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Messages - ØX-Carnage

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1
Personal Projects / Re: Crystal Beans : From Dungeon Explorer (SNES)
« on: June 21, 2016, 02:44:05 pm »
First of all, I apologize porreviver the topic.
Hiei would like to help me in something here.
Your tool is very good is just about everything, but I have a problem, after editing any script into my language, the game does not change.
I auditioned translating CB_intro_ending_staff_us.txt, but when testing the game also has the original language, it happens to all scipts, and manually by Hex.
I took the Japanese rom crc 79663A93 after apiquei the patch, but the crc is as BF6FFFCB (Bad Checksum)
And not like the read would 93C106FC.
The pod problem eser this?
I remember that the tool works standard extracts and inserts perfectly.
Code: [Select]
Extraction
D: \ Romhack \ Translations in Progress \ SNES \ Crystal_Beans_Translation_Tools_v2> hareng
-tool-lua.exe -e CB_extract_intro_ending_staff_us.lua.txt
Hareng-tool version 1.2 beta (c) 2004-2006 S.O.R
Extraction du script 'CB_intro_ending_staff_us.txt'
Extraction terminÚe!

Insert
D: \ Romhack \ Translations in Progress \ SNES \ Crystal_Beans_Translation_Tools_v2> hareng
-tool-lua.exe -e CB_insert_intro_ending_staff_us.lua.txt
Hareng-tool version 1.2 beta (c) 2004-2006 S.O.R
Insertion du script 'CB_intro_ending_staff_us.txt'
Espace restant: 19319 octets
Insertion terminÚe!

2
ROM Hacking Discussion / [GEN] - Help with debug Sword of Vermilion
« on: May 03, 2016, 12:57:32 am »
Friends I have a question.
Could someone show me how I can find the values of these dialogues boxes, I am making a tracer but I can not understand how it works.
I know he is in the plan A, when I dump the nt-scr_a.txt file, do not bring me the information that I find properly.
My intention would be to increase these dialogues boxes.
Someone could explain me how to do it by debug?



I'm creating a tool for translation of this game, I have a lot of mapped thing, just post here on the forum for people who want to translate this game.

3
ROM Hacking Discussion / Re: Help WIth Snatcher Sega CD
« on: April 17, 2016, 01:23:24 pm »
Could anyone help me on this ?

4
ROM Hacking Discussion / Re: Help WIth Snatcher Sega CD
« on: April 01, 2016, 09:32:51 pm »
You should share what you used to extract the text, so if anyone can help you with an inserter, he doesn't have to reverse engineer the entire thing from scratch.
MZ thanks for the answer.
Well I can share some rather no problems, but I believe that the case is not to create an inserter, but how the pointers of the game.
Just like to know how to calculate the pointers of the game, but if you want I share what I already have.
tks


5
ROM Hacking Discussion / Help WIth Snatcher Sega CD
« on: April 01, 2016, 09:15:17 pm »
Friends all right.
Good would once again your help.
I'm trying to create a tool for the Snatcher game Sega CD, the extraction good part is already correct and working very well, now I would like help to make the insertion part of the texts.
But for that I need to understand how the hands of a SegaCD game, until then I thought it was just reversing the bytes Big Endian, as is usually the Mega.
In this case the example is in SP06.BIN file at address 3B20.
Could anyone help me in this.
I leave the attached file

https://github.com/ox-carnage/Snatcher-Sega-CD/blob/master/Scripts/SP06.BIN

Thank you very much by force.

6
Friends again I come to request help from you.
I was with this project for a long time still, but lost all documentation and explanations do Vegetal Gibber.

I would go back to this translation, anyone could explain to me how I find the actual position of the pointer table.
File data is Big Endian but I'm not using a debug, but the direct file, if the file is START.EMI

In this example the START.emi file with the phrase "Fast"


In this another example of a piece of text in ISO


My question is whether the actual position of the hands is allocated in memory if the case only using debug.
Or would to find the direct pointers to the file without using the debug?

Thanks for the help.

7
ROM Hacking Discussion / [PSP] - Help when editing script Sonic Rivals 2
« on: January 29, 2016, 04:32:31 pm »
Hello guys how are all ...
Recently got a project PSP Sonic Rivals 2, because the game is super simple to translate.
But I am with a doubt.
To translate the game script and insert back the game's texts do not appear, only the texts, the game runs regular but not the texts.

What I did was to recalculate the LBA and change the file size via hex, but still does not.
The text files are in USRDIR / TEXT folder
Sorry for the question because this is the first PSP game I'm working on.

January 30, 2016, 07:01:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hello friends sorry for post but notice that has already resolved the problems.
Thank you...

8
I did a little digging and found out why you're having trouble locating pointers.  First, the pointer is only a word long.  Second, the game stored the upper and lower byte of each pointer separately.  The lower bytes start at $1684 and the upper bytes start at $177E.  To get a pointer, you add an offset to these two addresses to get the lower and upper bytes. These are then combined to get the pointer.

