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Messages - creeperton

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General Discussion / Re: Leaving the house
« on: September 05, 2013, 09:44:54 pm »
Ok, so I was inspired by some chat on IRC about not leaving the house. So how screwed up is everyone around here? Me, I'm somewhere in the middle. I leave the house here and there.
Former homeless guy here.  I considered the outside world my house and I became grumpy when all these fucking tourists were sitting on my park bench.  They owned the houses and the yards, and I owned everything outside of those places.



Image relevant to topic in general.

ROM Hacking Discussion / Re: What rom hacking info exists on FFXII?
« on: August 24, 2013, 11:33:53 pm »
My computer isn't fast enough to run a PS2 emulator so I'm stuck guessing with files from the disc image.  What info exists on digits for various things (items, abilities)?  I could do some searches and maybe I'll get lucky.

ROM Hacking Discussion / Re: What rom hacking info exists on FFXII?
« on: August 24, 2013, 04:47:35 am »
There's also a save/RAM editor for customizing characters, loadouts, and similar stuff.

What were you interested in seeing for this game?
Everything except story elements.  Why do you ask?

Okay, I'll make a list:
1. All enemies are tiered to your own level, but they maintain the general level of difficulty.  Specifically I want something like all enemies will be at a minimum level or your level, whichever is greater.
2. Make almost all non-city areas accessible from when you can first go outside of town.
3. Balance equipment, abilities, and stats for player characters.
4. Balance enemies.

Personal Projects / Re: Tactics Ogre: The Knight Of Lodis
« on: August 21, 2013, 05:46:39 pm »
Long time lurker until something catches my eye, would this be used to unlock classes normally not obtainable in normal gameplay?
I don't think so.  Maybe?  Depends on the class.

You can change some of the requirements for a class to make it available, but as for morphing into an Esquire I don't think it's possible, since the Esquire already has no class requirements and it isn't accessible.

You could change anyone into an Esquire (or any other class) with a gameshark code, and then you could use the class data to allow the Esquire access to more than one or two emblems.

I was hoping that someone would use this to rebalance the classes and make them suck less, and that the unknown bytes could be fleshed out.

ROM Hacking Discussion / What rom hacking info exists on FFXII?
« on: August 21, 2013, 05:43:21 pm »
I'm curious, because that game could be improved a lot with some serious hacking.  Are there any japanese groups working on it?

ROM Hacking Discussion / FF1 Advance and FF5 Advance hacking information
« on: August 19, 2013, 03:44:32 pm »
This is not my stuff.  I did not find it or make it.  It was found by the guy who maintains the site I'm linking to (unless he worked off someone else's work) and I figured you guys might want to see it.


It has info on data tables, hex edits, and asm hacks to change various caps and gameplay mechanics.

Personal Projects / Re: Tactics Ogre: The Knight Of Lodis
« on: August 17, 2013, 09:36:32 pm »
I don't visit for a few months and you make all this happen?  Incomprehensible!

I have only two requests:
1. That you make the unknown bytes editable.
2. That you credit me under the following names:
creeperton, Mir_Vimes, Pickle Girl Fanboy, and xibalba.

Thanks, and good work!


If you're interested in TO-TKOL, here's where you can find the Encounter data.  I only found it, I didn't figure out how it's organized or dump it.  If you or your community have the time to research it then you could make this game nearly as editable as FFT.

This reminds me of the trouble I had with that game.  I couldn't find the item or ability data using my normal methods (ROM corruption and unlimited free time), so I switched to class data and then encounter data, which I found quickly.

Newcomer's Board / Re: Question for FFaddic for regarding OBEdit
« on: July 18, 2013, 09:27:42 pm »
First and foremost, everything I mention is for an unheadered ROM. My software ONLY works for an unheadered ROM (for SNES that is).
Well that's great because I only work with unheadered ROMs if I can help it!

I'm not sure what you mean by messing up the pointers, as simply changing a unit's attack shouldn't affect that. However, perhaps this will help:

3DB4F - Attack Name Pointers - There are 2 bytes for each class, first byte is the FRA and second byte is the BRA. All that this affects is the name of the attack in the formation screen.

1F572 - Front Row Attack - There is 1 byte for each class. This is the actual attack used in battle for the front row.

1F5D7- Back Row Attack - There is 1 byte for each class. This is the actual attack used in battle for the back row.

If that doesn't help you out, give me more details about what you're trying to do and what's happening when you do it and I'll try to help. Screenshots or a IPS work fine.
Don't worry about it, just work on your editor.  I can recreate my hack with your editor easier than I can fix my spreadsheets.

As far as your other questions:
1) What do you mean by "extract changes made to that ROM"? The editor will work with some modified games already, as long as you haven't heavily changed pointers for any data. The Promotion lists are the one (sort of) exception as they use the existing pointers in the ROM to determine the length of the promotion list, so if you've made changes to your pointers, they should reflect in the ROM.
So your editor applies changes directly to the ROM and it doesn't create a patch?  That works!

