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Messages - Gemini

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Set a read breakpoint on a string about to be printed on screen, from there analyze the code around where it breaks and figure out exactly how it increases the X. Now you'll just need to figure out where to hijack the code to increase proportionally by using a width table. Most of the time all you need to change is a float add opcode.

You don't need holy powers to do that, if the game is well written it's very easy. You will never know until you try, don't be scared just because it's PS2.

ROM Hacking Discussion / Re: Screenshots
« on: September 19, 2018, 11:08:04 am »
Not sure why you would use that adaptment style tho. It's based on something pretty loose, cringey, butchered to death and it has been superceded by a much better one found in the recent rereleases.

Why no proportional font tho? PCSX2's debugger makes it painlessly easy to do.

Programming / Re: How to learn Assembly?
« on: September 14, 2018, 08:49:12 am »
Unless you're working on extensive changes. In that case you'll need the full set of skills, which fortunately can be trained as you progress.

ROM Hacking Discussion / Re: Screenshots
« on: August 31, 2018, 04:57:09 am »
A proper English version of Biohazard 2 Sourcenext coming this weekend as a DLL that enables back all necessary code and text.

While I was at it, I gave it some modern touches like XInput support, superior resolutions up to 2560x1440 (retains 4:3 aspect ratio), and fixes related to Windows 10 and audio bugs.

ROM Hacking Discussion / Re: PSX - Editing unusual TIMs
« on: August 24, 2018, 01:39:45 pm »
You could use PSP7, works like a charm.

ROM Hacking Discussion / Re: PSX - Editing unusual TIMs
« on: August 21, 2018, 02:47:41 pm »
The TIM clut section only represents a RECT of the area where those palettes will end in VRAM. It's up to the game to decide how cluts are then used to draw the associated texture, but if the texture is 4bpp it simply can't use 64 colors.

ROM Hacking Discussion / Re: PSX - Editing unusual TIMs
« on: August 21, 2018, 12:16:07 am »
According to the documentation I found on this site for TIM headers, the last 4 bytes of the header specify, in order, number of colors per CLUT and number of CLUTs. In my case that's 64 colors per CLUT and 16 CLUTS, not 16 colors per CLUT and 64 CLUTs. I have 16 palettes, not 64.
You can't have 4 bits textures and palettes of 64 colors, which means it's 4 palettes one after another in reality. The TIM documentation is either wrong or you misread it, because clut size defines simply how stuff ends up in vram. That means you have 4x16 16 color palettes in your TIM, hence why 64 palettes in total. For example, if you had an 8 bit image with 512x2 in the clut header, that would mean it's 2 palettes in a row * 2 columns, so 4 palettes.

It also seems odd to me that in all these texture files, only the first 16 indices of the first several CLUTs contain actual colors. The other 48 indices of those first few CLUTs are transparencies, and the last several CLUTs are nothing but transparency values. Why all the extraneous values?
Blending effects?

Programming / Re: SNES: Trouble writing to VRAM
« on: August 20, 2018, 07:12:55 am »
You don't necessarily need to wait for an NMI to write to vram. If you disable the screen drawing (or lock it) you can write there as soon as the GPU is idling. This will allow you to send as many tiles as you need during transitions to black, with no visual corruption either.

ROM Hacking Discussion / Re: PSX - Editing unusual TIMs
« on: August 20, 2018, 07:08:10 am »
Most of today's graphic editors do not preserve the color index correctly, details like this make the program useless for my tastes :P
Unless you change the bitmap mode from indexed to RGB and then back to indexed, all the editors out there should preserve color information correctly.

ROM Hacking Discussion / Re: PSX - Editing unusual TIMs
« on: August 18, 2018, 09:00:24 am »
What is exactly unusual with this TIM? It has 1024 colors (64 palettes), which is only 4 times the max that could be created with the official Photoshop plugin when artists were to create a 4 bit image with multiple palettes. Don't waste time with GIMP, its TIM plugin was completely useless and could never recreate anything even remotely similar.

With Photoshop the trick was that you would have several 16 color palettes arranged "vertically" and use only the colors in a range to produce functional multi-clut segments. The plugin would then take care of ignoring the upper nibble of the original image when converting to TIM. In other words, take the original image, export it as 8 bpp with a palette of your choice, make edits with only a specified range that belongs to a subpalette, save as TIM in 4 bit mode and insert the original vram values.

In your case you could extract the texture with the original indices as a 4bpp bitmap, make your changes without altering the palette or index order, then import only the texture to the original TIM. This would let any palette swap to remain functional.

ROM Hacking Discussion / Re: [PSX] PS-X EXE aka SLUS
« on: July 18, 2018, 01:58:17 pm »
That is not a system font, it's something that gets linked with Fnt functions - a system font would be the one coming from the BIOS, which you can't use for injecting code, since it resides in the onboard ROM. In some cases you might be in luck and find that developers never stripped unused SDK functions, which provides quite some extra room.

ROM Hacking Discussion / Re: [PSX] PS-X EXE aka SLUS
« on: July 17, 2018, 09:39:29 am »
The general idea is to have a free spot inside your executable and inject there. Some games provide that kind of space if they have Fnt functions, which can be rerouted to do nothing and you also get around 4K of free space from the font itself. In some other cases you could find other stuff that becomes obsolete, say SJIS convertion tables or similar data. In special cases games use malloc like functions, which can be used to allocate your code, and since malloc always works with the same pattern, you'd have your code in the same exact spot of ram, which you can exploit to load new static code specifically crafted to use that as the base address.

ROM Hacking Discussion / Re: Re: YouTube/Google Video thread
« on: July 11, 2018, 06:18:13 pm »
Fixing the hell out of Resident Evil for PC, the classic one:
It's a fun project, DLL injection sure has a different flavor of approach to hacking, but it provides so much more freedom. :O

ROM Hacking Discussion / Re: Re: YouTube/Google Video thread
« on: June 25, 2018, 07:01:46 pm »
I was suggested on Discort to post some more updated screens of Fortune Street, but I suspect video footage works better:

ROM Hacking Discussion / Re: Screenshots
« on: June 23, 2018, 12:33:14 pm »
Toying around a bit with proportional fonts on PS2 for the Fortune Street translation addendum:

Still needs a few tweaks, but for a quick test created in a few hours it was a breeze to work with.

Help Wanted Ads / Re: [Japanese Translators][Saturn] Sakura Wars
« on: June 22, 2018, 09:12:14 pm »
The thing with a VWF hack is that it's not mandatory, but it sure helps in many cases, especially when screen space is scarce. On top of that, you have a visual novel here, so some eye candy for text sure wouldn't hurt for improved aesthetics. :beer:

Help Wanted Ads / Re: [Japanese Translators][Saturn] Sakura Wars
« on: June 21, 2018, 04:07:08 pm »
Each character is rendered as a 16x16 sprite using a 4080x48 font sheet.
I mean specifically this scenario.

Each sprite is evenly spaced.  This is one hard coded number.  I have modified the game's code to render the sprites as 6x12 instead.
So you could add an extra step and increase the current text x position with a table of widths, instead of using a hardcoded value.

Help Wanted Ads / Re: [Japanese Translators][Saturn] Sakura Wars
« on: June 21, 2018, 12:14:40 pm »
If text is using sprites, you should consider the idea of going fully proportional instead of monospace. You lose no quality whatsoever (you actually gain quite an improvement) and you can fit even more text that way.

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