For instance the pointer you're looking for is at offset 2.  The lower byte is at $1684 + 2 which is $6E.  The upper byte is at $177E + 2 which is $19.  Combine the upper byte and lower byte to get $196E (not $1970).
Thank you very much Malias worked.
It's a bit complicated and difficult, but it's working, thank you.
I also thank the friend Unknow Master which completed with some explanations.
How you managed to find the result, this is the first rom that caught using this structure.

9
You were probably reading a SNES doc. You don't subtract for headers on Mega Drive/Genesis (and if you're using a headered SNES ROM, you should delete that header instead of subtracting 200 :) ), and don't reverse the bytes either.
(I'd say make you're hacking a non-interleaved, aka "bin" file, but since you can read the text in the ROM, you already have it in the right format)

From what I've read it's very common for MD games to store pointers as the full 4-byte value. (pointer is the same as the ROM address, add zeros at the beginning to make it 4 bytes if needed).

King Mike, thank you for the information, but he knew, could be the initial offset of the sentence or reversed.
example;
00 19 70 00
or
00 70 19 00
But the problem is that I did not think this rom, or am I missing something

When I see this topic, I thought its for Mega Man games  >:(

I changed the title to avoid further confusion. ;)

10
ROM Hacking Discussion / Re: How to find a few pointers Mega games
« on: August 20, 2015, 01:13:18 pm »
Why did you subtract 200? The header is part of the Rom, contrary to what happens for Snes. Also are you sure this is really the beginning of the text?

If you still don't find the pointer table, then maybe you have to deal with relative pointers.

Tryphon, So I was the starting address of the phrase subtracting the Header example.
7019-200 = 6E19 invert the result 196E.
So I said to subtract 200.

With Gens Tracer, just press the "/" key to start instruction logging, and press it again to stop. It logs it to a file named "trace.log" in the same folder that Gens is in.

Thank Tony H for help, but would like more help from you.
After I generated the tracer.log I tenhoque locate the instruction that writes the data in correct screen?
But I do not think this instruction, the address points me to MOVE.w D0, (A1) but in this rom address is nothing.
Was this the same process?

11
Hello friends okay with everyone.

I know this is a basic thing for those who are romhacker, but really could not find the hands of this game, and deo others as Samurai Shodown and Spider Man Maximum Carnage.



In the game in question is The Immortal since subtract -200, has caught the offset address and searched via hex, I have sinned from the beginning of the address block all text and found nothing.
I could not do the tracer for my emulator (Gens2.12aR2Tracer) are not saving the tracer.txt.

Could someone explain me how to find these pointers?

12
ROM Hacking Discussion / Re: Error importing file in ISO PSX
« on: April 28, 2013, 01:04:28 pm »
Friends someone would have a solution to the problem.
It would be possible to import this file back into the ISO?

13
ROM Hacking Discussion / Error importing file in ISO PSX
« on: April 11, 2013, 12:51:39 pm »
Friends have a small problem with an ISO of Psx.
The game in question is the Metal Gear Solid, after making the texts of the dump file RADIO.DAT, i do the translation and import back the file, but it's time to return the file to ISO, the CDmage informs me that the file is larger than the original and care will truncated the ISO.





Well after entering the game works, but when a sentence appears CODEC the game crashes.
How to import the RADIO without giving the error?

Another question, someone would have a tool to dumpar images of the game (TIM, DDS, TEX, etc ...)

14
ROM Hacking Discussion / Re: How to get the pointer value
« on: February 18, 2013, 09:52:45 am »
I understand the only advantage of working with pointers on is knowing that the table of pointers is just above the block of text.But it does not always follow a rule, and to make your calculation is a boring thing to do.Now change relative to absolute it becomes much easier to work with the rom, the principle seems to be complicated but it will be of great help. :woot!:

15
ROM Hacking Discussion / Re: How to get the pointer value
« on: February 14, 2013, 11:27:39 am »
The start text is 0x7C apart from it's pointer, maybe?
Just my guess, the pointers just tell you the offsets.

0x54320 + 0x0007C = 0x5439C

The next text start might be
0x54322+ 0x000BE
or
0x54320 + 0x000BE if it uses 0x54320 as point zero.

Or something similar to that. Try to put the offsets and text start points in a spreadsheet or something and see the trend.

This calculation friend this is what I do now, but let's imagine the situation. I do not know where to get the table of pointers, let's imagine that the table is in the middle of the rom and I do not know your offset.

Question what is the base for the calculation correct.
What I realized was this taking the offset of the sentence and by subtracting 124 (7C) of the offset table pointers.

EX:
7C-5493C (124) = 54320 Now I do not know if this can be a rule because I tried the debugger and there is nothing to compare this value 124, ie not yet found a logic to calculate.

16
ROM Hacking Discussion / How to get the pointer value
« on: February 13, 2013, 09:36:44 pm »
Friends come here to ask your help.
What happens'm a big doubt of how to calculate the value of the pointers of the game Great Circus Mystery.
As shown in the picture I know where is the table of pointers and pointer of the first sentence, but I'm not finding a logic to arrive at the value.



