![]() From there it is just a matter of hooking the rumble function to call the EZFlash provided function (stick their function somewhere in memory and replace the opcode at the address of the rumble function with a bl with the correct offset to the EZFlash function) and bam, rumble in GBP game. Now the game will break on rumble, bam we have now have the address of the rumble function in the return register. It expands upon the game mechanics used in Pokmon Pinball and features the Pokmon in the Hoenn Pokdex. Unfortunately, I don't believe mGBA supports breakpoints like this so we now move over to no$gba debug version and enter the breakpoint. Pokmon Pinball: Ruby & Sapphire (Japanese: & Pokmon Pinball: Ruby & Sapphire) is a spin-off pinball game for the Game Boy Advance. Pokemon Pinball: Ruby & Sapphire for Game Boy Advance - explore and compete on this classic game at. If you enjoy this game then also play games Pokemon Fire Red Version and Pokemon Emerald. There are 54 achievements worth 438 points. Pokemon Pinball - Ruby & Sapphire has 10 likes from 13 user ratings. Its colourful, charming visuals look even better on. This online game is part of the Arcade, Retro, GBA, and Pokemon gaming categories. Pokémon Pinball: Ruby & Sapphire is an enjoyable entry-level pinball game designed to appeal to as broad an audience as possible. This gave me a memory address to set a breakpoint on (specifically a modification break, it halts the execution when a specific memory address is altered). Pokémon Pinball: Ruby & Sapphire ROM download available for Nintendo Game Boy Advance (GBA). Pokemon Pinball - Ruby & Sapphire is a high quality game that works in all major modern web browsers. This are is likely used as a register to be read by the GBP software in order to produce actual rumble signal. Sure enough I found two bytes of memory with the value 0xFFFF that is set to a different value only when a rumble happens. mGBA supports Game Boy Player features so I can enable the original function to see what it does. ![]() I figured there would be some sort of variable/register that stored information about the rumble signal to be sent, so I sat down in mGBA with the memory inspector open and start hunting down anything that changed when a rumble happens.
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