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Topics - ØX-Carnage

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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.

2
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.

3
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.

4
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...

5
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?

6
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 ...)

7
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))

8
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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