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Magical Puzzle Popils GG hack help?
Post Posted: Sun Jul 09, 2017 7:01 pm
Last edited by matt on Mon Jul 10, 2017 11:51 am; edited 1 time in total
Hi,

I'm trying to 100% Magical Puzzle Popils. To do so I need to match/beat the target number of steps/moves for each level.

Steps are increased every 16 pixels moved by the player. Left or Right along platforms, or Up and Down ladder.

In order to beat some level goals it's necessary to literally count the pixels being moved. Walking one pixel too far along a platform and I'll finish the level with 9 steps rather than 8. And then I have to redo it.

Step count is only displayed on the pause screen. Pixel count is not displayed at all.

So I had an idea. Why not hack the ROM to have step count displayed at all times? And if I'm going to do that, why not hack it so that it displays the hidden pixel counter?

I've hacked some ROMS before, so I know how to debug and watch memory addresses. But I don't know assembler for the GG.

I'll be happy to find out the memory addresses of the counters.

Can anybody help me with the rest of the hack?
IMG_7306.JPG (2.46 MB)
Pause screen
IMG_7306.JPG

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Post Posted: Sun Jul 09, 2017 7:37 pm
Helllo, ummm I think it would be possible.

I'll try to help you when possible
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Post Posted: Sun Jul 09, 2017 10:23 pm
BcnAbel76 wrote
Helllo, ummm I think it would be possible.

I'll try to help you when possible

Great, thanks!

I'll find the memory addresses.
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Post Posted: Mon Jul 10, 2017 11:33 am
OK! some addresses:

C313 level
C320 lives
C334 steps
C335 sub-step count (seems to count in half pixels?)

the pause information is on the bottom two rows of characters:
IQ, ROUND, LIVES
JUST NOW, PPP STEPS (if round has not been cleared)
MPR=TTT/YOU=PPPSTEPS (if round has been cleared)

Really I would like the bottom row during gameplay to show:
MPR=TTT/YOU=PPP+XX.X

MPR= initials of mapper who set target step count for that level.
TTT= target steps
PPP= player step count
XX.X= sub-step count

Mock-up image shows:
MTN=017/YOU=016/12.5

in EDIT MODE, bottom row is:
TESTING R=NN XXSTEPS
so it might be easier to branch to that code?

During gameplay the bottom row displays "IQ IS NOT ADDED." if you have already cleared the round. I do not care to see this information so it can be overwritten.

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Post Posted: Tue Jul 11, 2017 6:38 pm
Quote
C335 sub-step count (seems to count in half pixels?)


This actually counts in increments of 8 from 0x00 to 0xF8
Divided by 16 gives the pixel count in half pixels.
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Post Posted: Thu Jul 13, 2017 9:41 am
Making progress.

My friend Jamie and I have got the whole number part of the sub-step count displaying in the pause status text. Proof of concept.

I've been brushing up on my Z80 opcodes!

More work needed!
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Post Posted: Sun Jul 16, 2017 2:46 pm
Current findings are here: https://tcrf.net/Magical_Puzzle_Popils

including
Quote
DEBUG MODE
The hidden Debug Mode menu item on the Options screen can be activated by putting 0xFF into memory location 0xD3F3. I'm not sure what it does though, if anything!

"HIDDEN" CREDITS
The screen appears after exiting the options screen, but only sometimes. Putting Emulicious into turbo mode makes it happen more quickly so it seems to be time based?


Here's my work-in-progress symbol file: https://www.dropbox.com/s/y6el2dtfg3ot611/popils.sym?dl=0
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Post Posted: Sun Jul 16, 2017 3:04 pm
You're welcome to dump any info in http://www.smspower.org/Development/MagicalPuzzlePopils-GG too.
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Post Posted: Sun Jul 16, 2017 6:52 pm
Maxim wrote
You're welcome to dump any info in http://www.smspower.org/Development/MagicalPuzzlePopils-GG too.

Thanks, I will do so.
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Post Posted: Mon Jul 17, 2017 11:07 am
Maxim wrote
You're welcome to dump any info in http://www.smspower.org/Development/MagicalPuzzlePopils-GG too.

