News: 11 March 2016 - Forum Rules, Mobile Version
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia

Recent Posts

Pages: 1 ... 5 6 7 8 9 [10]
91
ROM Hacking Discussion / Re: (PSX - Aconcagua) Can't figure out how compressed text works
« Last post by Vehek on February 19, 2018, 02:52:49 am »
I should have just said it was an LZ variant. I posted those notes because I thought they would be recognized as the key details that need to be tweaked in an LZSS decoder.

On another topic, I've tried opening the game's STR files with some STR players, but none of them can open them. I don't even see a header in them, if there's supposed to be one. Part of this translation would be adding English subtitles to the few Spanish lines in the cutscenes, so I'm gonna have to figure these out too.

I did a lot of research into the subtitles (which are stored in the STR files), but don't know enough about CD reads to understand how it knows where to look for the parts it loads.
92
Hello. I have huge problem: when I convert redrawn BMP back to BS it changes gamma, so red things turns into yellow and etc.
I tried using mc32 and menc. Both gives same result.
I used v3 and v2 MDEC versions of mc32, but nothing helps.
First picture is original, second is same, but reconverted. What can be done in this case? How other peoples redraw MDEC images in psx? What tools are they use?

93
Personal Projects / Re: Mega Man X3 - Zero Project (V4.0)
« Last post by ofernandofilo on February 19, 2018, 01:42:39 am »
I believe that it was fixed already, but (a) I got the same sub-tank 6 times with Zero and 6 times with X, in the same gameplay.

There was sound of getting the same sub-tank at first four times with Zero, plus 2 times without sound, and then I got sound of getting the same sub-tank + one extra weapon for the first four sub-tank with X and plus last 2 times without sound.

I got the first four weapons for each "new" sub-tank with X.

(b) Zero and X air-dash looks op.

(1) there is some place to get beta versions faster?

(2) do you pretend to release some kind of tutorial/HowToDo or interview video about the making of this hack?

thx for your hard and great work!

cheers
94
ROM Hacking Discussion / Re: (PSX - Aconcagua) Can't figure out how compressed text works
« Last post by 730 on February 19, 2018, 01:35:49 am »
There seems to be a pattern where 00 means the next 8 letters are to be copied as is. When the 00 is replaced with 80 (aka  1000 0000), it causes a fluctuation 8 letters later. Just like you said, a bitwise 'countdown'

Wow, I hadn't noticed that, I guess I'll look into it tomorrow. That countdown seems to be done with just about any value though, so it's weird.
For now, modifying the code to load text directly seems to be the easiest method to achieve this, I'm gonna have to find out where the text starts being loaded and where it ends, so I can compare the size of the compressed text with the uncompressed text, since if it really is compression, uncompressed text might not fit in the disc.

Have you tried adding that code to your text?

What code? If you mean that LZ snippet, I've yet to figure it out (going from low level to high level is difficult jesus).

On another topic, I've tried opening the game's STR files with some STR players, but none of them can open them. I don't even see a header in them, if there's supposed to be one. Part of this translation would be adding English subtitles to the few Spanish lines in the cutscenes, so I'm gonna have to figure these out too.
95
I was searching for the reason my copy won't load (anti-mod) and ran into what looks like the same compression you've been describing. If this is compression, it's just about the crummiest scheme I've ever seen. There seems to be a pattern where 00 means the next 8 letters are to be copied as is. Have you tried adding that code to your text? When the 00 is replaced with 80 (aka  1000 0000), it causes a fluctuation 8 letters later. Just like you said, a bitwise 'countdown'.

F8 0F 20 20 20 20 20 53 00
?--?-- -- -- -- -- --S

4F 46 54 57 41 52 45 20 00
O--F--T--W--A--R--E     

54 45 52 4D 49 4E 41 54 00
T--E--R--M--I--N--A--T

45 44 0A 43 4F 4E 53 4F 00
E--D-- --C--O--N--S--O 

4C 45 20 4D 41 59 20 48 00
L--E-- --M--A--Y-- --H

41 56 45 20 42 45 45 4E 80
A--V--E-- --B--E--E--N

20 4D 4F 44 49 46 49 E1 0F 01 C8
 --M--O--D--I--F--I   

2F 43 41 4C 4C 20 31 2D 00
/--C--A--L--L-- --1- -

38 38 38 2D 37 38 30 2D 00
8--8--8- - --7--8--0- -

37 36 39 30 00 00 00 00 00 
7--6--9--0
96
Gaming Discussion / Re: one handed games?
« Last post by Chronosplit on February 19, 2018, 12:43:17 am »
Not the platforms you're looking for, but the GBA Pokemon games have a button mode in the options which turns L into A, meaning you can play them all with your left hand (especially with the original model).

