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Whoops, forgot I asked here.That may or may not work depending on how you built the disc image. If the whole thing was built in strictly Mode 1 or something, a good bit of the data will probably be trash from the hardware's or emulator's perspective. If you're looking at this as a learning experience, I suggest using the opportunity to learn how to use PSX CD-Tool, or the LUA Interface kit that grew out of it. Using those, it's fairly easy to extract the contents of the entire disc, and rebuild it while maintaining correct formats, and inserting files however you wish and in whatever order you like.
I extracted the ISO to a directory, created the file, then created a new ISO from that. I figured that whatever sort of copy protection would stop that from working on an actual Playstation wouldn't trigger with an emulator.
Would this LBA/Size list be in TITLE.EXE, or am I misunderstanding what "main executable" refers to?Typically the main executable is named with the Sony-issued serial number, e.g., SLUS_000.00 in the root of the disc. However, open up SYSTEM.CNF in a hex or text editor. That will tell you what executable loads when the PSX starts up the game. If there are multiple executables, that may not be the "main" one, though. For instance, TITLE.EXE may load immediately to display company logos and such, and then it hands off to the main executable when you press start or choose an option from the title menu.
In fact, I modify an existing game and am affected by size issues, so enlarging the stack, storing ra then getting back its value and decreasing the stack would necessite more op.What is it that you're doing? It sounds like you're trying to add JALs to a routine that doesn't already have them, and it therefore doesn't bother saving $ra. There are ways around that, but just how depends on whether you're doing run-time modification or patching the ELF.
jalr link, adress is not an option (although it's interesting and I did not know about that) because both routines are in the game and end both by jr ra.
Thanks for all these enlightenments
...if some of these routines weren't dedicated to testing for this error code.
la $trace_reg, ModuleTraceSince it uses these functions pretty regularly, there's probably about half a KB or more of wasted instructions in a lot of the modules. These instructions are pretty trivial, so it hardly matters, and every time it happens I have 3 more op codes I can add without taking anything away. I can take back more if I change all the JALRs to straight JALs. All the debug prints they left in are slightly less trivial.
sw $call_reg, $trace_reg
No, it is not "depending on the algorithm", it is guaranteed (by the c and c++ standards even) that the same seed will always result in the same sequence.I didn't intend to speak only for C/C++, and their standard algorithms. I probably should have, though.
well, this project made me start a replay on Suikoden II I've been checking the bug fixes and wow, I have to admit some of the bugs went totally unnoticed the first time I played this game. now with my mind set (slightly) into finding weird stuff, I've noticed what seems to be another bug found in the European (Spanish) version:Thanks. As far as I know, that bug has never been reported, so good catch. It should be an easy fix. They have a function that retrieves descriptions, and one that wraps around it and outputs defaults for unidentified stuff. A couple of people didn't get the memo on which one to use, I guess.
if you have a full inventory and receive an item after a battle, you get the choice of dropping it or put it in your "bag", dropping another item instead. selecting the latter option will pop up an inventory window to let you choose the item to drop. when you set the cursor over an item that hasn't still been appraised (i.e. ? vase), the description shown is the one of the appraised item (instead of "not appraised object").
seeing how you've managed to fix a similar issue (the scroll shop), I hope this won't be difficult. keep up the good work!