2) The software is ONLY for an unheadered ROM at this point.
Removing a header is trivial I don't see any reason to support them.

3) Not open source at the moment, but once I'm done I'll probably release it. Problem is, I'm using VB6 which I don't think a lot of people like.
I don't care if it's VB6.  Most VB6 applications work fine in Linux (I'm a linux user) with Wine, as long as you install the correct runtimes.  VB6 also isn't gonna change any point soon.

Newcomer's Board / Question for FFaddic for regarding OBEdit
« on: July 18, 2013, 12:58:08 pm »

First of all, kudos for making an editor.  Now I can edit Ogre Battle TMOTBQ without  screwing around with spreadsheets.

I had problems editing the attacks in the SNES version of Ogre Battle.  Somehow editing the attacks messes up the pointers for the attack names.  This is literally the only thing that's holding back an OB MOTBQ mod that is 5 years in the making, so could you tell me if you encountered this problem and how you fixed it?

I can link to an IPS of my patch if you need it, or I can take screenshots.

Also, I have feature requests:
1. The ability to open an edited ROM and extract the changes made to that ROM, if that doesn't exist already.
2. Unheadered ROM support, if that doesn't exist already.

Is this open source?

Site Talk / Re: Staff Crisis
« on: June 09, 2013, 02:53:41 am »
I'm against any kind of karma system where you rate other people's posts or people themselves.

I don't care about a gamefaqs style karma system, provided the karma points are renamed to moderation points.

Well we do have a shiny new wiki that allows you to upload photos to it dot dot dot


There's a public account in the spoiler tags in the first post.  If you want me to make you a personal wiki account, just say so and I'll PM you your login and password (though I recommend you change your password to something new when you login).  This is to protect against vandalism, of course.

You could work on a few pages at a time, and other people could argue over your interpretations (hahaha, they'll never resist that!)

Newcomer's Board / Re: PSX VRAM
« on: April 06, 2013, 12:43:03 am »
How could we use this info to locate images from VRAM in the game files on the disc image, assuming they aren't compressed?

Newcomer's Board / PSX VRAM
« on: April 04, 2013, 11:26:57 pm »
I'm helping a spriter find the locations and palettes of various images in SaGa Frontier.  We located quite a lot of stuff, but some of it still escapes us.  However, we could easily find everything if we knew how to find the hex data for what appears in VRAM.  How could this be done, for people who don't know MIPS?

They're used for a .net program, so I figured I would include them as they could help translate the program.

I have no idea what the program does, but apparently the people who used it found a way to add new job slots to Ogre Battle - MOTBQ SNES.

There's another text file that I can't display properly, so it probably isn't Shift_JIS.  What else could it be?

Got another one, this time for Ogre Battle.  Some kind of Visual Basic program for Ogre Battle - MOTBQ.

【 ソフト名 】 OBDC(Ogre Battle Data Converter)
【バージョン】 Ver
【ソフト種別】 フリーウェア
【 開発言語 】 Microsoft Visual Basic 2010 Express
【動作可能OS】 Windows XP(他は未確認)
【必要なもの】 設定ファイルと.NET Framework4.0
【 配布File 】 OBDC.zip
【  著作権  】 Copyright(C) KT◆0T3wqu6irw
【 転載条件 】 原則として不可


  ユニットグラフィックデータ: 抜き出しのみ可能
  顔グラフィックデータ   : 抜き出しのみ可能
  単語リスト        : 抜き出しのみ可能
  メッセージテキスト    : 抜き出しのみ可能

 [改変パッチ:Ogre Battle Reloaded]
  ユニットグラフィックデータ: 抜き出し可能、パレットのみ書き込み可能
  顔グラフィックデータ   : 抜き出しのみ可能
  単語リスト        : 抜き出し、書き込み可能
  メッセージテキスト    : 抜き出し可能、アイテムヘルプのみ書き込み可能




 0BDC.exe    : 0BDCの最新バージョンです。
 readme.txt   : 今読んでるテキスト
 TextCode1.ini : 起動時に文字コードを読み込みます。消さないでください。
 TextCode2.ini : 起動時に文字コードを読み込みます。消さないでください。
 Memo.txt    : その他のメモ的なもの
 参考同梱    : 文字コード.txt、文字コード(サイズ小).txt
       : 書込サンプル.txt





 対応しているのはLoROM/HiROM、1.0, 1.5, 2.0, 2.5, 3.0, 4.0, 6.0MBのROMです。


 $702206    :Y+Lボタンのキャラ名変更時のWAIT時間

  でて起動できない方は、.NET Framework4.0をインストールしてみてください。



 2012/11/06 ver

 2012/03/06 verのみ差し替えのため本体Versionはそのまま)

 2012/03/04 verのみ差し替えのため本体Versionはそのまま)

 2012/02/28 verのみ差し替えのため本体Versionはそのまま)

 2011/12/16 verのみ差し替えのため本体Versionはそのまま)

