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<title>SMS Power!</title>
<link>http://www.smspower.org/forums/</link>
<description>Sega 8-bit Discussion</description>
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<lastBuildDate>Mon, 20 May 2013 00:55:31 GMT</lastBuildDate>
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<item>
<title>MEKA :: RE: Cheatfinder - how to use it?</title>
<link>http://www.smspower.org/forums/viewtopic.php?p=75178#75178</link>
<pubDate>Sun, 19 May 2013 18:56:16 GMT</pubDate>
<guid isPermaLink="true">http://www.smspower.org/forums/viewtopic.php?p=75178#75178</guid>
<description>Author: &lt;a href=&quot;http://www.smspower.org/forums/profile.php?mode=viewprofile&amp;u=6892&quot; target=&quot;_blank&quot;&gt;hang-on&lt;/a&gt;&lt;br /&gt;

Posted: Sun May 19, 2013 6:56 pm (GMT 0)&lt;br /&gt;
&lt;br /&gt;OK - there's also some blocks of ff's in the vicinity. I will play through the patched game soon and check that everything is okay. If I encounter faulty graphics etc., I will move my code to the ff's. Thanks for the tip!
&lt;br /&gt;

&lt;br /&gt;
Edit: Just finished the game and got the princess. Everything seemed to be working fine. The only weird thing is that the game kind of halts in the final screen. I could do nothing but reset/power off to move on from the final screen with text congratulating me. I don't know if this is also the case on the original, unpatched ROM. It works quite well - maybe even better than just the expected jump back to the intro screen.&lt;br /&gt;

</description>
<dc:creator>hang-on</dc:creator>
<dc:subject>MEKA</dc:subject>
<annotate:reference rdf:resource="http://www.smspower.org/forums/viewtopic.php?p=75112#75112" />
<comments>http://www.smspower.org/forums/posting.php?mode=quote&amp;p=75178</comments>
</item>
<item>
<title>Main :: RE: Game Gear Throws a wobbly!</title>
<link>http://www.smspower.org/forums/viewtopic.php?p=75177#75177</link>
<pubDate>Sun, 19 May 2013 18:09:42 GMT</pubDate>
<guid isPermaLink="true">http://www.smspower.org/forums/viewtopic.php?p=75177#75177</guid>
<description>Author: &lt;a href=&quot;http://www.smspower.org/forums/profile.php?mode=viewprofile&amp;u=6983&quot; target=&quot;_blank&quot;&gt;sidney&lt;/a&gt;&lt;br /&gt;

Posted: Sun May 19, 2013 6:09 pm (GMT 0)&lt;br /&gt;
&lt;br /&gt;That is another thing worth considering Maraakate. Yesterday it worked, then it didn't, cooled down and then it did! I opened it up, cleaned the contact, then put it back together minus the start button and used a pen tip to short/pause games and it seems to be ok like that. It paused on it's own a couple of times during Wonderboy but a quick tap with the pen and it was ok again. 
&lt;br /&gt;
So it is not perfect but it is at least useable which is an improvement. Given that some Game Gears have bad screens and no sound and this one has a great screen and sound I may just have to accept this machine's quirks. That said some of the contact solution suggested may sort it out totally.&lt;br /&gt;

</description>
<dc:creator>sidney</dc:creator>
<dc:subject>Main</dc:subject>
<annotate:reference rdf:resource="http://www.smspower.org/forums/viewtopic.php?p=75041#75041" />
<comments>http://www.smspower.org/forums/posting.php?mode=quote&amp;p=75177</comments>
</item>
<item>
<title>Competitions :: RE: [Music competition 2013] Deep Duck Trouble - Ice Ice Duck by tibone</title>
<link>http://www.smspower.org/forums/viewtopic.php?p=75176#75176</link>
<pubDate>Sun, 19 May 2013 10:24:23 GMT</pubDate>
<guid isPermaLink="true">http://www.smspower.org/forums/viewtopic.php?p=75176#75176</guid>
<description>Author: &lt;a href=&quot;http://www.smspower.org/forums/profile.php?mode=viewprofile&amp;u=46&quot; target=&quot;_blank&quot;&gt;Johannes&lt;/a&gt;&lt;br /&gt;

Posted: Sun May 19, 2013 10:24 am (GMT 0)&lt;br /&gt;
&lt;br /&gt;I finally looked up the original song. I'd say it's a bit bland, but you turned it into something really cool with this cover. I think this is your best work yet (along with Snail Bite of course, which is still the most awesome thing ever!) and my favourite contribution this year.&lt;br /&gt;