This applies to the GBA ones only I believe, however any hack on these games' engine will also have the option.
97
Personal Projects / Re: Mario World Improvement project
« Last post by Ar8temis008 on February 19, 2018, 12:24:31 am »
You can re-enter crumbled castles by pressing and holding L+R. Personally I prefer the castles to crumble. Could you restore that?
I'm going to simply make crumbled castles re enter able, this will be a feature in the next update. Otherwise, sure.
98
Perhaps make more ROM hacks,

If I may make a suggestion, however bold and stupid it may be, how about trying your hand at touching up the NoProgress patch for Dragon Quest VI as that thing desperately needs finishing up. I hope I'm not overstepping my boundaries here though.
99
it keeps getting shifted right by 1 bit every loop that a byte is stored to the decompressed area (also at some point it gets 0xFF added to it, such that it ends up being 0xFFXX, XX being the loaded byte, and I think this loaded byte is also the bytes that are "skipped" that I mentioned).

I think you found the getbits function. The typical LZ type decoder has three paths:
  1  Uncompressed raw data
  2  Compressed pointer / size pair
  3  End of file marker (-1 in the code below)
Although any attempt to compress such a small payload will result in expansion. I think this is a more of a text preprocessor than any form of depacker or decrypter.

Anyways here's what an LZ decoder looks like
Code: [Select]
// source https://oku.edu.mie-u.ac.jp/~okumura/compression/lzss.c
unsigned int   insize;
unsigned int   outsize;
unsigned char *indata;
unsigned char *outdata;
unsigned int  inptr;
unsigned int  buf;
unsigned int  mask = 0;
unsigned char buffer[N * 2];

// get n bits
int getbit(int n) {
    int i, x;
    x = 0;
    for (i = 0; i < n; i++) {
        if (mask == 0) {
            if ( inptr >= insize ) return -1;
            buf = indata[ inptr++ ];
            mask = 128;
        }
        x <<= 1;
        if (buf & mask) x++;
        mask >>= 1;
    }
    return x;
}

void decode(void) {
    int i, j, k, r, c;
    for (i = 0; i < N - F; i++) buffer[i] = B; // clear the buffer to avoid infinite loops
    r = N - F;
    while ((c = getbit(1)) != -1) {
        if (c) {
            if ((c = getbit(8)) == -1) break;
            out[outsize++] = c;
            buffer[r++] = c;
            r &= (N - 1);
        } else {
            if ((i = getbit(EI)) == -1) break;
            if ((j = getbit(EJ)) == -1) break;
            for (k = 0; k <= j + 1; k++) {
                c = buffer[(i + k) & (N - 1)];
                outdata[ outsize++ ] = c;
                buffer[r++] = c;
                r &= (N - 1);
            }
        }
    }
}
100
Personal Projects / GuitarFreaks and DrumMania V2 Hidden Charts Patch v0.5
« Last post by Sakamoto_Neko on February 18, 2018, 11:43:38 pm »
Hey guys! I've been modding games from the Playstation 2 GuitarFreaks and DrumMania series and I'd like you guys to test out my patch for V2. It is complete, but not fully tested due to lack of time on my end. Here's some screenshots:



And a video showing the hack:
https://youtu.be/Vnqbi300Y5Q

This patch enables a few hidden charts that are otherwise not playable through normal means.


HOW TO USE:
Patch on a GFDMV2 iso file using xdelta. Details of iso used are as follows:
CRC-32: 90a07a6d
MD5: 7bbda6826ede1e83a8783f42941c667c


CREDITS:
Centaur1169 for the numerous valuable details on GFDMV2 data.


NOTES:
Here's a list of all the hidden charts in the game:

Bass:
Green Lime EXT
愛のために。 EXT
未来の地図 EXT
DAY DREAM EXT (replaced with the new V4 chart)

Openpick:
魔法のタルト BSC
魔法のタルト ADV
魔法のタルト EXT

It's pretty much complete, but I'm labelling this as Beta v0.5 as it has not been fully tested. I'd like for you guys to test out the hack on real PS2s (via OPL and disc) and also PCSX2 to see there are any issues, thanks!

DOWNLOAD HERE: https://www.dropbox.com/s/cmhh7wpd2cnazwb/gfdmv2_hidden_charts_patch_v0.5.zip?dl=0
Pages: 1 ... 5 6 7 8 9 [10]