Done!

Hints for efficient debugging and reverse engineering would be appreciated X)
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Post Posted: Mon Jul 17, 2017 12:01 pm
I tend to assemble with WLA DX and then label and comment the code, to generate symbols. Others seem to write the symbol file themselves which seems harder to me.
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Post Posted: Mon Jul 17, 2017 10:19 pm
Maxim wrote
I tend to assemble with WLA DX and then label and comment the code, to generate symbols. Others seem to write the symbol file themselves which seems harder to me.

I'd not considered doing it your way, I'll give it a try.
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Post Posted: Tue Jul 18, 2017 8:15 am
Hello matt

I tested Debug Mode option and implemented it putting new code to unused PAUSE button, changing value RAM $D3F3 from 00 to FF

At $66

PUSH AF
LD A, ($D3F3)
CPL
LD ($D3F3), A
POP AF
RETN

Hex code at $66:
$F5 $3A $F3 $D3 $2F $32 $F3 $D3 $F1 $ED $45

It loads actual value from $D3F3 and reverse all data 00 to FF or FF to 00

You can activate or deactivate DEBUG MODE everytime in game, and save it in option menu
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Post Posted: Tue Jul 18, 2017 11:56 am
Thanks! I'll try that later.

Did you see debug mode do anything?
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Post Posted: Tue Jul 18, 2017 3:37 pm
It loads a preview Steps Counter before entering round

For now, I don't see anymore
Popils105.png (1.56 KB)
Popils105.png

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Post Posted: Tue Jul 18, 2017 4:22 pm
That counter usually appears after completing the level once. Interesting that it is appearing before completing a level with debug on.

I couldn't get the hex patch to work, and I'm not sure the pause button is working in Emulicious?
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Post Posted: Tue Jul 18, 2017 4:53 pm
Yes, it is working fine.

I tested it
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Post Posted: Tue Jul 18, 2017 5:54 pm
It would be good to confirm if there's a way to enable it without modifications, and also what other effects it might have.
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Post Posted: Tue Jul 18, 2017 6:45 pm
BcnAbel76 wrote
Yes, it is working fine.

I tested it

I'll try again when I get back to my Mac.
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Post Posted: Wed Jul 19, 2017 5:39 am
BcnAbel76 wrote
Yes, it is working fine.

I tested it

Is there anything I could be doing wrong when applying the patch? I'm running Emulicious on Mac OS and still can't get the patch to do anything. $66 is never accessed.

I'm running the .gg ROM in Game Gear mode.
Pause.
Open memory editor
Enter HEX at $66
Unpause
Press pause key

Apologies, I'm new to this :)
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Post Posted: Wed Jul 19, 2017 5:52 am
Does the Pause button work in Game Gear mode?
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Post Posted: Wed Jul 19, 2017 7:22 am
No.
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Post Posted: Wed Jul 19, 2017 8:37 am
Hello, Pause button is only access for Master System, and I was refering to master system hack.

For implement it in game gear rom may be you can do a call routine to this code where Start button is allocated, and copy stripped bytes.

Then everytime you push Start Button you change $D3F3 value $00-FF

I test it before when I'll arrive at home.
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Post Posted: Wed Jul 19, 2017 10:54 am
OK thanks! Glad I'm not going crazy.
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Post Posted: Wed Jul 19, 2017 5:53 pm
Last edited by Junosix on Wed Jul 19, 2017 8:02 pm; edited 1 time in total
Okay - Matt and I have sussed the substeps part and have got that working. (Can't add a screenshot as I've only just signed up).

Spent some time together over the weekend picking through and finding useful addresses and routines, with the original thought being to take the test mode in the map editor and merge it with the status panel in the pause screen of normal mode but that wasn't quite working out. Had some time today to work on it some more and had a breakthrough finding some code that wrote to the VDP that could be hugely space-optimised using loops, doubly-useful because the routine updates every frame. After collapsing a mass of OUTI instructions into a couple of OTIRs I had a couple of hundred bytes to stick some extra code in.

Updated routine with new code starts at $059F.


