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Messages - weissvulf

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If I'm backtracing through instructions, how do I actually know those instructions were executed?

Sometimes it's just guesswork and trial and error. If you're lucky, you'll see something like LB into S1 close above where you're working.

If not, you can usually find the beginning of the current routine by looking backwards until you find a JR op.  The JR most often marks the end of the routine above, and thus the beginning of your current routine. You can put a break there, and trace downward until you see where the 06 comes into play.

If you are tracing down from the beginning of the routine, you want to stay within the current routine so if you should fast-skip through any JAL ops you come to.

if I were to go the "make my own subroutine" route, how could I put my own code into RAM like weiissvulf said? The ROM file doesn't contain the RAM
Pardon my sloppy phrasing. I've been working on the PS1 too long. I just meant "into memory". Anywhere the 64 can execute code should be fine.

How do I know for sure an area in memory is never used?
There may be better ways, but I would look for debugging text. In PS1, you can often find a chunk of this text by actually searching for 'debug' and the area contains messages like
Code: [Select]
Access Denied. : invalid offset value align.....Access Denied. : system busy..
In a pinch you can also overwrite one of the game's system error messages text that isn't likely to ever be displayed.

I advise you to trace back further in the routine to the source of the 0x6 in s1 and edit that.  Chances are the 06 value is stored somewhere in the data as-is (probably in the attack definition) and can be edited before it's loaded into s1.

You could also do exactly what you mention without much difficulty. Just remove some existing op and replace it with a jump to an unused area of RAM. In that area make a small routine to check if s1 = 6. If it does, modify it to the value you want. When all is done, enact the op(s) removed for the jump, and jump back to where you left off.

Of course, that may turn all sleep effects in the game into the new status.

ROM Hacking Discussion / Re: Adding soft-subs on PSX
« on: December 08, 2014, 11:57:14 pm »
Thank you very much. I haven't dug into the PS1's mdec function much in the past, but that gives me a good idea where to start. Hopefully I'll be able to squeeze it into the game.  :woot!:

ROM Hacking Discussion / Adding soft-subs on PSX
« on: December 08, 2014, 01:58:52 am »
I've been working on translating Brigandine for awhile now and I'm ready to start adding soft subtitles to the movies. Can anyone point me toward some info or asm code to pull it off? Any help is appreciated.  :cookie:

Isn't that the truth.

I suppose my quandary is because I first encountered the title as his unit class designation in the menus. I looked at that as coming from an "omniscient narrator" and therefore thought it would be honest and describe him in a negative light. Now that he is introducing himself with the title, I have to rethink my earlier sentiment.

Thank you both. Hearing other thoughts really helps  :woot!:

I like that, and it fits pretty with his final speech where he states his motivation. :thumbsup:

ROM Hacking Discussion / Re: Help - game code printing to a new line.
« on: August 08, 2014, 12:56:36 pm »
I ran into a similar thing on the Playstation game I'm working on and it was an auto-next-line function built into the text routine. The routine raised a counter by 1 every time a character was printed on screen and then compared the count to a fixed max-characters value.  If the two matched, it ran a 'next line' routine and reset the count to 0.

If it's something like this, you might be able to simply search for the max-character value in the data and increase it.

Script Help and Language Discussion / Opinions on 求めつづける者
« on: August 08, 2014, 12:38:30 pm »
This is the main baddie's title for the game Brigandine. It's used for his unit class and it's also how he introduces himself. I would normally translate it as "Eternal Seeker", but that almost has a positive spin in English.  I think the connotation may be more like "Schemer" but it doesn't seem right to have him introduce himself with a derogatory title. I believe it was translated as "Claimer" in the official release.

Here is one such line where he introduces himself using the title:

Anyone have an idea for a good render for this? Any ideas are welcome :)

Personal Projects / Re: Moorhuhn 2 (PS1) translation
« on: July 06, 2014, 09:53:14 pm »
That worked! A huge thanks RetroHelix  :woot!:
Turns out the phrase fragments were just used in lieu of linebreaks, but the sentences written reversed in the data. ("the hill."  "walked up" "The dog").

Linked to an updated patch in the top post.

Personal Projects / Re: Moorhuhn 2 (PS1) translation
« on: July 06, 2014, 03:24:23 pm »
Thank you for that information RetoHelix. I tried the directions, but it doesn't seem to register a lightgun that Moorhuhn will accept.  I've also tried the built in lightgun emulation with epsxe and pSX; they both seem to register the gun's crosshairs, but the fire buttons don't work, and "calibrate lightgun" remains greyed out. I'm wondering if EU games require a specific type of lightgun.   

Personal Projects / Moorhuhn 2 (PS1) translation
« on: July 06, 2014, 04:56:28 am »

This is just a little diversion project I'm doing for the fun of it. Moorhun 2 is a shooting game something like Duck Hunt. The project is mostly done, but I haven't been able to access the text for calibrating the lightgun ingame.  The text for that section appears to be assembled on the fly from disconnected phrases so I can't really get an idea of the context without seeing it.

Just posting to get any feedback before I call it good. If anyone can access the gun calibration text and take some screenshots, or tell me which PS1 Emulator supports an virtual lightgun that works with the game, I would be grateful.

