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View Code? Open in Web Editor NEWSpecial IDA Pro tools for the Sega Genesis/Megadrive romhackers
License: GNU General Public License v2.0
Special IDA Pro tools for the Sega Genesis/Megadrive romhackers
License: GNU General Public License v2.0
Games: Quackshot, Fatal Labyrinth.
Hello!
I was wondering if it was possible to debug 32x games using GensIDA debugger? I know that the loader supports mapping 68k code from a 32x game, but it doesn't seem like there's an option to load the SH2 code.
pea label and pea label.w(pc) or pea label.b(pc) decoded as same command. Same problem already fixed for lea(pc) and jsr(pc) commands
Palette: 0EEE, 16 words.
Mappings: by Plane Base.
Bind to some button ability to preview any ROM bytes in a separate window.
Point at some bytes, press button, and - viola!=)
Hey.
I found this tool not long a go and I really love being able to debug games within IDA Pro. I noticed while playing a game in the Gens debugger that IDA Pro will automatically identify the code that was executed when you pause or stop the debugger, but it doesn't seem to identify the data that gets parsed by the CPU.
I'm currently using IDA Pro 6.8, so I'm not sure if it's something I didn't configure properly or if it's something not supported by smd_ida_tools, but I was wondering if it was possible? This would be cool to have for finding data that's not being used by the game within the ROM by playing through the game with the debugger.
Subj. See jptcmn.cpp.
If no palettes loaded yet.
Desert strike: $649E. d1 = 0xB0B00000, a1 = 0x00000000.
exg d1,a1 Bug: a1 = 0x00B00000, d1 = 0x00000000.
But actually Gens executes all commands normally.
This shit rescans instruction and applies analysis twice, so some offsets and datas looks shitty after that.
Also applying codemap behaves the same.
Func address is: 0x4E80
movea.w #(word_FFF000-M68K_RAM),a0
Subj: cannot click and go at word_FFF000.
Fix: moveq #$FFFFFFFF,d0
like commands, so any assembler will be able to assemble generated source.
Games: Tecmo Cup, ???.
If destination link is short, we must output pc-relative opcode to correspond to original.
Example:
lea table(pc),a1
lea table,a2
Is it possible to include in readme some features, that plugin has?
For instance, from some IDA's warnings I've found that shift+D is a tile viewer. But I can't find any info about it. Maybe there are some more features I'm missing.
Hi bro,
First, want to say thanks for your great work!
It helps me a lot when hacking roms.
A question here is, do you have any plan to support IDA Pro 7.0? Haven't tried compiling 'cause dev env is not ready on my Windows. It would great if there's "official" plan.
4EBA XXXX
opcode is wrong decoded. Must be fixed.
Hi,
Am I right that current releases are built for IDA 6.8 and won't work with IDA 7.4? If so, could you please provide the binaries of this plugin for IDA 7.4 too?
(I have no Win machine and VS to build them (using IDA on Linux via Wine)).
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