Hacking GBA Hacking WarioWare?

alphabetlorefan2003

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Okay, so uhh, I am originally planning on doing a WarioWare, Inc. ROM hack that removes the borders in the microgames, but then, I realized that I should make a ROM hack that's easier to make first, so I decided to plan on making a ROM hack that makes the target scores more acceptable. For example, Identity Crisis which has a mind-boggling 30 points for the target score, would get lowered to 15. This ROM hack should be easy as changing some values in the code, right? Well, the problem is I don't know how to make ROM hacks like these, so any help would be appreciated.
 
First, use a memory editor to find values and edit them, you'll want to search for your points.
So on every point increase (1, 2, 3 etc) you can search for that updated value.
You'll end up finding where the current points are in memory.
(I like using mgba for the memory search)

Then, you can set a "read" breakpoint on that memory location, and see when it gets compared to 30.
(I like using no$gba for this part)

Find where that 30 comes from, edit it in the rom to be 15 :)
You can find where the 30 comes from by setting a write breakpoint on the location where 30 exists wherever you see it.

As far as hacks go, it's probably going to be easy, but if you've never done anything like it before, yeah it can be a bit tricky.
Spend 1 - 4 hours on it and I think you'll be ok.

Ask here if you need help!
 
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Okay, I downloaded no$gba. The hard part for me is to bring over my save from my main emulator (VBA-M) to the no$gba emulator. VBA-M reads save as .sav files, but what does no$gba read save files as? .slv files?
Post automatically merged:

Okay, I downloaded no$gba. The hard part for me is to bring over my save from my main emulator (VBA-M) to the no$gba emulator. VBA-M reads save as .sav files, but what does no$gba read save files as? .slv files?
Oh wait, I figured it out
Post automatically merged:

Oh yeah, how do I do this next step where you set a "read" breakpoint on that memory location, and see when it gets compared to 30 in the no$gba debugger?
 
Last edited by alphabetlorefan2003,
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Okay, so we got local conditional breakpoints, and after I pressed Ctrl+B, I typed "[0x030039DC]". Is that correct? If so, what should I type after this to check if it compares to 30?
I think you'd enter `[030039DC]?` if you want to set a read breakpoint.
The you should see it read and eventually compared against 30.
It will also be read for display purposes, showing the right graphics on the screen.
And it might be read constantly... :)

It's been a very very very long time since I played the game, but maybe on the minigame select screen, the target scores might be loaded there too?
You might have luck finding it there.
 
I think you'd enter `[030039DC]?` if you want to set a read breakpoint.
The you should see it read and eventually compared against 30.
It will also be read for display purposes, showing the right graphics on the screen.
And it might be read constantly... :)

It's been a very very very long time since I played the game, but maybe on the minigame select screen, the target scores might be loaded there too?
You might have luck finding it there.
ok I'll do it later since I'm going to sleep
 
Okay, I set the read breakpoint but how do I make it compare to 30?
Once the breakpoint hits, you'll have to keep following it through the code to see when it happens.
It might only be checked after you gain a point.
Maybe set a WRITE breakpoint instead, and see what happens after the score becomes 30 - probably a better idea :)
 
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As of 2025, my custom tutorial prices start at $200/h, but I do have an introductory offer currently where the first hour is free.
I'll see what I can do.
 

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