; space-optimised version of the routine already present here

059F    AF             XOR A                        ; low byte of VRAM address to write to
05A0    D3 BF          OUT ($BF),A                  ; port VDP Address
05A2    3E 7F          LD A, $7F                    ; high byte of VRAM address to write to
05A4    D3 BF          OUT ($BF),A                  ; port VDP Address
05A6    0E BE          LD C,$BE                     ; port VDP data
05A8    21 00 DE       LD HL,$DE00                  ; start of data
05AB    06 40          LD B,$40                     ; loop counter
05AD    ED B3          OTIR                         ; copy data to VDP RAM
05AF    3C             INC A
05B0    D3 BF          OUT ($BF),A                  ; port VDP Address
05B2    3D             DEC A
05B3    D3 BF          OUT ($BF),A                  ; port VDP Address
05B5    2E 80          LD L,$80
05B7    06 80          LD B,$80                     ; loop counter
05B9    ED B3          OTIR                         ; copy data to VDP RAM

; new code begins here

05BB    3A 03 C3       LD A,($C303)                 ; check state machine main value
05BE    FE 01          CP $01                       ; is it "level" state?
05C0    C2 45 06       JP NZ,level_state_false      ; if not then exit subroutine
05C3    3A 04 C3       LD A,($C304)                 ; check state machine sub value
05C6    FE 03          CP $03                       ; is it "level start ok" state
05C8    C2 45 06       JP NZ,level_state_false      ; if not then exit subroutine

05CB    01 03 00       LD BC,$0003                  ; loop counter
05CE    11 1A DC       LD DE,$DC1A                  ; address to write mapper's initials as ASCII string
05D1    21 92 D8       LD HL,$D892                  ; get mapper's initials
05D4    ED B0          LDIR                         ; write ASCII string

05D6    3E 3D          LD A,$3D                     ; ASCII "="
05D8    12             LD (DE),A                    ; write "="

05D9    13             INC DE                       ; move to next position in string
05DA    3E 20          LD A,$20                     ; ASCII " "
05DC    12             LD (DE),A                    ; write " "

05DD    13             INC DE                       ; move to next position in string
05DE    3E 20          LD A,$20                     ; ASCII " "
05E0    12             LD (DE),A                    ; write " "

05E1    3A 95 D8       LD A,($D895)                 ; take mapper's steps par
05E4    FD 21 1E DC    LD IY,$DC1E                  ; address to write mapper's steps par as ASCII string
05E8    CD 96 4C       CALL $4C96                   ; convert hex value to ASCII

05EB    01 0D 00       LD BC,$000D                  ; loop counter
05EE    11 21 DC       LD DE,$DC21                  ; address to write rest of status panel as ASCII string
05F1    21 DF B6       LD HL,$B6DF                  ; start address of rest of status panel ASCII string
05F4    ED B0          LDIR                         ; loop until rest of status panel is drawn

05F6    3A 34 C3       LD A,($C334)                 ; take player's whole steps
05F9    FD 21 26 DC    LD IY,$DC26                  ; address to write player whole steps
05FD    CD 96 4C       CALL $4C96                   ; convert hex value to ASCII

0600    3A 35 C3       LD A,($C335)                 ; take player's substeps
0603    0E 0F          LD C,$0F                     ; only check lower nibble (0-15) to use as fraction...
0605    A1             AND C                        ; ... by using a bitmask
0606    FE 08          CP $08                       ; what is the substeps' fraction?

0608    28 04          JR Z,fraction_is_set         ; if result is $08 then the fraction is .5 decimal
060A    3E 00          LD A,$00                     ; set fraction to .0 decimal
060C    18 02          JR fraction_not_set

        fraction_is_set
060E    3E 05          LD A,$05                     ; set fraction to .5 decimal

        fraction_not_set
0610    FD 21 2B DC    LD IY,$DC2B                  ; address to write substeps fraction as ASCII string
0614    CD 96 4C       CALL $4C96                   ; convert hex value to ASCII

0617    3A 35 C3       LD A,($C335)                 ; now take the player's substeps again

061A    CB 1F          RR A                         ; rotate...
061C    CB 1F          RR A                         ; ... upper...
061E    CB 1F          RR A                         ; ... nibble...
0620    CB 1F          RR A                         ; ... to get substeps integer

