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Topics - omarrrio

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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 / [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 / 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.

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 / 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 / [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 :)

Newcomer's Board / looking for a coder
« on: July 07, 2012, 06:43:55 pm »
Hello guys, i see that this EUR release game didn't pass by USA so no English release, i decided to translate the game, i am about 20% of the whole game text, but i'm going really really slow as i need a tool to update pointers automatically, a specific tool, and as i s**k at coding, i am asking help in these forums, if anyone wanna help me, either PM me here, or e-mail me at:

some pics of the translation:

thank you, ans i appologies if i posted in teh wrong section (as i saw this Thread i thought i could post too)

cheers  ;)

ROM Hacking Discussion / Dragon Ball Z Buu\'s Fury Hacking Help
« on: March 30, 2012, 08:59:27 am »
Hello Guys, how are you, i would like some help on extracting some text with relative pointers, and i can't get any tool to work, so i might need your advice, here the infos:

Text begins at: 0x0005792C
Text ends at: 0x0006BCE2

Pointers begins at: 0x0006BCEC
Pointers ends at: 0x0006D4DC

there are 1533 Pointer

Pointers are absolute and they are all reversed (T3 T2 T1 T0)(in the Hex editor they are showing like this: 2C 79 05 08)

i guess there are 1524 pointer

ooh and btw, the text is Unicode so two bytes for each character.

thank you :D

March 31, 2012, 10:53:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
sorry for double post, but i found this program called Kruptar, and it is amazing, exept, i need a manual or a document on how to use it, anyone can help me find one please ? thank you :D

ROM Hacking Discussion / Translating a PS1 Game
« on: February 23, 2012, 12:56:21 pm »
Hello everyone, so i found this interesting game, Hunter X Hunter Greed Island on PS1, after Getting the game, and extracting the IMG file, i get these files:
|  File               |     Size       |
|3MIN.DAT         |    27,002 KB|
|FILE.ARC          |    81,872 KB|
|SLPM_866.51    |        578 KB|
|SYSTEM.CNF    |      0.069 KB|

Since FILE.ARC is the biggest, it must be the one containing all the game Data (Texts and Images), but sadly i cannot extract it's content, i scanned it's Binary structure, no encoding did work, the game is in Japanese, and still, no Japanese Encoding gave me an understandable result, i was hoping i can get some help :D thank you guys :D

ROM Hacking Discussion / last step on my translation, but worst problem :(
« on: November 14, 2011, 11:27:38 am »
hello guys, i almost finished the translation of tag force 6, but as u can see i got blocked by the size limit, and i need help in that, has anyone any idea where the size register is stored, i mean in wich file ? eboot.bin ? data.bin ? please help me, thank you :D

PS: and please do not suggest the pointers and strings solutions because i know them and i respected them, but the freezes still, and it isn't a font problem either, because i made it out by shrinking some unecessary files, and it worked, but for card descriptions and other important stuff, i can shrink any or delete any :D

again thank you :D

ROM Hacking Discussion / Change the psp game font
« on: October 20, 2011, 03:01:24 pm »
Hi guys, i was wondering if there is a way to change the psp game font, i mean because my translation project is freezing at the start of the game so i thought it is because the font is not ascii , so can any one help me plz ?

Thank you :D

ROM Hacking Discussion / Text Extraction with pointers
« on: October 16, 2011, 10:56:32 am »
hello guys, i need some help with these please:
1- i have a binary file, with japanese text inside, and the pointers(absolute) for the text are in another binary file, how to extract the text and the pointers at the same timewith the ability of auto reinsertion of all of them without the pain of doing it manually ?
2- i have a binary file encoded Huffman, i don't know what is that encoding, and it seems impossible to read it, but i got another file with the huff encoding for the file i am talking about, how to decode it please, and thank you :D

Thank you.

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