</description>
<dc:creator>Johannes</dc:creator>
<dc:subject>Competitions</dc:subject>
<annotate:reference rdf:resource="http://www.smspower.org/forums/viewtopic.php?p=74554#74554" />
<comments>http://www.smspower.org/forums/posting.php?mode=quote&amp;p=75176</comments>
</item>
<item>
<title>MEKA :: RE: Cheatfinder - how to use it?</title>
<link>http://www.smspower.org/forums/viewtopic.php?p=75175#75175</link>
<pubDate>Sat, 18 May 2013 23:06:12 GMT</pubDate>
<guid isPermaLink="true">http://www.smspower.org/forums/viewtopic.php?p=75175#75175</guid>
<description>Author: &lt;a href=&quot;http://www.smspower.org/forums/profile.php?mode=viewprofile&amp;u=5&quot; target=&quot;_blank&quot;&gt;Maxim&lt;/a&gt;&lt;br /&gt;

Posted: Sat May 18, 2013 11:06 pm (GMT 0)&lt;br /&gt;
&lt;br /&gt;I'd avoid areas of 00 in the middle of a bank as they probably mean something - maybe some graphics you didn't see yet. I'd prefer to use ffs at the end of the bank (assuming that's what you find there).&lt;br /&gt;

</description>
<dc:creator>Maxim</dc:creator>
<dc:subject>MEKA</dc:subject>
<annotate:reference rdf:resource="http://www.smspower.org/forums/viewtopic.php?p=75112#75112" />
<comments>http://www.smspower.org/forums/posting.php?mode=quote&amp;p=75175</comments>
</item>
<item>
<title>MEKA :: RE: Cheatfinder - how to use it?</title>
<link>http://www.smspower.org/forums/viewtopic.php?p=75174#75174</link>
<pubDate>Sat, 18 May 2013 22:10:45 GMT</pubDate>
<guid isPermaLink="true">http://www.smspower.org/forums/viewtopic.php?p=75174#75174</guid>
<description>Author: &lt;a href=&quot;http://www.smspower.org/forums/profile.php?mode=viewprofile&amp;u=6892&quot; target=&quot;_blank&quot;&gt;hang-on&lt;/a&gt;&lt;br /&gt;

Posted: Sat May 18, 2013 10:10 pm (GMT 0)&lt;br /&gt;
&lt;br /&gt;------
&lt;br /&gt;
Advanced stuff (relative to my current skill level)
&lt;br /&gt;

&lt;br /&gt;
Preparing to bypass block initialization.
&lt;br /&gt;

&lt;br /&gt;
Remember to take paging into account! Got to find unused space nearby the original block init code.
&lt;br /&gt;

&lt;br /&gt;
I looked up the opcodes for the instructions I need:
&lt;br /&gt;

&lt;br /&gt;
CD yy xx	: CALL address xx yy (remember paging and little endian)
&lt;br /&gt;
C9           : RET
&lt;br /&gt;

&lt;br /&gt;
3E xx	: LD A, xx
&lt;br /&gt;

&lt;br /&gt;

&lt;br /&gt;
I use debugger to locate the block init routine. It is around $277C1
&lt;br /&gt;

&lt;br /&gt;
Copy 3 bytes from $277C1 (which are hex 32 42 C0 - load a into RAM C042). This will be overwritten with a call instruction in a moment.
&lt;br /&gt;

&lt;br /&gt;
Paste these bytes to location 27102. It looks unused 00's, but not intirely. So I could be screwing some important data up here. Must test. Add a RET after this LD instruction. We now have:
&lt;br /&gt;

&lt;br /&gt;
27102: 32 34 C0 C9, which is 
&lt;br /&gt;

&lt;br /&gt;
LD (C034), A
&lt;br /&gt;
RET
&lt;br /&gt;

&lt;br /&gt;
now go back to 277C1. Replace the LD instruction with a CALL to our custom function at 27102.
&lt;br /&gt;

&lt;br /&gt;
MEKA RMAP tells me that 2770C is B70C
&lt;br /&gt;

&lt;br /&gt;
How long from this address to custom routine? 2770C-27102 = 60A
&lt;br /&gt;

&lt;br /&gt;
calculate address of custom routine: b70c - 60a = b102
&lt;br /&gt;

&lt;br /&gt;
So I can now goto 277C1 and overwrite the LD instruction 32 34 C0 with a call to my custom function: CD 02 b1 (remember little endian)  
&lt;br /&gt;

