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Messages - creeperton

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Site Talk / Re: Hosting Videos on RHDN
« on: December 16, 2012, 09:25:24 pm »
The company line on this matter:

Having and promoting an RHDN youtube channel is an interesting idea if members could upload videos to it somehow. I don't know anything about how that would work or even if it is feasible though.
1. Register the YouTube account "RHDN Videos".
2. Give a few trusted members access to that account (make sure that they know that there is a no-deletion policy without a staff meeting).  They should probably know how to use video editing software.
3. Make a sticky for it, listing contact info for the trusted users, and how to send them a zip or 7z of your video.
4. ???
5. Profit.

Post this at Forum Slickness?


I see a lot of arguing going on in this thread and it sucks because this is an important step towards something better than IPS.

I doubt Nightcrawler would go for this but what if we had some sort of web interface where a user could upload a file, a patched file and the server would run the necessary commands to generate xdelta, bps and ninja style formats so that everyone could be happy. This would work for small files under 30MB and there could be exceptions for custom formats for extremely large files. The uploaded files could be deleted after generation. I'm not sure about the legal aspects of this and it would probably require more server load but I would be willing to bet that some of the RHDN previous donors would pitch in to make some sort of thing like this possible. Just a thought.

Why would you have to upload files, to make a patch?  Couldn't you just tell (I know nothing about this, if it isn't obvious already) the server where your original rom is on the client computer, and tell it where your patched rom is on the client computer, select some options as to the type of patch you want, and then it creates the patch for you and either sends it to you, saves it on the client computer, or uploads it to RHDN somewhere, with options to put it in a compressed archive and add documentation files?

Also, does it make sense to make the web-patcher modular, so someone can write a module for *.bps, *.ppf, or whatever files, and then Nightcrawler only has to throw that in the correct directory and add some config files?

I don't think anyone will mind if I flog my own half-assed patch format here.

I have a bunch of spreadsheets that I use to edit things in various games.  Here are the ones for SaGa Frontier:

After a user is done making changes, they go to the worksheet labeled "csv", and save it as a *.csv (comma separated values) file.  The actual format for the csv sheet is:
(file to patch),(address in file to start patching),(data to patch, no spaces)
(file to patch),(address in file to start patching),(data to patch, no spaces)
(file to patch),(address in file to start patching),(data to patch, no spaces)

After this, the user puts the *.csv file in the same directory as the file or files to be patched, and then the user runs a python script.  That's it.

It's incredibly useful if you have a boatload of files to patch, or a lot of data, but you don't know how to program or you don't want to use a hex editor.  There aren't any patch formats that can be generated with a spreadsheet, so this is what I'm stuck with.  The only limitations are:
1. The data needs to be easily edited via spreadsheet.
2. It doesn't work on compressed data... yet.
3. It doesn't work well on data tables that can change size (like pointer tables), though I do have some half-assed workarounds for this.
4. You need to have the addresses to paste the data - it can't read a pointer table and paste data based on that.
5. It doesn't work on files inside disc images - you need to either extract the files from the disc image, or you need to know the addresses to paste to in the actual disc image.
6. The user-friendliness is only as good as the person making the spreadsheet.

It's superior, in some ways, to FFTorgASM, because the format is stupidly easy (and easy to generate), because it can work on hundreds of files at once, and because it's cross-platform.  FFTorgASM has several advantages over it, though, namely that it doesn't require that you extract files from a disc image, it's much more user-friendly, and it's a little smarter than my format.

Please note that this is only a patch format by the loosest definition of the word.  This is, simply put, a cobbled together piece  of shit, but - hey - it works.

Successful adoption of a new format is about making it easy for other people to use your format.  As long as every patch that is distributed in this format comes with a nice readme that has step-by-step instructions and direct links, people will use it.

It would help if there was a website somewhere that could patch files for you, so a patch author could simply write:
1. Unzip the compressed folder.
2. Go to www.patchme.com
3. Click on the "Patch" button, and navigate to the patch file.
4. Click on the "ROM" button, and navigate to the rom file.
5. Click "Okay".
6. Presto chango, you're done.

Or, even better, if you could host the patch file along with the web patcher, and just have a button to click on and navigate to your rom.

That is a good point, patch stacking is useful. I suppose creators that intended to allow this need to stick to ISP, but translation patches normally serve as the bottom most stack so they could still be released as BPS patches.

Do emulators that allow soft patching also allow patch stacking? It seems to me that it would be a nuisance to have to repeatedly soft patch a game each time you want to run it (Even worse if you plan to stack it), instead of just running a hard patched copy.
The FFTOrgASM tool is built specifically for patch stacking.  Though hack-stacking is probably a more accurate description.

