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Need advice from programmers that deal with memory sniping.

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nobbo:

--- Quote from: Howard_Casto on June 28, 2006, 07:49:38 am ---
I'm not sure where these "worms" you speak of are though.  Here's the thing, Youki isn't willing to do it, I'm not willing to do it, there might be 3 or 4 more people on the boards qualified to do it (that actually are willing to do software for this community) and none of them have volunteered, so even if youki argues to the contrary it seems pretty apparent to me that it is, indeed more trouble than it's worth. 

And I'm not being mean or negative, I'm just being practical. 

Sorry man. 

--- End quote ---


howard, what i meant was that i wasn't trying to start an argument about this whole thing. i also wasn;t expecting someone to go off and write an app to do it, it was as i said a crazy thought, and has pretty much been proven so, and i was interested in what more technical people, such as yourself, thought of it.

i always thought it would be a long shot, but you never know until you ask  ;D

a big  :cheers: goes out to Howard, youki, and budda for sharing their views on this

Howard_Casto:

--- Quote from: youki on June 28, 2006, 08:49:03 am ---
--- Quote ---if youki argues to the contrary it seems pretty apparent to me that it is, indeed more trouble than it's worth.
--- End quote ---

I agree with that, i just say It is doable.   And i don't say it easy , just doable for somebody really motivated!!!


--- Quote ---You can't validate anything with keypresses because you don't know if they pressed said keys in the character selection screen or not.
--- End quote ---

Yes, you can.  Because you work on Key sequences ,not on simple key press.   Insert Coin , following of a player start , following of joystick moves, folllowing of a player 1 button 1.   There is strong chance, for one given game, that you started the game, and select a player.   Of course there is surely tons of "exception" and special case to manage.... but it is just for fun, not a professionnal use, if you can make it works at 90% it could be enough.


Anyway as you said , i don't thing somebody will try that anyway.





--- End quote ---


I hate to beat a dead horse, but that won't work either.  I can insert coins and press start till the cows come home when a game is in boot sequence, but it wont take me to the select screen.  I can also insert coins and press start while playing the game (some fighters use start as a tuant button) but that won't get me to the select screen either. There are other issues like that, minor things specific to each game, like the holding of keys like budda metioned. 

I have a method in mind (not automatic but close) but I can't tell you how well it'll work till I get the physical hardware setup. 

Howard_Casto:
Btw, I thought of a method of getting the memory addresses that Aaron *might* allow in the official build. 

Perhaps a "-list_outputs" command line switch that prints the port names and memory addresses at runtime. They are actually allocated into memory inside mame via offset values, so in theory it would be possible to determine the exact memory range.  Of course it'd work different from traditional list outputs in mame in that it couldn't print unless the game is loaded, so I dunno. 

youki:

--- Quote ---I hate to beat a dead horse, but that won't work either.  I can insert coins and press start till the cows come home when a game is in boot sequence, but it wont take me to the select screen.  I can also insert coins and press start while playing the game (some fighters use start as a tuant button) but that won't get me to the select screen either. There are other issues like that, minor things specific to each game, like the holding of keys like budda metioned. 
--- End quote ---


It is why i said :


--- Quote ---Of course there is surely tons of "exception" and special case to manage.... but it is just for fun, not a professionnal use, if you can make it works at 90% it could be enough.
--- End quote ---

You do that thing for a personnal use. So if you explain in the document the sequence it will work that's enough.

If you take you car and drive directly to hit a wall your car won't work anymore. I suppose, you don't do that with your car? Why? Because you know it will break it!  But technically you could do that.  So in that case, it is the same thing. 



--- Quote ---Btw, I thought of a method of getting the memory addresses that Aaron *might* allow in the official build. 

Perhaps a "-list_outputs" command line switch that prints the port names and memory addresses at runtime. They are actually allocated into memory inside mame via offset values, so in theory it would be possible to determine the exact memory range.  Of course it'd work different from traditional list outputs in mame in that it couldn't print unless the game is loaded, so I dunno. 
--- End quote ---


Yes, that could be , effectivly ,a very good solution!   (for memory staticly and globaly allocated of course).






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