GameShark / Action Replay 在现代游戏机上如何工作?

发布于 2024-08-24 17:18:50 字数 700 浏览 4 评论 0原文

在网上很难找到这方面的信息,因为“GameShark”、“Action Replay”、“记忆编辑器”和“记忆训练器”这些神奇的词引发了很多废话,所以我想我应该在一些论坛上问一下。

我将在本周末购买一台任天堂 Wii 来玩,我有兴趣了解在游戏运行时修改内存中游戏代码的方法。如果《Action Replay》可以在 Wii 上运行而无需模组芯片,我确信我可以使用有芯片的 Wii 来实现这一点(一旦我拿到手,我就会对我的 Wii 进行模组芯片)。

这里有人知道我可以做什么来“劫持”像 GameShark 和 Action Replay 这样的游戏吗?我希望能够在游戏的特定部分设置断点来执行额外的逻辑(例如渲染额外的内容)并恢复游戏。

如果有人能给我一个足够抽象的答案来涵盖许多游戏机,这样我就可以深入研究这个主题,自己找到更具体的答案,我将不胜感激,但针对任天堂 Wii 的答案也非常受欢迎。

编辑:

由于没有人回答我的问题,我会尝试更具体一点。

我认为热修补我想要劫持的代码地址以使它们引发中断请求可能是可行的方法,尽管我不确定(如果您确定我是对还是错,请与以下人员分享您的知识)我们!)。

现在,实际的问题是如何在游戏启动后执行此“热补丁”过程。我不知道在游戏控制控制台后我可以做什么来将此过程排队。一旦制作了第一个热补丁,就很容易进一步深入游戏代码,但问题是第一个发生。我真的很想得到关于这个问题的启发。

谢谢。

It's quite difficult to find information about this on the internet, since the magical words "GameShark", "Action Replay", "memory editor" and "memory trainer" trigger lots of BS, so I thought I should ask in some forum.

I'll get a Nintendo Wii to toy around by the end of this week and I'm interested in knowing methods for modifying game code in memory while it runs. If Action Replay works on a Wii without need for a modchip, I'm sure I can do that with a chipped Wii (I'll modchip my Wii once I get my hands on it).

Does anybody here know what could I do to "hijack" a game like GameShark and Action Replay do? I wanted to be able to set breakpoints on specific parts of the game to do additional logic (e.g. rendering additional stuff) and resume the game.

If somebody can give me an answer abstract enough to cover many consoles so I can dig more on the subject to find more specific answers by myself, I'd be grateful, but answers specific to the Nintendo Wii are much welcome, too.

Edit:

As nobody answered my question, I'll try being a little more specific.

I think hotpatching the addresses of code I want to hijack to make them raise an interrupt request might be the way to go, though I'm not sure (if you know for sure whether I'm right or wrong, please share your knowledge with us!).

Now, the actual problem is how to do this "hotpatching" procedure after the game booted. I have no idea what could I do to queue this procedure to after the game take control over the console. Once the first hotpatch is made, it's easy to progress further into the game code, but the problem is getting the first to occur. I would really like enlightenment on this matter.

Thanks.

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北斗星光 2024-08-31 17:18:50

使用 gameshark 的东西来渲染额外的东西可能有点困难,但是如上所述改变生命数字似乎更合理。我的建议可能是开始在R4上看DS游戏,R4芯片内置了游戏补丁供您选择,并且因为您在运行之前处理图像,所以您可以修改其中的部分。
请务必准备好您的十六进制编辑器和汇编器:)

Using gameshark stuff to render extra stuff is probably a bit tough, but Changing life numbers as mentioned seems much more reasonable. My advice might be to start looking at DS games on R4, the R4 chip has built in patches to games for you to select, and because you deal with the image before it runs, you can modify parts there.
Be sure to ready your Hex Editor and Assembler :)

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