0622    FD 21 29 DC    LD IY,$DC29                  ; address to write substeps integer as ASCII string
0626    CD 96 4C       CALL $4C96                   ; convert hex value to ASCII

0629    3E 0C          LD A,$0C                     ; lower byte of VRAM write address
062B    D3 BF          OUT ($BF),A                  ; write that to VRAM
062D    3E 7D          LD A,$7D                     ; upper byte of VRAM write address OR'd with $40 ($3D|$40)
062F    D3 BF          OUT ($BF),A                  ; write that to VRAM

0631    21 1A DC       LD HL,$DC1A                  ; start address of status panel tile string
0634    01 14 00       LD BC,$0014                  ; loop counter

        write_VDP
0637    7E             LD A,(HL)                    ; get tile data       
0638    D3 BE          OUT ($BE),A                  ; output it to VRAM
063A    3E 01          LD A,$01                     ; tile property
063C    D3 BE          OUT ($BE),A                  ; output it to VRAM
063E    23             INC HL                       ; move to next tile data byte
063F    0B             DEC BC                       ; decrement counter
0640    78             LD A,B                       ; check to see...
0641    B1             OR C                         ; ... if counter is zero
0642    C2 37 06       JP NZ,write_VDP              ; keep writing data until counter is zero

        level_state_false
0645    C9             RET                          ; return from subroutine


Hex dump of same code:

AF D3 BF 3E 7F D3 BF 0E BE 21 00 DE 06 40 ED B3 3C D3 BF 3D D3 BF 2E 80 06 80 ED B3 3A 03 C3 FE 01 C2 45 06 3A 04 C3 FE 03 C2 45 06 01 03 00 11 1A DC 21 92 D8 ED B0 3E 3D 12 13 3E 20 12 13 3E 20 12 3A 95 D8 FD 21 1E DC CD 96 4C 01 0D 00 11 21 DC 21 DF B6 ED B0 3A 34 C3 FD 21 26 DC CD 96 4C 3A 35 C3 0E 0F A1 FE 08 28 04 3E 00 18 02 3E 05 FD 21 2B DC CD 96 4C 3A 35 C3 CB 1F CB 1F CB 1F CB 1F FD 21 29 DC CD 96 4C 3E 0C D3 BF 3E 7D D3 BF 21 1A DC 01 14 00 7E D3 BE 3E 01 D3 BE 23 0B 78 B1 C2 37 06 C9


Some bytes need to be changed starting at $B6E7 to accommodate for the altered status panel text:


2F 20 30 2E 30


Got some more figuring out to do re: debug and occasional credits screen, but I'm chuffed to get the constant substeps display working!
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Post Posted: Wed Jul 19, 2017 6:48 pm
Here’s a screenshot.

We had so much fun doing this hack.

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Post Posted: Wed Jul 19, 2017 6:57 pm
Hello,

Can you upload ips patch?

Finally do you need debug mode hack????

;)
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Post Posted: Wed Jul 19, 2017 7:12 pm
Yeah, loved chewing into this, great fun!

BcnAbel76 - I'll do an IPS patch in a bit and will put your pause code into the same routine as the new status panel stuff.
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Post Posted: Wed Jul 19, 2017 9:25 pm
Last edited by Junosix on Wed Jul 19, 2017 9:55 pm; edited 2 times in total
Here's an IPS file. Have optimised things a bit more to give room for extra code if required, and have added ability to turn debug mode on: to do this, go to the options menu then initialise the game. When the game restarts debug mode is available in the options menu and is on by default. There are a few instances where $D3F3 is read throughout the code so I'm going to check what happens with that later on.
Magical Puzzle Popils - substep and debug hack.ips (195 B)
Magical Puzzle Popils - substep and debug hack

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Post Posted: Wed Jul 19, 2017 9:53 pm
Note that the outi block you replaced was there for speed reasons, your changes may have some side effects on a real system.
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Post Posted: Wed Jul 19, 2017 10:00 pm
Yep, I'd considered that but it doesn't seem to have any detrimental effects in the three emulators I've tried it in - so fingers crossed it should play okay. Anyone got a flash cart they can give it a go on?
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Post Posted: Wed Jul 19, 2017 10:17 pm
Last edited by matt on Wed Jul 19, 2017 10:33 pm; edited 1 time in total
Maxim wrote
Note that the outi block you replaced was there for speed reasons, your changes may have some side effects on a real system.