&lt;br /&gt;

&lt;br /&gt;
I test it... OMG, it works! This is pushing my own limits!! I disassemble in MEKA, debug etc., and realize that the game still seems to work, the program flow integrates the new routine as intended, ... oh, I'll go have a beer now...
&lt;br /&gt;

&lt;br /&gt;
Next thing is to copy all the LD's from the block initialization into the new handler. Here I can tweak them according to my needs. Then go back and overwrite them with 00's at the old place.
&lt;br /&gt;

&lt;br /&gt;
... done.
&lt;br /&gt;

&lt;br /&gt;
It works!!!! I have successfully bypassed the block initialization. I let the program do as it would have done anyway - except that when it wants to write 00 to shoes (c044) and armour (c043) addresses - I throw in my own 3E 03 (LD A, 03h) just before. 03h is the value for golden armour and golden shoes. I set register A back to its original 00 (3E 00) before returning (C9) to the old block init routine, where the program now runs over a short sequence of 00's (NOP) before reaching the rest of the original routine.  
&lt;br /&gt;

&lt;br /&gt;
Yeah - come on you not-so-scary skeletons. Taste my infinite lives, infinite hearts, golden armour and golden shoes :)
&lt;br /&gt;

&lt;br /&gt;
--- edit:
&lt;br /&gt;

&lt;br /&gt;
Oh - did not realize that you had already posted something, Maxim. Will look into your link and example. But first I will rest a little on my hex-hacking laurels :) For a guy that never made it past Visual Basic and Flash back in the 90's, opcodes and hex-editing is like... totally the Matrix. :) Thank you for all your support.&lt;br /&gt;

</description>
<dc:creator>hang-on</dc:creator>
<dc:subject>MEKA</dc:subject>
<annotate:reference rdf:resource="http://www.smspower.org/forums/viewtopic.php?p=75112#75112" />
<comments>http://www.smspower.org/forums/posting.php?mode=quote&amp;p=75174</comments>
</item>
<item>
<title>MEKA :: RE: Cheatfinder - how to use it?</title>
<link>http://www.smspower.org/forums/viewtopic.php?p=75173#75173</link>
<pubDate>Sat, 18 May 2013 20:40:52 GMT</pubDate>
<guid isPermaLink="true">http://www.smspower.org/forums/viewtopic.php?p=75173#75173</guid>
<description>Author: &lt;a href=&quot;http://www.smspower.org/forums/profile.php?mode=viewprofile&amp;u=5&quot; target=&quot;_blank&quot;&gt;Maxim&lt;/a&gt;&lt;br /&gt;

Posted: Sat May 18, 2013 8:40 pm (GMT 0)&lt;br /&gt;
&lt;br /&gt;I'd use an assembler to make the opcodes. Here's an example of patching a rom - for mapping, but it's very similar for your case. 
&lt;br /&gt;

&lt;br /&gt;
&lt;a href=&quot;http://www.smspower.org/maxim/Maps/AsterixAndTheGreatRescue&quot; target=&quot;_blank&quot;&gt;http://www.smspower.org/maxim/Maps/AsterixAndTheGreatRescue&lt;/a&gt;&lt;br /&gt;

</description>
<dc:creator>Maxim</dc:creator>
<dc:subject>MEKA</dc:subject>
<annotate:reference rdf:resource="http://www.smspower.org/forums/viewtopic.php?p=75112#75112" />
<comments>http://www.smspower.org/forums/posting.php?mode=quote&amp;p=75173</comments>
</item>
<item>
<title>MEKA :: RE: Cheatfinder - how to use it?</title>
<link>http://www.smspower.org/forums/viewtopic.php?p=75172#75172</link>
<pubDate>Sat, 18 May 2013 20:05:19 GMT</pubDate>
<guid isPermaLink="true">http://www.smspower.org/forums/viewtopic.php?p=75172#75172</guid>
<description>Author: &lt;a href=&quot;http://www.smspower.org/forums/profile.php?mode=viewprofile&amp;u=6892&quot; target=&quot;_blank&quot;&gt;hang-on&lt;/a&gt;&lt;br /&gt;

Posted: Sat May 18, 2013 8:05 pm (GMT 0)&lt;br /&gt;
&lt;br /&gt;nice tip with the rmap pc command. I did not know it. I will use it from now on when encountering paging!
&lt;br /&gt;