You could try searching for the data in the GBA rom.  Though the data could be stored differently in the GBA version - you won't know until you look.

First of all, I dumped most of the data that Zaraktheus, of GameFAQs, found for SaGa Frontier (I found a bit of it myself), and I made some hack generating spreadsheets for them.

^SaGa Frontier boards - I'm also into all things SaGa, so I'll post my other stuff there too.

^The hack generating spreadsheets.  All I'm missing is half the combo data, and of course all the disassemblies and hex edits Zaraktheus made.


Second, I converted all my hack generating spreadsheets for Ogre Battle - The March of the Black Queen to use a python script, which has the advantage that it actually fucking works and it's automated.

^You can find them here.

Please note that they don't cover all the data in the game, by any stretch of the imagination.  I hope to remedy that in the coming months.


The hack generating spreadsheets I made previously required you to copy hex strings into a hex editor.  I thought this was all fine and dandy, until I tried to use one and I found that they don't work, because all the hex editors I tried would randomly switch between overwrite mode and insert mode.

After various discussions on other forums, I decided to re-organize my spreadsheets, to use a *.csv (comma separated value) as the base format from which to apply changes.  The only thing I was missing was a way to apply those changes, without having to use a hex editor.

After begging making this request on several different forums, schauerlich, of ubuntuforums, delivered the goods:

You can also read more about the (absurdly simple) way I organize the *.csv in that same topic, should you decide that you want to steal this idea for your own game.

If anyone wants to make their own hack generating spreadsheet, then feel free to post here, and I'll tell you what I've learned.  If you want to learn on your own, visit the Excel Help Forum:

Excel has plenty of bugs - the most notable of which is the inability to concatenate a range of cells - but you have to develop down towards it, because almost everyone uses Windows, and almost everyone uses Excel.

Or talk to some of the people here (specifically, RavenOfRazgriz)

The only functions you need to know are:
* concatenate()
** The ampersand - & - does exactly the same thing as concatenate(), but it has fewer limitations in Excel.  Read this for more info on the difference between the two.
* dec2hex()
* hex2dec()
* dec2bin()
* hex2bin()
* bin2dec()
* bin2hex()
** All the conversion to and from binary is useful when you're dealing with bit toggles.
* countblank()
** This is useful for calculating base addresses for data of relative length, like pointer tables.
* Basic math things, like +, -, *, and /.
* Bitwise operations, though I haven't actually made any spreadsheets that use them, I plan to in the future.  I think I could use it to create a more easy to understand interface, or at least a way to preview their changes when it comes to really convoluted data structures.

Importing raw hex data into a spreadsheet is often a pain, so I like to put the raw data in a plain text file, and then use Replace All (Ctrl + h, in most cases) to replace the spaces between the bytes with a space and a text delimiter, like the apostrophe (') sign.  Alternately, you could replace the spaces with a comma and an apostrophe, rename the *.txt to *.csv, and then open it with Excel.

Some plain text editors can't handle Replace All on tens of thousands of entries, so it's often worthwhile to use something like Scite to do your Replace All.


To open a file in Scite, you have to change the view from All Sources to All Files.

That's all I can remember about spreadsheeting at the moment.  You can do a lot if you put your mind to it, even if you don't know how to program.

Newcomer's Board / Re: *.lzh archive extraction and corrupted spreadsheets
« on: September 13, 2012, 07:42:24 pm »
I don't need the japanese text.  I'm looking for a table of bytes - 4 to 8 bytes per entry, with 512 entries.  If there is nothing like that in those spreadsheets, then nevermind.

Newcomer's Board / *.lzh archive extraction and corrupted spreadsheets
« on: September 13, 2012, 03:57:05 pm »
Would someone help me extract the files from the *.lzh archive here:

This is the page that links to it:

I tried to extract it using jlha (Linux user), but that produced two *.xls files that Gnumeric didn't recognize.  I assume that the spreadsheets were corrupted in the extraction process, or that they were some kind of bizarre Japanese only *.xls format.

Thanks for giving credit to my work ;)
No problem, thanks for sharing it!


Romancing SaGa 3, Spanish Translation Files, by magno

Quote from: Mir_Vimes
magno of romhacking.net shared the resource files for his Spanish translation of Romancing SaGa 3.  Here they are.

All credit goes to magno.  He made this, I'm only posting them here with his permission, in the hope that someone will find it useful.

