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Messages - omarrrio

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Check on MIPS documents what lazy jumps are to understand why that isn't working. Also, to make a simple *4 operation use SLL reg, 2 instead.

Thank you ! SLL is what i was looking for, and for lazy jumps, now i get it, JAL actually does change RA and PC registers aswell as jumps, so when the game was trying to get back to the main thread, the RA and PC were badly wrong.

Hi, i am trying to find a a function that does multiplication and stores inside a register in the same line, because my game crashes if i use jumps and write the three multiplication instructions(see bellow) on either 0x0880100Y or 0x0880200Y, so i only have limited space, what i am trying to do, is modify a jump to go to 0x08801000, do whatever the multiplication requires, jump back to where it would've jumped originally.

Code: [Select]
0x08F008D8  jal  0x08801000
0x08801000  li   t2,0x4
0x08801004  mult a0,t2
0x08801008  mflo a0
0x0880100C  jal  0x08834D7C

The code above does run, but the game crashes, i have made sure the instruction i changed does NOT get used anyway in the game by any other function, i've been playing for an hour now, and the BP only reports at a specific moment, excatly where it is expected to report.

Thank you.

ROM Hacking Discussion / Re: [PSP] Source of instruction call ?
« on: February 20, 2017, 07:17:35 am »
Exactly, in this game, the debugger fetches the entire list of instructions with names, only a few are not named, thank you man :)

ROM Hacking Discussion / Re: [PSP] Source of instruction call ?
« on: February 19, 2017, 06:10:14 pm »
Thank you for replying to my topic, you might be right and this could just be some fairy tale that i am looking for, but what about a game module (prx) that actually has debug texts and stuff, is there anyway i can make the game load it ?

ROM Hacking Discussion / [PSP] Source of instruction call ?
« on: February 19, 2017, 03:56:47 am »
Hi, is there anyway to know where a bit of instructions were called from ? or at least where the call was before it got removed ?
I apologize for my confusing question, i'll try to explain using images:

These 2 bits of instructions, are never called in game, so i can't use the run to cursor and their break points never hit, so i tried using the in-debugger Ctrl + F feature to search for jal ygsys_isdebugflag and jal ygsys_setdebugflag, they both hit nothing (i start the search from 0x08800000), so i try with another jump command, j ygsys_isdebugflag and j ygsys_setdebugflag do hit, but they only hit shortcuts:

Which in turn, aren't used by any other bit of instructions, so my question is, is it possible to know where were originally called ? Knowing that the game (Tag Force 1) has a prx for the debug menu/gameplay.

My theory is that, at boot, there is an instruction (maybe _main or main or even _start) that initializes isdebugflag so it gets the value stored in a0, the jr ra should return with the v0 valued at 0 or 1 (v0 being 1 probably so that 1 AND 0 = 0), and it would initialize setdebugflag, which in turn checks if v0 is equal to 0, and depending on the answer it should either load the game normally or in debug mode.

ROM Hacking Discussion / Re: Help on this compression please ?
« on: July 09, 2016, 06:03:26 pm »
Just out of curiosity, what hex editor are you using?

(Sorry I can't be of more help than that.)

It's absolutely alright  :thumbsup:, it's wxMEdit.

ROM Hacking Discussion / Help on this compression please ?
« on: July 09, 2016, 09:03:50 am »
Hello, i have been trying to decompress >>>this file<<< for some time now, offzip doesn't detect any known compression algorithm and neither LZ10/11/Ovl nor huffman4/8 are used on it, anyone might have an idea for decompressing it ?

It's from a 3DS game, also using the UTF-16BE encoding shows some text:

I can provide more files like this one if there is need of more.

ROM Hacking Discussion / [PSP] Smaller output AT3 file
« on: July 31, 2015, 09:44:37 am »
Hello, is there anyway i can output a small AT3 file ? the tool i am using (at3tool) outputs a big AT3 file out of the WAV one, does bitrate affects the size in any matter ? (Yep Smaller bitrate means less size)

Thank you.

Hi FAST, so yeah, it's pretty much line spacing, but as you said, the start position gives a base calculation to the line spacing itself, i can't find anything related to the text by debugging in and following it's instructions, and i am not so familiar with the GE Debugger in ppsspp, so i thought maybe someone could point the obvious here :s thank you for your answer.

Newcomer's Board / Help with Editing the X/Y positions of a psp game text
« on: September 12, 2014, 08:32:44 am »
Hi, i just wanted to know if there is anyway i could use the GE debugger in the psp Emulator PPSSPP, to find and edit the X/Y values of some text, it's been 3 days going through instructions in the Disassembler to no avail, the game is pretty much Yu-Gi-Oh! 5D's Tag Force 6, i already have Tag Force 5 both eur and jap, but i can't get anything done by comparing instruction paths between the two.

ROM Hacking Discussion / Re: GBC Action replay code types ?
« on: October 22, 2013, 03:08:08 pm »
From them the difference seems to be that GameShark had an additional cheat that swapped the WRAM bank and then did the usual 8 bit write.

Back then gameshark, action replay and codebreaker swapped various names in various markets though I am not sure what went here (the above links to do not help much either). As most emulators/tools will likely be geared towards those it should not matter though.

Thanks FAST, as always :p, for the links, i already found those but thought that the GBC might have something different than the GB.

ROM Hacking Discussion / GBC Action replay code types ?
« on: October 22, 2013, 09:22:04 am »
I literally cannot find them anywhere, are they like the usual Gameboy Code types(only 8-bit code type), although Gameboy didn't have Action replay, can anyone list them here or help me find them ?

Thank you.

Newcomer's Board / Re: [NDS] batch reinsert ?
« on: August 10, 2012, 07:36:03 pm »
aaaah thank you Auryn :)

Newcomer's Board / Re: [NDS] batch reinsert ?
« on: August 10, 2012, 06:55:09 am »
inside the extracted rom folder by CT2

Newcomer's Board / Re: [NDS] batch reinsert ?
« on: August 09, 2012, 10:02:48 pm »
still the same error, there a .CT folder inside, what is it for ?

Newcomer's Board / Re: [NDS] batch reinsert ?
« on: August 09, 2012, 09:38:05 pm »
still not working :(, here is a picture of the error, it's in French, it says: the current processes can't reach the file, because another processes uses it atm.

Newcomer's Board / Re: [NDS] batch reinsert ?
« on: August 09, 2012, 08:00:22 pm »
even with unlocker nothing good :(

Newcomer's Board / Re: [NDS] batch reinsert ?
« on: August 09, 2012, 11:39:00 am »
thank you, now with CT2 it's working good :)
EDIT: now i'm getting an error, it says that the folder is being used by another process. im sure no prog is using the extracted rom image files.

Newcomer's Board / Re: [NDS] batch reinsert ?
« on: August 08, 2012, 10:32:43 am »
translating captain tsubasa new kick off, it contains more than 500 files to be translated, and i need to batch reimport everything at once, because one by one, it'll be really, REALLY slow and mistakeable :s, ndstool or ndseditor tool, have a "build rom" function, but it crashes sadly when i try to rebuild the rom :s

Newcomer's Board / [NDS] batch reinsert ?
« on: August 06, 2012, 07:08:36 am »
Hello guys, i was wondering if there is a tool to batch reinsert DS files into the room, thank you :)

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