« on: September 11, 2013, 11:40:59 am »
So you're telling me that you can edit the attack power of items using this code, and that item attack power is listed in item order?
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could you possibly help me by finding the mp cost of (26) - Full Heal & (27) - Resurrection, also class talent use? i'd like to give all class' access to all talents and 4 slots. The initial party, i'd like to make them any character i want. like Summoner class for hero & Lich for 1st soldier, Dragon zombie for 2nd soldier, Undead Female knight for ninja, and fairy for cleric? plus their equips/talents too? also mod hire to anything i want...So you want the ability data? I can probably do that. Might take a few weeks.
Finally, why can't the hero execute Apocalypse?
i've found data myself for onimusha tactics, hereNever played it, not interested.
can you help me find sp cost & effects (hopefully we can give it fully restore hp/sp too) of "Secret Light"? i'd also like you to find weapon data like which move is granted upon equip. specifically "Samurai Sword" And "Tiger's Fury", which i'd like to give Secret Light...
id' also like the sp cost of these...
(03) god of wind
(0C) frenzy slice
(27) tiger salvo
(2b) arrow of poison
(2c) arrow of spells
(2d) arrow of paralysis
(2e) arrow of sleep
(2f) arrow of confusion
(3d) wrath of god
(3e) summon thunder
(3f) fire of purgatory
(51) pocket search
(52) forced search
(54) absolute death
(60) onimusha attack
(62) phoenix ripper
Why?It's easier and faster to use savestates with disc image based games, because there's a smaller pool of data. Static data (data that can't ever be changed by the player, usually stuff like item attributes) won't change no matter where it's found, so it's all about which is faster and easier for you to do.
Also, it is good to note that with ROM you can only touch the read-only data in the program. With savestates, you can only touch RAM or the program state while running. Not exactly alternatives, are they?
It would be interesting to compare the efficiency of this corruption thing to some debugger emulator use.. depending on task.. but that is a bit unrealistic and off-topic. Have fun with corrupting!
Some emulators compress or otherwise modify their savestates, rather than being pure dumps of the active RAM. So not every savestate is going to be better to look into--you may not find anything at all :/That's an easy problem to diagnose. Look at it with TriID.
unfortunately, I myself lack the necessary knowledge to find the necessary graphics. I was hoping someone with the knowledge could take a look at it.1. Download Tile Molester http://www.romhacking.net/utilities/991/
It puzzles me in several aspects since the battery gauge in-game appears to be exactly the same battery gauge as the PSP's built in XMB menu, not something drawn up for the game itself. It's also only included in the English, European version and not in the original Japanese release. There is also a third version, a fan hack "undub" version that uses the Japanese voice overs with English text, and the battery gauge appears in that version as well.
Given that the gauge is that of the system itself, this is what really had me wanting someone with hacking knowledge to take a look at.
I dunno if they're compressed or not. I only know that for other ISO formats, often the contents are stored with individual files and folders within the ISO, and if you break down the ISO, you may have an easier time locating specific files because of this.If the PSP is like the PS1, then he's better off looking for that image in a save state. Once he finds it, he can look for it in the actual ISO and then zero it out there.
In the Fire Emblem community, people have figured out how to import tilesets from one game to the other, and magically their method also ports over all the metadata for the individual tiles, such as what graphics comprise what tile, what avoid/defense increases each tile may offer, the movement costs per tile, what background and palette to use, and other similar data.I make no promises but post your links. What games and platforms are we talking about? What is currently known about this data? How are the porting it between games without understanding where the data is (with a tool that no one has the source code for, I assume)?
But no one understands how this data is being ported over, or how to locate and edit this individual data. I suggest corruption, as most people in the Fire Emblem hacking community aren't familiar with or bothered enough to use an understanding of ASM to figure it out--but no one seemed to understand how helpful, and somewhat easy, corruption is for figuring out data.
If you're really open to the idea, I can link you over to help out some peeps. This would probably be more concentrated efforts than merely corrupting ROMs at-large to figure out where some data may or may not be.
I find that having a good guess about the format of the data is key.Having a good guess is essential with my method. I don't do it randomly. I usually pick a known value, like defense for a piece of armor, and then I find and replace every instance of that value in the ROM (or the save state) until I find that value.
Thank you creep.I explained the idea behind ROM/save-state corruption above. With an SNES game your better off corrupting the ROM instead of save states. I don't know if a more accurate emulator is better for this task or not, so use whatever emulator you like (you want an editor that tolerates lots of bugs, because you'll make them as you corrupt swaths of the ROM).
What is the idea behind corruption?
I don't mind things being time consuming. I already expect that doing things the hard way will be needed if i hope to figure things out in the ROM. But at least I wanna eliminate things that were figured out already, or futile attempts from approaching something from the wrong angle.
Any advice on analyzing the CT SNES ROM? Or maybe good tools for the job?
Corruption is little more than replacing random parts of the data with junk.Yep.
I don't know if you'll be able to help, but I have what I think is probably a simplistic request.You could probably find that using Tile Molester. I don't want to go through the hassle of finding a PSP ROM and then finding a PSP emulator that works on my crappy computer. Open the ROM of that game with Tile Molester and fool around with the viewing settings until you get something that works. Since it's a PS1 game ported to the PSP, I'm guessing 2-dimensional; 4bpp, linear, reverse-order; and maybe 8 x 16.
In the English, European version of Tales of Eternia for PSP, there's a super annoying always on battery gauge that isn't present in the Japanese version of the game. It's ALWAYS present, even during loading sequences and cutscenes.
Could you see if you could find where it is, and disable it?
I've got a thread on the topic:
Are there any programs to open up the ISO into its files and folders? You may be able to find the UI textures and blank out that battery icon specifically. That seems like the easiest method for what you want.Are PSP disc images compressed?
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.
There's also a save/RAM editor for customizing characters, loadouts, and similar stuff.Link?
What were you interested in seeing for this game?Everything except story elements. Why do you ask?
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.
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: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.
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.
As far as your other questions:So your editor applies changes directly to the ROM and it doesn't create a patch? That works!
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.
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.