Quite a bit of the text is in Spanish, and I believe that some of it is Japanese, but I can't tell because my plain text editor is lame.

If anyone is interested in helping magno beta test his Spanish translation, contact him here:

Otherwise, if anyone is interested in translating the info contained in these files into English, or in using these files as a base for an English translation of RS3, or in using the technical information in these files to hack RS3, then feel free to post here, or contact magno at romhacking.net.

magno's profile:

Newcomer's Board / Re: Chrono Trigger Text Editor help
« on: August 28, 2012, 04:51:20 pm »
Nobody mentioned Linux yet, but I can get most .NET programs to work, by using Wine 1.4.1 and winetricks (which is a script that makes installing Windows programs in Wine easy).

Calculus and physics are requirements for Computer Science because CS is the child of Engineering and Mathematics.  If you don't want to deal with the math, then shoot for a Computer Information Systems (or just Information Systems) degree.  IIRC, CIS requires college algebra, not elementary functions, calculus, or discrete mathematics.

You won't be able to do some of the things that a CS major can do, but that's why you use an existing game engine instead of making your own.

Learning math is like learning a whole new language, in a way.  It's also like learning many other things, in that you first learn to crawl (the basics), then you learn to walk (intermediate stuff), and then you learn to run (linear algebra, calculus).  You can't run unless you have complete mastery of walking, and you can't walk until you have completely mastered crawling.

So don't worry about what's going to happen next semester; instead, focus on mastering what is in front of you.

Newcomer's Board / Re: Hacking PS1 games on Linux
« on: August 23, 2012, 05:45:58 pm »
If you insist on using Linux, then use Wine 1.4.1 and winetricks to download the things you need to get Windows-only hacking tools working.  Most of the good ones require .NET 2.0 or higher.

Newcomer's Board / Re: Raj Here
« on: August 23, 2012, 05:43:37 pm »
^A relevant thread on reddit.

The people here probably won't be able to help you, because adding sound cues to a closed source game requires skills that most people here don't have.  Your best bet is the open source gaming community.  Tell me what games you are interested in, and I'll try to find open source games that are similar.

Newcomer's Board / Re: Hacking PS1 games on Linux
« on: August 18, 2012, 05:46:06 pm »
I recommend you go back to Windows.

Would make a lot more sense if you took the translation from the GBA port and injected that instead. Personally, I would also port some of the graphics improvements within the GBA interface (renewed GUI, 8x8 vwf, portraits, etc.).
Are these side-by-side screenshots of the SNES, PS1, and GBA games?  I'm vaguely interested in seeing how they changed.

Site Talk / Bizarre link
« on: July 30, 2012, 04:35:03 pm »

Has a link to source code on another forum:


Which apparently requires registration at that forum to download attachments, preventing me from downloading.  I can't figure out what hoop it wants me to jump through to download it, because I don't read Russian.

Could someone contact the author and request that he host the source code on a site that doesn't require you to register (or whatever) to download attachments?

Personal Projects / Re: ROLL BOSS RUSH [PSX]
« on: July 03, 2012, 02:13:52 pm »
You should definitively turn this into some sort of MM1 remake with an EXTREMELY all-female cast.

FYI, the best way to find enemy equipment/abilities is by studying how they look in RAM (look up gameshark codes), and then doing some searches for battles where you KNOW that the enemy equipment is always static.

So, if equipment order in RAM is always:
Slot 1
Slot 2
Slot 3
Slot 4
Slot 5

Then search for one enemy's equipment in the game ROM.

It's a bit more complicated if equipment is two bytes, but it's still the same in principle - you have to know how it's stored in RAM:
Slot 1, 0x00??
Slot 1, 0x??00
Slot 2, 0x00??
Slot 2, 0x??00
Slot 3, 0x00??
Slot 3, 0x??00
Slot 4, 0x00??
Slot 4, 0x??00
Slot 5, 0x00??
Slot 5, 0x??00

Most people don't like ROM corruption (for good reason), but it would take me several hours to reach the first mission that has non-monster enemies (who have equipment); and I'm not gonna replay the hour long introduction to FFTA over and over again, so I'm not gonna help you on that front.

Unless you have a hack that lets me skip over the introduction to the game.


If you're wondering why I'm thinking about this, I have to find the same data for Tactics Ogre: The Knight Of Lodis, and this is how I think I'll do it.


Or, alternately, a VBA-M savegame from just before such a battle.

I just found the battle data for TO:TKOL.  I searched for the AI-controlled ally's equipment during the first real battle, and I got two hits in the entire ROM.

This isn't hard to do, and it doesn't take a genius to do it.

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