We wondered why the OUTI block was there and supposed that there had to be a reason. What's the history of that technique? And why isn't a more succinct OTIR the same?

OK I found this: http://www.smspower.org/forums/14941-HowToKnowThatYourVBlankRoutineIsTooSlow
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Post Posted: Wed Jul 19, 2017 10:32 pm
Hello, thanks for the hack !

Writting VDP ports with OTIR may cause too fast writting and corrupted data is causing game, palette or glitches bugs

It is an electronics hardware limitation.
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Post Posted: Wed Jul 19, 2017 10:50 pm
BcnAbel76 - what conditions cause OTIR to execute VDP port writes more quickly than OUTI?

I'm working on the basis that the code doesn't seem to run over vblank and in that case things are alright, perhaps they used unrolled OUTI because that's standard/best practice, though as this is a simple game you can get away with it. There's space for a good few OUTI commands if it turns out I need to mix some in to keep the speed up in case there are problems. It would be great to get it running on a Game Gear to see.
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Post Posted: Wed Jul 19, 2017 10:59 pm
Emulicious in break on invalid VDP access mode is a pretty good indicator of any issues.

A block of outis is faster than otir because there's no counter decrement and check for zero. The speed gain may not be necessary though.
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Post Posted: Wed Jul 19, 2017 11:11 pm
I understand the decrement-and-check would slow things up but there was a suggestion a couple of posts back that OTIR would write too quickly for the Game Gear hardware to register the port writes correctly which confused me as OTIR takes more T-states.

Will check the break on invalid access with Emulicious, thanks for the tip.
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Post Posted: Thu Jul 20, 2017 12:47 am
Had a quick go with invalid VDP breakpoints enabled and didn't have issues but I was able to whittle things down even further which gave me space to go back and unroll one of the OTIR loops to OUTI, so here's a patch for that in case anyone has problems with the other one.
Magical Puzzle Popils - substep and debug hack - unrolled outi.ips (311 B)
Magical Puzzle Popils - substeps and debug hack - unrolled outi

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Post Posted: Sun Jul 30, 2017 8:44 pm
Debug mode also allows access to levels 1-100 before you've played enough to unlock them.
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  • Location: Cornwall, United Kingdom
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Post Posted: Tue Aug 01, 2017 1:22 pm
Last edited by matt on Thu Aug 03, 2017 12:12 pm; edited 1 time in total
The code that governs the appearance of these credits asks for the following conditions to be satisfied:

0. Region is Japan
1. we are about to view the main menu
2. the Start Button is being held down
3. the number of times the main menu has been viewed is a multiple of 8

If all of these conditions are met, the state machine is set to $0B to show the alt credits (more on the state machine soon)

The credits will not trigger if any of these conditions are false. For example if you press the Start Button to exit the Options Screen rather than holding it down the alternative credits will not appear.

disassembly
F_CHECK_ALT_CREDITS:   
01CBB: ld hl, VAR_COUNT_MAIN_MENU_VIEWS   ; VAR_COUNT_MAIN_MENU_VIEWS = $C338
01CBE: inc (hl)
01CBF: in a, (Port_StartButton)
01CC1: and $40
01CC3: jr nz, +
01CC5: ld a, (hl)
01CB6: and $07
01CB8: jr z, F_SET_STATE_ALT_CREDITS
...
F_SET_STATE_ALT_CREDITS:   
01D36: ld a, $0B
01D38: jp F_SET_STATE_MACHINE
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  • Joined: 05 Jul 2017
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  • Location: Cornwall, United Kingdom
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Post Posted: Wed Aug 02, 2017 7:40 pm
Interestingly, I tried my copy of the game on a friend's GG and I wasn't able to get the Alt Credits to appear.

edit: the alt credits will only appear when running on a Japanese GG.
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