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Messages - Normmatt

Pages: 1 [2] 3
21
Personal Projects / Re: SuiteNES
« on: April 08, 2012, 03:02:07 am »
You really shouldn't hardcode the paths to D:\SweetTest

22
Script Help and Language Discussion / Re: 8x16 Kanji ID
« on: February 11, 2012, 08:27:14 am »
語半元小中大内外上下左右前後先高低入出東西南北今昔新
古弱強始終年日多少遠近良悪無早朝暗売買速移読会知第一
二歩成功言見行住食話飛閉►書使思作心意私君自分彼父母
友達男女兄弟姉妹子人娘帰体手頭足顔目助戦敵力勝負逃闘
攻撃回復失敗武器防通信対習空船長短間物持気本動最来世
界太特能広決他音止老家走征学命研究所博士名何時必当影
島方向開塔地変事村土禁金楕客的苦科細色身休横道具急
室病者親服楽令次々町山川陸初森海引正両原公安守門合係
平和野草花園池店場教声形同用記完全不味議由光闇火水木
赤青緑黄白黒有生口算接続積制限商品料相我部立連優°

I'm not too sure about the red ones. The first one seems correct but is a bit out of place. The second one is probably wrong, so somebody should check on it.
The red kanji is a duplicate of the blue one however the kanji in the image is ever so slightly different.

EDIT:

This is a line that uses the red kanji "どゲメ・北力何科度細色身" and this is a line that uses the blue kanji "「2度と変な気を起こさないように" can someone check and see which one is right/wrong.

23
Programming / Re: armips assembler (v0.7c released!)
« on: February 10, 2012, 10:32:18 pm »
This is a good program, thanks.

I am trying to write raw hex for a table. How on earth do I use the .byte command? I don't know how I'm screwing up something so simple.

.db $56
.db 0x56
.db 86

24
Script Help and Language Discussion / Re: 8x16 Kanji ID
« on: February 09, 2012, 09:59:00 pm »
I considered 悟, but to me it seems the left radical is 木 and on the bottom right there's 日 or 月.
数 is a good guess.

To be certain I think some context is needed; maybe a screenshot where it is used or a line of a script dump if you're doing one.

I can't seem to find any text that uses the first unknown but the second has atleast a few

元セイバ-「持てるアイテムの教には($07)($82)かぎりがあるからな・・・」($00)
これを使うと敵の教がへるから,ちょっとは
「敵と戦う回教も多いだろうし・・・

Not sure if that helps or not but thank you for your quick work LostTemplar  :thumbsup:

25
Script Help and Language Discussion / 8x16 Kanji ID
« on: February 09, 2012, 02:51:43 am »
Much appreciated if I could get these ID'd


26
Also, can you explain why, when I try to dump this table, Cartographer crashes:


This is one of the few strings in Oak's dialogue there in the first screenshot up top that seemed to return a valid table. There's an 08 on every line and they're aligned in multiples of four. Yet this table crashes Cartographer. What gives?

Here's the block code for that table:
Code: [Select]
#BLOCK NAME: oak1
#TYPE: NORMAL
#METHOD: POINTER_RELATIVE
#POINTER ENDIAN: LITTLE
#POINTER TABLE START: $E8580
#POINTER TABLE STOP: $E85BF
#POINTER SIZE: $04
#POINTER SPACE: $00
#ATLAS PTRS: Yes
#BASE POINTER: $F8000000
#TABLE: table.tbl
#COMMENTS: Yes

#END BLOCK

That would be because after the first pointer the next 4 bytes aren't a pointer and cause reads outside the rom to occur aka crashing cartographer. You need to seperate the dump into 4 seperate blocks each one 4 bytes long just enough for each pointer nothing more.

27
Code: [Select]
#GAME NAME: Breath of Fire (GBA)

#BLOCK NAME: Credits
#TYPE: NORMAL
#METHOD: POINTER_RELATIVE
#POINTER ENDIAN: LITTLE
#POINTER TABLE START: $FDD40
#POINTER TABLE STOP: $FDE08
#POINTER SIZE: $03
#POINTER SPACE: $01
#ATLAS PTRS: Yes
#BASE POINTER: $00
#TABLE: bof1e_dump.tbl
#COMMENTS: Yes
#END BLOCK

Your code only works on GBA games where the strings are within the first 16MB of the rom

you should be using:

Code: [Select]
#POINTER SIZE: $04
#POINTER SPACE: $00
#BASE POINTER: $F8000000

instead as it allows you to dump from anywhere within the whole 32MB GBA rom area.

28
Programming / Re: Table File Standard Discussion
« on: February 04, 2012, 12:02:39 am »
Does the latest table standard include support for variable length end tokens like the current "!83=<Color>,3" but as an end token?

29
Personal Projects / Re: New Team - Hiring
« on: December 20, 2011, 03:36:09 am »
normmatt you goose lol you know me. Happy to work with you - I know you are talented.

Dino Device 2? I love that game. Tau and myself put in a VWF and I translated about 60% of the dialogue and then my pc formatted... that was the day i quit hacking haha.

