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Messages - KC

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1
We have run extensive tests on a real Nintendo DS and haven't encountered any issues or crashes. Please make sure your dump of the japanese version matches the hashes given in the Readme, and also that the patching itself worked without errors. Please also check if it works in an emulator, if possible.

The patched game should have a SHA-256 value of BFABA4D78AF3413B46573F6F1F93A1BD29E10B8B20215DFE168E329C8E5B7872.

2
Version 1.2 was just released:
 * fixed crash when using Resupply on a real PlayStation 2
 * fixed crashes during battles against uncontrollable ally units on a real PlayStation 2
 * various small fixes and improvements

3
There was an issue with an unaligned load crashing on real hardware. That and a couple of other minor things should be fixed in the new version 1.1.

4
Programming / Re: armips assembler (v0.7c released!)
« on: October 04, 2016, 09:07:29 am »
Some updates from the last year:
  • N64 RSP support by sp1187
  • Expression functions added, builtin functions that can be called from inside expressions. For example, strlen, substr, fileExists, readByte, etc.
  • Partial parse time evaluation of expressions, if a block can be guaranteed to be inside of an unsatisfyable condition it will be omitted. This allows, for example, if/else blocks to have seperate equ definitions for the same symbol name. Equ is no longer allowed inside of blocks with conditions that can't be evaluated at parse time
  • Automatically determines and takes into account host endianness, and supports outputting data for both big end little endian platforms
  • Countless smaller changes, additions, and fixes

5
ROM Hacking Discussion / Re: Making hacking easier
« on: April 10, 2016, 05:14:05 pm »
A PC history is not practical for many systems due to the massive performance costs. For recompiled code it could cut the speed into a fraction of the original speed, even if it's encoded directly into the code.

And I'm probably biased, but I feel PPSSPP's and PCSX2's debuggers do a pretty goob job improving the user experience.

6
As was stated in the documentation I directly linked to...
Quote
public void write(byte[] b,
         int off,
         int len)

Parameters:
    b - the data.
    off - the start offset in the data.
    len - the number of bytes to write.
Try to see how far i*28 is from the start of the array you pass, for any given iteration...

7
The fact that the buffer array is not quite 7168 bytes long is probably related. Really, read the documentation... http://docs.oracle.com/javase/7/docs/api/java/io/FileOutputStream.html#write%28byte[],%20int,%20int%29

8
The default constructor is called before your program gets control. You don't have one, so that would probably cause issues later. As for fixing that error:
Code: [Select]
block[i] = wallSolid(x, y);

9
Programming / Re: armips assembler (v0.7c released!)
« on: May 17, 2015, 12:07:25 pm »
It's probably not terribly difficult to add. The new parser is a token based recursive descent parser, so you'd more or less just have to come up with some productions, turn them into a parsing function, and then add the retrieved enum/struct values as (qualified, preferably) labels. Not really one of my priorities, but everyone can contribute, and I'd be ready to answer questions in the RHDN IRC channel.

10
Programming / Re: armips assembler (v0.7c released!)
« on: May 07, 2015, 07:37:47 pm »
I'm glad you find it useful! It wasn't actually meant to be a sophisticated text inserter, so the string commands are somewhat limited. I'm currently working on a new parser though, which would allow you to at least split the text over multiple lines in some way.

Code: [Select]
.str "Bueno... ¿nos vamos a la cama?<\n>",7,1,
"¿O quieres salir a tomar el aire?<\n>",7,0,
"Hace una noche perfecta."

It's still not really ideal, but at least a bit easier to read. Other additions are possible, though I can't say anything about that at this time. I can't help you with your game either, unfortunately.

11
Programming / Re: armips assembler (v0.7c released!)
« on: May 07, 2015, 01:48:15 pm »
I see no reason why SuperH assembly would be harder to implement than ARM or MIPS.

12
Newcomer's Board / Re: Dragon Quest 7 3DS text file help
« on: February 26, 2015, 11:54:06 am »
16 bytes the filename, 4 bytes something else (possibly a hash), 4 bytes pointer, 4 bytes size, 4 bytes zero. Pointers are relative to 0x20*fileCount+0x50.

13
ROM Hacking Discussion / Re: Tales of Eternia PSP - Remove battery gauge?
« on: January 03, 2015, 07:58:24 am »
Neither of the cheats works. Only tested it in PPSSPP:
Code: [Select]
_S ULES-00176
_G Tales of Eternia [EU]
_C1 Battery gauge off
_L 0x2015D300 0x2402FFFF

14
Programming / Re: armips assembler (v0.7c released!)
« on: December 05, 2014, 09:02:01 am »
Hm, all those errors seem to be about implicit data type casts. Visual Studio is very forgiving there, much more than other compilers. I'll clean it up. Though there are probably more in other files.

15
Programming / Re: armips assembler (v0.7c released!)
« on: November 23, 2014, 08:48:52 am »
More changes:
-should now have full support for the PSP instruction set (prefixes so far only supported as separate opcodes, not in their combined form)
-now has an x64 configuration, and builds for it without apparent issues. The x64 build seems to be slightly faster, too

16
By the way if you are going to be playing in MIPS assembler most would probably hold http://www.romhacking.net/utilities/635/ as the gold standard for these kinds of assemblers around here, it does have MIPS as well but MIPS I rather than MIPS III is what it does. Now if you wanted to harmonise usage/syntax between the two then you might gain a few friends.
That's only true for the version on RHDN, the current version on the GitHub repository has vast but incomplete support for MIPS3 platforms like PSP and PS2.

It is definitely nice to see more work on these system though. I would definitely be open to integrate more N64 support too, if that is a route you would like to go.

17
Programming / Re: GBA raw graphics function
« on: August 31, 2014, 02:14:57 pm »
You need to shift the second index left by four bits.

Code: [Select]
value |= (byte)((pal.IndexOf(color2) & 0xF) << 4);

18
You can apply assembly hacks through a hex editor. Though I wouldn't recommend it. If you want to avoid assembly then your characters need to stay within the original limits.

19
Most games don't support variable heights. It will probably need a few basic assembly hacks.

20
Newcomer's Board / Re: 6964 - Mysterious number in Hexadecimal guide
« on: August 03, 2014, 12:22:20 pm »
It looks like it's the file size, excluding the number.

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