11 March 2016 - Forum Rules

Main Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Lilfut

Alright, I'll give it a shot. MM3 and MM2R definitely use the same engine, so it SHOULD work.

Edit: It unpacks the effect data, but has an error before it gets to the actual script. Here's the Java error details, if anyone knows what's going on:

[spoiler]See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
   at System.IO.__Error.EndOfFile()
   at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
   at System.IO.BinaryReader.ReadUInt16()
   at Metal3Trans.PakFile.ParseNameTree(Byte[] fileData, BinaryReader reader, Int32 fileTableOffset, String prefix, List`1 fileNames)
   at Metal3Trans.PakFile.Unpack()
   at DarthNemesis.TranslatorForm.UnpackFile(IPackFile packFile)
   at DarthNemesis.TranslatorForm.UnpackFile(IPackFile packFile)
   at DarthNemesis.TranslatorForm.UnpackFiles()
   at DarthNemesis.TranslatorForm.LoadToolStripMenuItemClick(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
    Assembly Version:
    Win32 Version: 2.0.50727.8009 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    Assembly Version: 1.0.5830.33190
    Win32 Version: 1.0.5830.33190
    CodeBase: file:///C:/Users/Ben/Desktop/Emulators/DeSmuMe/ROMs/DSLazy/Metal3Trans.exe
    Assembly Version:
    Win32 Version: 2.0.50727.8015 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/
    Assembly Version:
    Win32 Version: 2.0.50727.8009 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/
    Assembly Version:
    Win32 Version: 2.0.50727.8019 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/
    Assembly Version: 1.0.5830.32804
    Win32 Version: 1.0.5830.32804
    CodeBase: file:///C:/Users/Ben/Desktop/Emulators/DeSmuMe/ROMs/DSLazy/DarthNemesis.DLL
    Assembly Version:
    Win32 Version: 2.0.50727.8018 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the section.
The application must also be compiled with debugging

For example:

    < jitDebugging="true" />

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

So I've decided to start working on a translation of Metal Max 2 Reloaded for DS. I've unpacked it, and everything's in PAK files, which are of course extremely generic. That said, I opened it up in a hex editor and the header looks like it might be useful, does anyone recognize it?

The ETENT in particular looks like it might be meaningful, is that a known thing? Note that I have very little experience with this sort of hex editing.
Well, shit.

I guess once I finish up my script translation I'll at least post it somewhere for anyone to use with a request for credit (and to be contacted for any beta testing).
aabeta is a Japanese ROM hack of Romancing SaGa 3, which adds content and mechanics from all over the rest of the SaGa series. However, it is currently only available in Japanese, despite being excellent. I am working on a script translation, but I unfortunately have almost no ASM hacking knowledge. Is anyone from the Spanish RSG3 translation project - or elsewhere - available or interested in helping to translate the hack? I am a native English speaker, and know a fair bit of both Spanish and Japanese. I'm also hugely passionate about this hack and the SaGa series in general.
ROM Hacking Discussion / Re: Romancing SaGa 3 Hack !?.
August 11, 2015, 12:14:11 AM
I've been playing this hack a whole bunch in Japanese recently, and I'd be willing to help. I don't have any real coding knowledge, but I'm a native English speaker and am fairly competent in both Spanish and Japanese.
I know Romancing SaGa 3 is a popular subject for ROM hacks over there, I've seen a few videos adding characters and bosses from other SaGa games or even unrelated games and anime. Like the Creator from Makai Toushi SaGa:

I honestly probably have enough Japanese knowledge to translate some of these (using monospaced font) if I could get ahold of whatever tools they're using.
So what's the status of this thing? I keep hearing about it, is there some obstacle that's keeping people from finishing a patch?
Thank you very much. I will try it and see how it works.
I am trying to extract the sprite files from the (Japan-only, in case that somehow makes a difference) DS game Claymore: Gingan no Majo. I know that it uses sprites rather than models, and I don't want to have to use a screengrab program to extract every single frame of every single animation. I've tried TLP and Tile Molester, but neither of them returned anything recognizable as sprites. What program should I use?

(Note that I am a complete newbie to hacking, and I probably missed something very obvious. Please don't talk down to me, like some other forums I've been to do when I ask stuff like this)