I added a VWF aswell but didnt get much translated. If i remember correctly I still have one of your old phoenix version patches pre-vwf on one of my hard drives. I've since forgotten most of it but I have the code and translation up on github https://github.com/Normmatt/Gachasute--Dino-Device-2-Dragon-Translation along with some other projects https://github.com/Normmatt/Bomberman-Jetters-GBA-Translation and https://github.com/Normmatt/Telefang-2-English-Translation-Project and I'd highly suggest using github for collaborative work like this as it works rather well.

30
Personal Projects / Re: New Team - Hiring
« on: December 19, 2011, 11:55:13 pm »
Awesome Darkness, I will PM you. I agree with you, I would hate to subject a team member to project they weren't enthusiastic about.

I also think for every project that my team completes I will donate $50 to Romhacking.org

I hope you mean romhacking.net .....  :police:

I might be interested in any ASM work for any GBA/NDS projects as I very much like ASM and have done many ASM hacks for various GBA projects over the years (Bomberman Jetters, Telefang 2, Dino Device 2, F-Zero Climax) non of which have so far been completed yet, mainly because of real life getting in the way.

31
ROM Hacking Discussion / Re: Screenshots
« on: December 17, 2011, 10:57:28 pm »
I managed to get this game to accept ASCII and implemented a mostly functional VWF  8)


32
Newcomer's Board / Re: NDS text positioning help
« on: December 02, 2011, 11:28:47 pm »
Thanks Auryn, I will look into it more later (exams are coming up :D ).

On a side note to what Normmatt said earlier, I just tried it out on my sc rumble microsd and (obviously) it did not work. I haven't looked into it yet, but how do most flashcards patch games? The game runs up to a point and freezes at the time text is shown (up to where I start to jump to my code). Before that it would copy my code to a place in memory (0x23fa000) and I am assuming it's not copying my code that was appended to the arm7.bin file. Any suggestions how I can avoid this?

Flashcarts generally load their own code into 0x23fe000 - 0x23ff600 or atleast AKAIO does before launching the game. Generally 0x23fa000 - 0x23fe000 is handled by the game itself and isn't always free (on a per game basis). I'm not sure how slot2 carts work but they patch alot more than slot1 does but they generally dont load in any extra code into ram as they overwrite the games code to use slot2 from what I remember. So as long as your dont go over 0x23fe000 in memory you shouldn't have any problems with slot1 flashcarts except maybe woodr4/woodrpg/AKAIO where we patch out the first two opcodes of the arm7 and arm9 binaries to remove the annoying intros some releases have on them.

33
Newcomer's Board / Re: NDS text positioning help
« on: December 01, 2011, 05:52:26 am »
Have you tried the simple solution of simply moving your font tiles down 2 pixels?

34
Newcomer's Board / Re: NDS text positioning help
« on: November 30, 2011, 12:30:38 am »
How are many line does vwf usually take? (I have absolutely no idea). I'm not sure about how other games draw characters but I found that 7th dragon somewhat compresses pixels (which is guess is normal). So all flashcards won't work or just if they enable cheats? I know I placed the code near the end of memory.

Well I know for certain acekard shouldn't work along with the major players, scsd1/scds2/r4/ez5i/cyclods/edge/etc all use that memory for the patches to do to commercial games to make them run from the sd. Is it not possible to tweak the original font drawing code to take in a width? or was it coded by retards?

35
Newcomer's Board / Re: NDS text positioning help
« on: November 30, 2011, 12:21:34 am »
Really? I only test on Acekard so I am not sure. I can't find another place in memory to put it in, any suggestions? (I had this trouble 2 months ago =___=).

Thats because there is no safe place to put in memory that flashcarts dont already use for cheats/patches etc. The only other way is to remove any useless code in the arm9 binary itself and use that but seeing as your code is quite large I doubt you'll be able to find enough free space :(

36
Newcomer's Board / Re: NDS text positioning help
« on: November 30, 2011, 12:13:46 am »
Just a note storing your code at 0x23fa000 will be overwritten by all flashcarts.

37
Newcomer's Board / Re: NDS text positioning help
« on: November 29, 2011, 11:10:22 pm »
Can you post more details on what functions your VWF patchs/hooks so that we can help trace it back to where its actually drawn to the screen.

38
Newcomer's Board / Re: NDS text positioning help
« on: November 29, 2011, 09:06:22 pm »
Assuming you actually implemented a VWF and not just used a built in one you should have more than enough skill to fix this most simple of problems.

39
Newcomer's Board / Re: Introduction Topic
« on: November 04, 2011, 12:55:28 am »
Hi Everyone,

You probably all won't know me but I was translating/hacking games back from 1998-2004. I worked with many people back then who probably had different aliases or finished with games now. Back in the times of PR Translations, Vida Translations etc...

My most memorable translations were Most of the pokemon series having translated the most of Firered before it was released, Pokemon Crystal, Pokemon TCG2, (A poor attempt at Adventures of Arle) although there was some great work put in there.

I am back to finish my work on Arle's Adventure or (Adventures of Arle). As my Japanese is 1000x better and currently no one is even close to the correct dialogue, moves, names etc for the game.

Well great to be back in the community - things have changed A lot!

I remember you from the old cheatandwin forums from back in early 2000s, I used to go by PmHacks back then. Welcome back.

40
Personal Projects / Re: SuiteNES / Romulus
« on: June 12, 2011, 03:58:17 am »
looking very nice.

BTW: What new code editor is that? I was looking for one the other day and couldn't find any good ones.

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