Here's the PPF Patch (Updated to v1.1)

Script Help and Language Discussion / Re: What is this guy saying?
« on: June 14, 2014, 01:35:45 am »
Ha ha, 雁首揃えて is not a phrase I've heard before, but it makes more sense that what I was thinking. This character (Dryst) is nick-named the Mad King and is always saying things a little off. It's been quite a challenge/education translating for him.

Thank you very much Eien Ni Hen! May your days be filled with :cookie: goodness!!


Script Help and Language Discussion / What is this guy saying?
« on: June 13, 2014, 02:46:09 pm »
The setup is that 2 females who fought for a country that was defeated are trying to join a new country. The king of the new country greets them with this. The king is supposed to be wacky and have an accent. The ガンクビ part is confusing me. I have a guess what it might be referring to but I don't want to get that wrong.  :-[

んーーー? 負け犬どもがガンクビ揃えて何の用だぁ?

General Discussion / Re: The Inevitability of Suffering
« on: June 08, 2014, 01:08:31 pm »
Spooniest: Emotional pain or joy is a choice made in the heart. If we love things that are not good, we give birth to pain. There is joy in every part of creation around us. We simply have to train ourselves to recognize and embrace the beauty.
Your girlfriend has a gentleman in her life who cares for her well being. Take joy in that.

Site Talk / Re: RHDN File Hosting for Submissions
« on: June 07, 2014, 02:33:16 am »
Ah, ok. The "invalid file extension" message confused me.  For future reference, when should a . be avoided and when is it okay? Is there a list of proper naming practices somewhere?

Site Talk / Re: RHDN File Hosting for Submissions
« on: June 06, 2014, 06:12:12 pm »
This makes things considerably easier. Hopefully people will appreciate the privilege and it won't become a problem.

Not sure if it would be considered a bug or a feature, but I tried to upload a zip named "Tool v1.2.zip" and the scratchpad identified it as "1. Invalid File Extension '2' ". Not sure how many files might have an extra . in their name but it might be better to fetch the actual file extension.

Site Talk / Re: The captcha system is too harsh
« on: June 06, 2014, 05:14:21 pm »
I've had these same issues on a site I'm involved with. The bots have become so good at Captcha recognition it's often harder for the humans to tell what they are. I had better success with random 'are you human questions' that were specifically phrased to be confusing for bots, than I did with Captcha.

All these hackers with too much free time have kind of made made the web a miserable place  :(

ROM Hacking Discussion / Re: How am I supposed to hack PSX games?
« on: June 06, 2014, 12:54:42 pm »
Is there some trick that gives me write access to mounted Images or an emulator that allows booting from a folder?
Someone correct me if I'm wrong, but the way to get "write access to a mounted image" is to not mount the image in a virtual drive, but load the image directly into the emulator. Every virtual drives I know locks write access when you mount an image. But emulators (pSX v1.13 for example) don't lock write access to the ISO while it's being played, so you can have the ISO open in a hex editor and edit it while its being played.

It only gets complicated if you need to resize a file.

ROM Hacking Discussion / Re: How am I supposed to hack PSX games?
« on: June 06, 2014, 05:18:21 am »
It really depends on what you are editing and when the game loads it of the CD.
What I do is make edits in an emulator save state, then when they are perfected, transfer the edits into the ISO's files.

PS1 games tend to load the EXE and "universal" resources into RAM at boot and leave them there. Changes to the ISO won't show up in an emulator if that data is already loaded in RAM (without a full reset). But some resources are loaded from the CD mid-game as needed.

If what you are editing is in a file that is loaded mid-game, you can play the ISO directly in the emulator (NOT by mounting it in a virtual drive), then make a save state right before the file is loaded from CD to RAM. Then if you edit the ISO directly, the changes should pass to the emulator as the file is loaded without doing a full reset.

If you want to edit a save state, remember that many emulators compress their saves by default.  You should be able to decompress the save and they will still load in the emulator. I think epsxe uses .gz compression, pSX doesn't use compression.

Another useful tidbit you might not know if you're used to cartridge games:
CD images (.bin etc) contain sector data as well as the actual file data. If you edit the ISO directly, you will see sector tags injected into the data at regular intervals (every 0x800 bytes). CDMage is the best tool I know that can extract and inject a files into a CD image.  It strips away the extra "sector" data as the file is extracted and puts it back right when the file is reinserted. 

I'm not sure what you mean by .BIN files exactly, but file extensions are ignored by the PS1 as far as I know.

CDMage is one of the few tools that can extract/import XA format files properly. Have you tried extracting all the file's off the CD using CDMage and then scan them with PSsound.  It can detect XA sounds and convert them to WAV files.

It may be a bit tougher to get the Japanese WAV sounds back into the English disk image, especially if the Japanese file is lager than the English. There's probably a WAV to XA conversion tool, but I've never had to look so I don't really know.

Once you do get the XA voice files back into the game, the Japanese file will probably not be synced with the English timings. There is usually some data in the exe (or an extension of the exe) that tells the game where to start a sound bite and how long to play it.

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