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Messages - Gemini

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Besides I have no romhacking skills so I wouldn't know how to fix it.
Anyways it doesn't look like a major glitch so I guess I'll leave it as it is.
Probably just a palette match error. If the graphics were reinserted with TileMolester, that's the issue.

Finally somebody who used my retranslation as a base and bothered to actually give full credit (unlike the PT-BR version which tries to hide any reference to the original team I had gathered). Still, I see that you still have graphical glitches like in the other derived translation, specially HUD elements with some palette entries becoming transparent. Here's a sample to compare with Richter's hud in the screenshot above:

Notice the panel is missing the golden border.

Gaming Discussion / Re: Kaze Emanuar's F3 Fangame Expo
« on: June 17, 2018, 11:44:15 am »
To be honest, it seems like a cheap way to gather easy views, especially if that's going to be held on his channel.

ROM Hacking Discussion / Re: One very big problem with PS1 hacking
« on: June 14, 2018, 12:02:22 pm »
No idea where you searched, but pSX has indeed write/read breakpoint support in its debugger.

You should help out with one of the projects then.  ;)
Aaaand done, sent my inserter & dumper. :beer:

Maybe we could join all our efforts? A VWF from there, a decent translation from there, etc. :P
The problem with that is that the VWF code is not mine, I don't even have its sources. ev0 was the one in charge of it and you need a good summoning to lure him out of his cave nowadays.

Just how many projects exist on SOBS? :laugh: I think I still have a rom with a fully working proportional font for most stuff and dialog inserter that works like a charm and allows for event editing (some extra strings are stored in there).

You can always find me in astra, I literally hang out there every day because automatic login fuck yeah.

You sure did a lot of reorganization with those sources. Neat work, Megan, glad you're still around. :beer:

ROM Hacking Discussion / Re: Symphony of the Night romhacking:
« on: May 07, 2018, 11:30:16 am »
I did some years ago while working on the Italian translation. Working out enemy stats is rather easy, I even have an editor with GUI for that task. The rest of it isn't as straightforward tho.

ROM Hacking Discussion / Re: .org & .area (MIPS Assembly)
« on: May 05, 2018, 06:37:29 pm »
.area is used to define a range of how much room you have available for assembling code or data. If what you assemble will end up overflowing what .area specifies, you'll get an error.

Missing license sectors?

ROM Hacking Discussion / Re: PS1 ISO rebuilding tools?
« on: April 23, 2018, 11:02:22 am »
Is there a way to do the opposite process (generate a xml file from the original disc) just to see what the end result looks like?
If it has to be manually, how should I go about it?
Use the xml generator that comes with mkpsxiso, it should be more than enough to recreate the structure with a few manual tweaks later.

ROM Hacking Discussion / Re: Wolfenstein3D - SNES Uncut hack
« on: April 21, 2018, 04:28:32 pm »
The thing with literal sprites is that rendering them takes way too long, while only dealing with effective pixel writes via tables is muuuuch faster. Instead of using literal sprites, it's best to write a converter, Tile Molester is a not a very practical editor anyway.

ROM Hacking Discussion / Re: PS1 ISO rebuilding tools?
« on: April 19, 2018, 11:44:58 am »
The easier (and more recent) program to use for the task is mkpsxiso.

Disagree on the GBA ports being superior. This is only true of FFV--the bonus content in IV Advance is garbage and the graphics and audio are inferior in all three GBA ports.
Well, it it kinda true with FF4 and 5, since they have updated graphics for the ugly-ass backgrounds and 16 colors for everything on 4. With sound patches and reduced lag they are pretty decent, despite FF4 having the worst extras ever.

ROM Hacking Discussion / Re: PSX - Relocating pointer table
« on: February 27, 2018, 03:16:30 pm »
That looks like a simple int32 pointer table, hence why you get sll v0, t0, 2 @800164c0 to multiply the index by 4 (the size of int32). Alter the pointer at 800bc070 and you're done with relocating the pointer table.

Newcomer's Board / Re: Final Fantasy IX FMV Replacement
« on: February 26, 2018, 01:10:34 pm »
It's rather useless to do for two reasons: you can't go beyond a certain bitrate for videos on PlayStation, so downsampling would be required. Second reason is, they simply upscaled the original videos instead of rerendering them - again, downsampling those videos would get you nowhere in terms of improvement.

What do you mean by different locations? As in, while decompressing it can write a byte at 0x0100, then next, instead of writing to 0x0101, it writes to 0x0150 or something like that? Because I'm pretty sure it writes them all consecutively, at least it looks that way, not sure how I would check whether there happens to be a byte that is written somewhere else.
In terms of code it means that it writes decompressed data to two buffers: destination and a ring buffer. The latter is also used as source for compressed pairs.

Considering you're adding a fake compression it would take significantly longer to load and decompress bigger data rather than load roughly half the size and perform decompression from memory. You would almost never find small data with compression on top because it would be pointless / counterproductive; given how slow seek is most games would gather as much data as possible to load in one read pass, hence why it's always better to compress as intended.

It's definitively LZS with 1 byte flags and 2 byte pairs, no encryption involved at all or otherwise you wouldn't be able to read a thing. What you need to know is if uses the decompression buffer as a lookup or a ring buffer of 4KB. If it writes two bytes at different locations it's definitively using a ring buffer. There are plenty de/compressors with sources out there, it shouldn't take long to recreate for this game in particular (mind you, I've been recycling the same compression code for years with minor tweaks and it ends up working for most LZS variants). Just make sure you don't make a fake compressor that actually inserts literal data with flags set to 0 or you will end up having making the game load quite slowly (i.e. compression is used to really decrease load time, not as an anti modification protection like many usually point out).

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