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Nes memory monitor emulator
Nes memory monitor emulator









nes memory monitor emulator

Some security setups will not like it but it should just be a matter of forcing it through. is for the NES emulator fceux but it is the standard that things tend to work towards if they are doing it.Įqually you can hook into other programs in a variety of ways.

nes memory monitor emulator

I have not looked at the SNES stuff but the Lua supporting emulators (poke around tool assisted speedrun sites) do much like what you want. but it gets the job done and I came to like it somehowĪnd heres a more complex sheet I made (for secret of mana) to see randi's sprite/animation information: Unique ! *cough* cough* awkward and unpractical *cough* *cough* syntax and all.

nes memory monitor emulator

I don't assume you can make out what any of this does since it has this. The above is just a very basic example tho.between "" brackets it is possible to call "functions" that can make conditional operations and return a value as well as define "decoders" that deals with "coded data" (stuff that like ASM has instructions with variable byte count depending on the opcode) all of which are defined in the '3rd mode' (that 'A' book button) which looks like: Lets say you are messing with AI script and often need to know each character's current AI instruction location.

#NES MEMORY MONITOR EMULATOR FULL#

This can get bothersome because you don't get the full address right away and need to add D04F15 each time, The value corresponds to the address where the next AI instruction is located starting from D04F15 (meaning a value of 0000 = D04F15 and a value of 0010 = D04F25, 1000 = D05F15). Its like a notepad with two states, edit and view, that makes it easy (at least if you can cope with the awkward script syntax.) to see everything you need when debuging.īasically when switching to "view" mode, every text between "" is interpreted/executed and the result is shown.įor a basic example, in secret of mana, each CPU controlled character have a "AI script current instruction" value, I've made a tool that uses what I call "script sheets" that works with geiger's snes9x debugger. Are there other threads about this subject or documents related to "accessing other program's memory" that I could learn from ? I feel as tho there is a common name for this that I am not aware of values with outside programs, and if so does geiger's snes9x happen to have such a feature ? Do some emulators have some built-in mechanisms to "share" their RAM/VRAM etc. Should it be possible to obtain this kind of data from any emulator, using the same general "technique" ? right ? I've seen some programs (for example the megamanX editor) which seems to have no problem doing this so heres some questions I have about it all: there must be a way to directly read the RAM off of the emulator's memory so that a whole RAM dump is not needed. The way I obtain the current RAM values (in geiger's snes9x debugger) is by using an AutoHotKey script that, on the press of "CAPSLOCK + Q" quickly clicks on the "show Hex" button, sets the range from 7E0000 to 7FFFFF and press Dump which creates a dump of the whole ram that I then can access from programs that I write.īut thats very slow. I've been working on some snes debugging tools lately that need to obtain the RAM from an emulator,











Nes memory monitor emulator