&lt;br /&gt;
Would you prefer to disassemble the game to alter the block initializations, Maxim? I was actually thinking about using Frhed to find an unused area with 00's and then hex code simple stuff directly into this (mostly load a value into A, then write to certain places in RAM), then overwrite some of the original initialization code to call this custom initialization. I looked in the z80 instruction manual and got a feeling that it might be within my reach - but of course I'm interested if there is a better/simpler way :)&lt;br /&gt;

</description>
<dc:creator>hang-on</dc:creator>
<dc:subject>MEKA</dc:subject>
<annotate:reference rdf:resource="http://www.smspower.org/forums/viewtopic.php?p=75112#75112" />
<comments>http://www.smspower.org/forums/posting.php?mode=quote&amp;p=75172</comments>
</item>
<item>
<title>Main :: Game gear emulator multiplayer online?</title>
<link>http://www.smspower.org/forums/viewtopic.php?p=75171#75171</link>
<pubDate>Sat, 18 May 2013 11:57:15 GMT</pubDate>
<guid isPermaLink="true">http://www.smspower.org/forums/viewtopic.php?p=75171#75171</guid>
<description>Author: &lt;a href=&quot;http://www.smspower.org/forums/profile.php?mode=viewprofile&amp;u=2854&quot; target=&quot;_blank&quot;&gt;rey100&lt;/a&gt;&lt;br /&gt;
Subject: Game gear emulator multiplayer online?&lt;br /&gt;
Posted: Sat May 18, 2013 11:57 am (GMT 0)&lt;br /&gt;
&lt;br /&gt;There is some game gear emulator for play multiplayer online?
&lt;br /&gt;

&lt;br /&gt;
Thanks!! ;-)&lt;br /&gt;

</description>
<dc:creator>rey100</dc:creator>
<dc:subject>Main</dc:subject>
<annotate:reference rdf:resource="http://www.smspower.org/forums/viewtopic.php?p=75171#75171" />
<comments>http://www.smspower.org/forums/posting.php?mode=quote&amp;p=75171</comments>
</item>
<item>
<title>Development :: RE: Disabling the I/O chip</title>
<link>http://www.smspower.org/forums/viewtopic.php?p=75170#75170</link>
<pubDate>Sat, 18 May 2013 09:48:44 GMT</pubDate>
<guid isPermaLink="true">http://www.smspower.org/forums/viewtopic.php?p=75170#75170</guid>
<description>Author: &lt;a href=&quot;http://www.smspower.org/forums/profile.php?mode=viewprofile&amp;u=1261&quot; target=&quot;_blank&quot;&gt;omp&lt;/a&gt;&lt;br /&gt;

Posted: Sat May 18, 2013 9:48 am (GMT 0)&lt;br /&gt;
&lt;br /&gt;Yes it depends which revision of Master System you have. It didn't work in a SMS2 and I would assume it *may* not work in a VA3 SMS model 1 since it uses the same I/O IC.&lt;br /&gt;

</description>
<dc:creator>omp</dc:creator>
<dc:subject>Development</dc:subject>
<annotate:reference rdf:resource="http://www.smspower.org/forums/viewtopic.php?p=66313#66313" />
<comments>http://www.smspower.org/forums/posting.php?mode=quote&amp;p=75170</comments>
</item>
<item>
<title>Main :: RE: poster of 8bit games!!!!!</title>
<link>http://www.smspower.org/forums/viewtopic.php?p=75169#75169</link>
<pubDate>Sat, 18 May 2013 08:37:49 GMT</pubDate>
<guid isPermaLink="true">http://www.smspower.org/forums/viewtopic.php?p=75169#75169</guid>
<description>Author: &lt;a href=&quot;http://www.smspower.org/forums/profile.php?mode=viewprofile&amp;u=6944&quot; target=&quot;_blank&quot;&gt;Calindro&lt;/a&gt;&lt;br /&gt;

Posted: Sat May 18, 2013 8:37 am (GMT 0)&lt;br /&gt;
&lt;br /&gt;Really nice work! I love how you arrange things that they even kinda interact with eachother! It reminds me of &amp;quot;Where's Waldo&amp;quot;. This could be &amp;quot;Where's Teddy Boy&amp;quot;? :D&lt;br /&gt;

</description>
<dc:creator>Calindro</dc:creator>
<dc:subject>Main</dc:subject>
<annotate:reference rdf:resource="http://www.smspower.org/forums/viewtopic.php?p=75142#75142" />
<comments>http://www.smspower.org/forums/posting.php?mode=quote&amp;p=75169</comments>
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