Already efetuei all calculations possible but can not get the value.
EX.
Start text is in offset and 0x5439C pointer in that block is 0x54320 = 00 7C.
What is the correct calculation to arrive at 007C?

rom dump of information

File: MICKEY.BIN
Size: 2097152
Format: BIN, No Heade
SEGA_ID: SEGA GENESIS
Name on J: ð »In Da ░ ░ ─ ╝ ¤ IA ┘ ▒ ─ Ì Ì ═ | ┴ ░ ¼ 2
Name in E: THE GREAT CIRCUS MYSTERY Starring Mickey & Minnie
Copyright: (C) T-12 1994.DEC (12 = Capcom)
Product: GM (Game)
Code: T-12 076 -00
ROMSize: 2097152 Bytes
RAMSize: 65536 Bytes
SRAMInfo: No Information
MODEMInfo: No Support
Country: USA
CheckSum: Bad (56 908, CALC = 7445 (+16073))

17
ROM Hacking Discussion / Re: Help with Checksum Mega Drive
« on: May 26, 2012, 09:11:39 am »
RadioShadow, could make changes in the roms, I was making is that the wrong procedure.
I appreciate the help of friends.
Screen Test Road Rash.


18
ROM Hacking Discussion / Re: Help with Checksum Mega Drive
« on: May 14, 2012, 04:52:54 pm »
If indeed it is troubled by the checksum the way "to edit this rom without giving problems with Checksum" is either to forge the hash (find some other data and change it so it matches aka forge a collision) or if the game only hashes part of the rom (you said any byte though so that is out). Equally that sort of method is only really useful to that hacking games with online components or hacking a system in the first place so no need to go into that, it is probably viable here as the megadrive would not spend resources on a hard to forget hash (modern systems tend not to be worth it but this is not a lesson on proper hacking).

After this you have two main options
1) Figure out how the hash works and edit the ROM all you like before hashing it again. Being for the megadrive it is probably brutally simple (I would not be surprised at all to head it was just a simple bytesum), unless you get lucky

2) Patch out the hashing routine. Although 16 era consoles did OK on the anti piracy (AP) front (this is the usual reason for adding a hash) it is probably not hidden away, obfuscated and checked several hundred times over the course of the game unlike say the later AP patches for the likes of the DS. This means ASM hack and if the ROM fails to boot right away it probably means the check comes early on and I would not be surprised if that was the one and only check in the entire game. You get to either stop the check from happening (the "best" way), allow the check to happen and force the "good" outcome (the original would read something like "if check failed crash else carry on from where you left off" where the new would read "if check failed carry on where you left off else carry on where you left off), or make the check return the "correct" value and carry on from there (sometimes easier if the developers got clever and tried to set a pass flag or something) but if you have someone that can do ASM hacking this last sentence would have been very obvious.
I have read http://www.romhacking.net/documents/227/ and http://www.romhacking.net/documents/275/ but I am not terribly clued up on my megadrive hacking so I am afraid I have not got much on specifics for this.

Dear friend thanks for the explanation and the links, already downloaded and then give a studied, very interesting.
But in my case is only changing the hex-checking, changing this value will cause the checksum verification but normal, but will not crash the rom, unfortunately I have no further information as prints, because I'm at work right now.

I think I heard a lot of EA games used checksum protection.
First, you might want to look up if using a Game Genie requires a "Master Code". (a good way to do that would be to do a Google search for Game Genie codes for the game you want to hack)
If so, you'll need to look up a GG converter program to decrypt the Master Code (get the address and value), then go to that address in the ROM and change it to the specified value, in order to remove the protection.

KingMike Friend, I've done this procedure did not work, decoded characters and 6:08 manually downloaded tool here and see the site, but failed.
The strange thing is that after decoding the code it points to a particular address is the same address as rom The Punisher (Genesis) which I translated and changed the Checksum, I did another test with the rom Street Fighter II (Genesis) and the same goes Offset .
As said before I believe strongly that the following default address for all games, but the code is changed to be different.
Unfortunately I have no further information at home only.
Then I'll post the prints to better understanding.
Even more.

19
ROM Hacking Discussion / Help with Checksum Mega Drive
« on: May 14, 2012, 10:13:33 am »
Hello everyone, after a long time I'm posting again on the forum, personal life takes a long time.
Well we would like if possible to clarify a question about Checksum the Mega Drive.
For some time he was trying to translate the Road Rash 1 for PT-BR but when editing any byte rom crashes.
In another rom, The Punisher, was the same problem but managed to solve Checksum changing the game, what I did was to compare the original with the edited rom and see the debug to where the fighting took place and changed via the Checkcum hex​​.
But in a Road Rash, The Immortal among other games can not follow the same procedure, and in most games and reading Checksum follows the same pattern.
I wonder if anyone has any idea how to edit this rom without giving problems with Checksum.
PS
I have used some tools to fix Checksum, but not solve the problem.
PS1:
Sorry for the lack of agreement in sentences and phrases, I am using the Google language translator to write this post.

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