.

    Oh! but there’s a bit of a problem! We erased an instruction and it’s not being replaced!  This means the game will NEVER perform the LDA $3100,x instruction. Let’s correct that. You almost always need to move the code you replaced in order to place your hook, you need to move it into your hook.

    So now our code should look like this:

    PHA
    ASL
    TAX
    JSR bankC0free - - - - (jumps to) - - - - ↓
                                            bankC0free:
    					  LDA $3100,x
    					  CMP #$56
    					  BNE +        
    					  LDA #$6E 
    					  +                
    					  RTS
       ↓ - - - - - - (returns to) - - - - - - -
    STA $3E
    PLA
    RTS

    This will do exactly what we wanted to do in the first place. Compare the value being loaded from $3100,x with 0x56, if it IS 0x56, replace it with 0x6E, and if not, pass the loaded value through unchanged.

    Perfect! But… what if there’s no free space in the same bank? What if we need to use 24-bit addressing, what if we need that 4 byte hook? (this will come up VERY often)

    then it’s time to find 4 bytes to hook with.

    We could hook 4 bytes with

    TAX
    LDA $3100,x

    one byte + three bytes.. four bytes. Nice and simple. Just need to put TAX into your new code area as well.

    Let’s say that’s not an option for whatever reason. What if you need a 4 byte hook but the things around only add up to 5 or 6…? for instance,

    LDA $3100,x 
    STA $3E

    That’s five bytes. If you replace 5 bytes with 4 bytes, the 5th byte remains and it will completely ruin your day.  Luckily there’s a 1 byte instruction you can always overwrite dangling bytes with.

    NOP (no operation)

    Let’s try it now.

    So now your hook area will look like:

    PHA
    ASL
    TAX
    JSL bankFAfree - - (jumps long to) - - - - ↓
                                             bankFAfree:
    					  LDA $3100,x
    					  CMP #$56
    					  BNE +        
    					  LDA #$6E 
    					  + 
    					  STA $3E               
    					  RTL
       ↓ - - - - - - (returns to) - - - - - - -
    NOP
    PLA
    RTS

    So the code we’re replacing got split up in our code block.  This is just because we want to modify what was being written to $3E, so it needs to happen after our code, so it just goes at the END of our code space.

    Alright so now that we know what a hook looks like, how do we write one for ASAR?

    Well, now WHERE in the rom the code we’re replacing is is very important.

    ASAR’s org instruction tells ASAR where to place code, so let’s say LDA $3100,x is in ROM at $C082CE

    Our hook for asar looks like:

    org $C082CE
    JSL bankFAfree
    NOP

    and then we also need to tell ASAR where to put our new code, let’s say FA8000 is completely empty.

    org $FA8000
    bankFAfree:
    LDA $3100,x
    CMP #$56
    BNE +        
    LDA #$6E 
    + 
    STA $3E               
    RTL

    and that’s it. That’s how you hook with ASAR, that’s how you figure out where to hook, that’s everything about hooking to run your own code in a game. Apply your ASM with ASAR and it’ll insert your hook and your code for you.

    This post has been viewed 54 time(s).

  • New Moderator: xJ4cks

    We at FFV Central would like to welcome xJ4cks to our Discord moderation team.

    Compelled to improve the games he grew up playing, xJ4cks finally decided to study SNES romhacking in late 2023.

    Adding a blue diamond to the Blue spells in FFV was the first goal, but a lot of other strange experiments with menus and sprites have happened since then…

    A big fan of both FFV Whirlwind and FFIV Ultima, he is honored to have the chance to act as a mod in FFV Central, and hopes to contribute to romhacks and inspire other people to romhack in the days ahead. 🚀

    This post has been viewed 46 time(s).