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Messages - PhOeNiX

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Programming / Re: [rusty asm] Call a routine from a routine
« on: December 06, 2012, 06:49:44 am »
Normally, ra it's stored in the stack together with other needed registers at the start of your routine, e.g.:
Code: [Select]
addi $sp, $sp, -20
sw  $ra, 16($sp)
sw $s3, 12($sp)
sw $s2, 8($sp)
sw $s1, 4($sp)
sw $s0, 0($sp)

ax registers like a0,a1 etc. are usually used for parameters to routines and vx registers like v0 etc. for return values. Temporary registers like t0 etc. are not guaranteed to contain the same value through routine calls, so they not need to be stored in the stack before the routine starts.

There is no point to continue, since seems that you like only trolling people. These were my arguments, go in peace.

You really don't want to undersatand, there could be also 100% of rom hacks out there that are confortable with BPS, but they are all rom hacks that are confortable with any other patching format invented. So BPS is pointless for such hacks, got it?

GPL'd programs, and other open source variants were defined for code reuse and not to reinvent the wheel. IMHO, there is no point to recode something to take control over it, since you have any level of control over open source code. xdelta is awful in its code, but it is still usable as a patching library if you are good enough.  A fantastic contribution to the romhacking community would be an alternative implementation of xdelta or a portable patching library for such a format.

I was agreeing with you. The fact that it works on only 90% of the existing ROM hacks, makes it completely useless.  :thumbsup:

I don't like to repeat myself, this is not true, the 90% of rom hacks out there are not for NES/SNES GBA SMD GENESIS and whatever up to 16bit console you can imagine. The whole set of rom hacks done by SadNES city is prevalently on PSX, Gemini works on PSX, every single human being on GBATemp works on NDS. Are you still sure that the 90% of rom hacks out there will find beat useful? As KaioShin stated, the "90%" of rom hacks that you are claiming to be confortable with BPS are also confortable with UPS and IPS, so, the only advantage of BPS over UPS/IPS etc is delta patching, that is useful for other type gaming console.
I will not repeat myself one more time, I hope you got it.

Even if somebody writes a faster implementation, it is pointless. If you didn't notice from several people in this thread, there is nothing worthwhile about the BPS format. There are no problems that need addressing. Clearly byuu is such an ass, that anything he writes is by extension worthless.

It seems that you can't read what I write: "BPS is a very good specification for a patching standard and I would be very happy to see new hacking projects using BPS". So, no one here is saying that byuu is an ass, don't spread something that no one has said.
Quote from: Tater Bear"
People should always stick to the first implementation and use that to judge a format. I wish everyone was a smart as you KaioShin
As you said earlier, we are not talking about the patch format, we are arguing about patchers, so we are saying that beat is not useful at all at this state, it seems that you want to understand only what it is confortable to you.

Who cares that beat functions fast enough for 90% of the ROM hacking projects out there.

This is not true, ROM hacking cannot stick to NES/SNES hacking forever. Playstation, Playstation 2, Wii, PSP, NDS and many other gaming platforms whose games are more than 300 MB in size need a fast patching tool, regardless of the game size. As I can see, RHDN is a community devoted at very old console hacking like NES/SNES, Genesis etc. but it is slowly moving to 32 bit systems like PSX, as recently opened threads demonstrate. When BPS would become fast enough to produce patches for ISO and NDS cart images, I will definitely drop xdelta.

P.S. By forcing BPS to do checksum verification, many patches obtained from an ISO image would not work in many cases, since ISO images are very dependent on the software you used to make them. This is why the xdelta format is suitable for such tasks, since it can be used to produce checksum-less patches.

A patching format is not user-friendly, it is a patching format, period. The motivation behind the existance of many frontends for xdelta is that the programming API for generating and applying xdelta patches is horribly programmed and not documented at all . Once one will embed the xdelta patching code into a GUI program, xdelta would become the de facto patching standard for the ROM hacking community. This is a problem that I was considering to resolve with Delta Patcher 2.0, that would include the xdelta3 source code inside the executable, reducing the amount of GUI widgets (like the log window).
BPS is a very good specification for a patching standard and I would be very happy to see new hacking projects using BPS but it lacks programmers at implementing a fast and optimal algorithm for generating BPS patches.

Newcomer's Board / Re: Advice for patching CD images?
« on: July 04, 2011, 06:51:36 am »
Just a hint. Try use 0 compression and compress your patch with 7z at maximum level. You archve should be' much much smaller ;).

Newcomer's Board / Re: Advice for patching CD images?
« on: July 04, 2011, 06:06:14 am »
If you guys think a window size option might be useful, It'll be simple adding it to Delta Patcher. Just let me know ;).

P.S. Regarding the new files size growing. Maybe, UltraISO or whatever program you are using, amutomatically moves these filese, changing their LBA. I suggest you changing, wherever possible, the file size only. Often, the last sector of your file stored in the ISO has many free bytes. Try using TOC Changer to calculate the amount of space available, if it suits your needs, just change the file size and reinsert your modified file (the less you move your files, the more your patch becomes small ;)).

ROM Hacking Discussion / Re: Pathcing Program Question
« on: June 12, 2011, 06:41:35 am »
The lite version of Delta Patcher has  two more "check boxes" only. The other buttons are the same of xdeltaGUI (i think the "about" button isn't so problematic :P)

Newcomer's Board / Re: How to hack ISOs
« on: April 10, 2011, 02:00:11 pm »
Only XA audio is stored that way. Movies are made up of interleaved sectors of video and audio streams depending on the encoding parameters. Let's say, 8 sectors of video data (regular sectors) and 2 sectors of audio (Mode 2 form 2 sectors), that's why you still need to dump movies the raw way.

Programming / Re: Documentation Software
« on: April 09, 2011, 07:37:23 pm »
Mmm, as i understand, you need something similar to github or google code, but on your local machine :P. If your code is fre,e you should be confortable uploading your programs on github and then use its features to achieve your goals. For closed source projects, mm you should use some other tool like that wich can be downloaded and executed on your local machine.

Programming / Re: Documentation Software
« on: April 09, 2011, 07:14:46 pm »
I don't know if you are talking about source code documentation or project documentation. For documenting code, you would use an automated doc generator like doxygen or javadoc if you are programming in java.For projects documentation you should use UML instead, describing your applications architectures and then write a doc explaining your design strategies and commenting the UML diagrams.

Newcomer's Board / Re: How to hack ISOs
« on: April 08, 2011, 07:45:08 pm »
Obviously TOC Changer cannot  resolve problems regarding custom file systems, but it's still usefull once you edit the custom file system.

Newcomer's Board / Re: How to hack ISOs
« on: April 08, 2011, 05:47:06 pm »
Indeed, TOC Changer is a repointer too. It can change the LBA of any file inside the image. Changing the LBA you wiil be able to move your files inside the ISO.

You can use to extract and reinsert XA audio files in your image.

Sorry for this, i was sure it used gtk# only  ::)

Yes, you are right, but i have written this tool mainly to enable the checksum feature. Many users at our board could not apply an xdelta patch to their ISO even if it was dumped from the same game used to create the patch. Another reason why i made this tool is that i don't like .NET Framework for simple tools (it's seems to shoot a fly with a bazooka ;)). As far I know all the xdelta frontend, not only yours, need .NET to work and Mono doesn't support Windows Form (i like making cross-platform tools :P).

-EDIT- For the final user there is Delta Patcher Lite, which is the same of xdeltaUI plus checksum enabling/disabling and original file backup.

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