 2011/10/18 ver 1.0.7

 2011/10/02 ver 1.0.6

 2011/09/30 ver 1.0.5

 2011/09/29 ver 1.0.4

 2011/09/15 ver 1.0.3

 2011/09/13 ver 1.0.2

 2011/09/10 ver 1.0.1

 2011/09/01 ver 1.0.0

 2011/08/29 ver 0.3.0

 2011/08/20 ver 0.2.0

 2011/08/04 ver 0.1.0

 2011/07/27 ver 0.0.1

■HP :http://www.geocities.jp/kt_0t3wqu6irw/

by KT ◆0T3wqu6irw

                                 !説賢鋼闇&騎得立死+,−./0123456789:亡南=「?東ABCDEFGHIJKLMNOPQRSTUVWXYZ西和高低昼下abcdefghijklmnopqrstuvwxyz心黒礼書…会美秘皇子邪をぁぃぅぇぉゃゅょっ魂あいうえおかきくけこさしすせそ 。『』、・ヲァィゥェォャュョッーアイウエオカキクケコサシスセソタチツテトナニヌネノハヒフヘホマミムメモヤユヨラリルレロワン呼戻たちつてとなにぬねのはひふへほまみむめもやゆよらりるれろわん体散
 整音速史枢卿妃系各伝年狂事怖者昔政建後恐剣時殺残強陸最満暗戦歴 !説賢鋼闇&騎得立死+,−./0123456789:亡南=「?東ABCDEFGHIJKLMNOPQRSTUVWXYZ西和高低昼下abcdefghijklmnopqrstuvwxyz心黒礼書…会美秘皇子邪をぁぃぅぇぉゃゅょっ魂あいうえおかきくけこさしすせそ 。『』、・ヲァィゥェォャュョッーアイウエオカキクケコサシスセソタチツテトナニヌネノハヒフヘホマミムメモヤユヨラリルレロワン呼戻たちつてとなにぬねのはひふへほまみむめもやゆよらりるれろわん体散

                                 !   %&    +,−./0123456789:  = ? ABCDEFGHIJKLMNOPQRSTUVWXYZ                                           をぁぃぅぇぉゃゅょっーあいうえおかきくけこさしすせそ 。『』 ・ヲァィゥェォャュョッーアイウエオカキクケコサシスセソタチツテトナニヌネノハヒフヘホマミムメモヤユヨラリルレロワン  たちつてとなにぬねのはひふへほまみむめもやゆよらりるれろわん  
がぎぐげござじずぜぞだぢづでど ばびぶべぼ   ぱぴぷぺぽ   ガギグゲゴザジズゼゾダヂヅデドヴバビブベボ   パピプペポ                                                                                                                                                                                                   

And then I have a very large third file that I can't display properly in Unicode or Shift_JIS.  Any idea how to get that to properly display?

Newcomer's Board / PS1 Memory Card Checksum?
« on: March 17, 2013, 08:30:07 pm »
Anyone know about the checksum(s) used in PS1 memory cards and virtual memory card files?

Site Talk / Re: Data Crystal: Standards and IRC channel
« on: March 17, 2013, 02:03:36 am »
Which is less work: cleaning up after spammers, or requiring staff to create new accounts for users based on posts in a "Data Crystal Wiki Account Creation Thread"?

I could use a tool that breaks non-compressed archives into their component sub-files, based on the pointer tables in the header.

I could also use a tool that prints the starting addresses and lengths of sub-files, based on the pointer tables in the header.

Both of these would require me to specify the format of the header and pointer tables.  Things like:
* Endianness
* Byte length per entry
* Starting offset of first entry in pointer table
* Number of subfiles, or the part of the header that determines the number of sub-files and the formatting for that part of the header

I have a python script that writes values from a *.csv (comma separated values, a sort of spreadsheet) to a specified files.  It's really useful when you have data located in arbitrary locations, within a buttload of files.  I use it for the monster data in SaGa Frontier, which is spread across 256 files, and is in an arbitrary location in each file.  (By arbitrary, I mean the location is relative to each file.)  I use it to make spreadsheets where I edit the game data.  I then export the spreadsheet as a *.csv file and run the script to patch the game data.  Want me to post it?

It's for SaGa Frontier, by the way.

Download here:

I can't get the kanji to display properly, so I can't just copy and paste it.

Thanks to g6672D of byuu.org for telling me how to specify character set in leafpad.
Probably nothing, that just looks like mojibake. From Leafpad, go to Open, there should be a drop-down selection for character encoding. Specify Other encoding and put "Shift_JIS" and then open your file. It might be more convenient to make a new "Open With" option with leafpad --codeset=Shift_JIS for opening these files from your file manager.

【タイトル】 サガフロンティア セーブ変更ツール Ver 1.15
【ファイル】 sfro_v115.lzh
【作成月日】 2010/05/11
【制 作 者】 misakiti
【動作環境】 日本語版 Windows2000, WindowsXPで確認
【配布形態】 フリーウェア
【HomePage】 http://www3.to/misakiti
【転  載】 自由
【著 作 権】 Copyright (C) 2010 misakiti



 こちら http://www3.to/misakiti のサイトの方をご覧下さい。







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