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Messages - Nyxos

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Newcomer's Board / [SOLVED] Having trouble with Cartographer Help!
« on: June 16, 2013, 12:24:09 pm »
I encounter errors such as:
Failed to open sjis.tbl
#0: Table file cannot be opened

I am using this table file, , can anyone help me?, the source file is using sjis encoding btw. All files are on a common folder wherein cartographer.exe, sjis.tbl, sourcefile, command.txt are on it.

Finally fixed it, no worries

Newcomer's Board / Re: A Question about UTF-16 LE
« on: May 31, 2013, 02:06:43 pm »
Of course it can change. Look up a tutorial on ELF files and PSP relocatable sections. Other than that, it's just a normal file.

This. Just locate to what address the text gets loaded into RAM and set a write break point on that location. For UTF-16 (it's probably rather UCS2) it's probably using the assembly instruction "lhu ..." and later adding 2 to some offset. Change that to "lbu ..." and only add 1 to the offset. Depending on how the game is written, that might be all there is to it. If you have no idea what I'm talking about it's probably too early for you and you should read up on assembly programming.

Thank You. I will try all of those that you recommended to me.

Newcomer's Board / Re: A Question about UTF-16 LE
« on: May 31, 2013, 04:59:49 am »
I don't really understand what your actual question is, but if you want to know whether you can reduce the space needed by the text, then yes. However, you'll have to reprogram parts of the game's text decoding routines.

But first you might rather want to look for a way to change the file's size instead. This should be possible almost always.

Exactly as you said, my problem really is the LBA measure and I am finding a way on how to alter it. To be more specific its the PSP's LBA routine, since an EBOOT.BIN is not allowed to change in size. In a way that you mean, "decoding routine" meaning the font used or the process on how the main executable reads the text?

Newcomer's Board / A Question about UTF-16 LE
« on: May 30, 2013, 10:56:30 pm »
I know that this may seem to be a insane question since UTF-16 stores text as surrogate pairs xD, Is there in any such way that we can translate a file which has a LBA measure (meaning no changes to the filesize). I know that this is insane but UTF-16 stores the letter A as (00 41) which is crazy meaning one UTF-16 character is equal to a single ASCII character in size.

Newcomer's Board / Re: [HELP] Batch File Creation
« on: May 30, 2013, 07:50:42 pm »
No, I didn't require any Batch Renaming Utility. I needed a Batch file to run my program through various files and output them as their generic filename with a *_dec added to it. Sorry for not making this clear.

Newcomer's Board / Re: [HELP] Batch File Creation
« on: May 30, 2013, 06:46:59 am »
AHA! Never heard of that one. Yes, that is a much better command; it just got added around the time I quit heavy Windows usage. m(_ _)m

I am also surprised that a command such as that exist xD or is it just me not knowing better xDxD. Thank you also for your help

Newcomer's Board / Re: [HELP] Batch File Creation
« on: May 30, 2013, 12:28:08 am »
You can always learn.  ;D

FORFILES is ingeniously straightforward.  It looks like all you need is
Code: [Select]
FORFILES /c "cmd /c prog @file @fname_dec.@ext"
For every file in the current directory, this will run the command
Code: [Select]
prog [filename].[ext] [filename]_dec.[ext]
The alternative would be to throw something together with Excel (or some other spreadsheet) using its string-concatenation functions.  Ugly, but it works.

Is this the code?
Code: [Select]
FORFILES /c "cmd /c prog @file @fname_dec.@ext"
i would like to run the program through all the files with a extension .fv and then the output files would have a *_dec.fv added to their filenames as the output, sorry for being a n00b at this ;D.

EDIT: Solved!
Figured it out myself with your format @Jorpho-san, here's what I did
Code: [Select]
FORFILES /p *path/folder of the sourcefiles* /c "cmd /c
progam.exe @file @fname_dec.@ext"

I thank you for helping me a lot.  :)


Newcomer's Board / Re: [HELP] Batch File Creation
« on: May 29, 2013, 10:32:31 am »
I am running Windows 7 (not mine) atm. I would like to run it. As stated on my main post I don't really have much knowledge on MSDOS.

Thank you for the codes BRPXQZME, but I require the code on MSDOS (Windows Shell), I don't possess a PC that can run a Virtual Machine to run the code on a Unix system for now (PC is slow as heck). As for Cygwin and Mysis, I don't want to install such programs on this PC cause its not mine, though I have them on my Laptop but my LT has a busted Backlight which in turn I cannot use :). Anyways thank you for the replies, though I really require that program :)


Newcomer's Board / [HELP] Batch File Creation
« on: May 29, 2013, 08:50:09 am »
Hello and Good Day,

I would like to create a batch file, wich I dont know how to make (n00b!). I am not much familiar on MSDOS Commands but on the contrary I only know a small portion of it.

The format would be this:

Legend: Program = prg, SourceFile = sf, Output = out

prog sf out

I would like to input a lot of source files " and-so-on" that would retain their original filenames but with a "_dec" on the end of the filename. Thank You


ROM Hacking Discussion / Re: About cheat devices
« on: May 28, 2013, 11:38:07 pm »
I think popular cheat codes such as AR, GS and CB changes an address on the memory (RAM), the best way to do it is to do some pointer searches. Once you find your desired pointer then you can start and fiddle things.

If your starting on finding some cheats on the DS, then use emulators such as NO$GBA and Desmume. I prefer desmume for its various tools such as the disassembler and the View Memory function.

ROM Hacking Discussion / Re: [PSP(CPK)/PS2 HELP] Mana Khemia 2
« on: May 28, 2013, 10:32:58 am »
You won't have any success with the file names there: CPK files containing an ITOC can reference files only by their index. If there were a standard TOC with folders and file names the tool you used would surely prefer that one. So your best bet is to work with the PS2 version; I can't help there, though, as I'm not familiar with the anatomy of Gust games.

I also thought about that during the lines of my research if only the CPK has a UTF table then this would be easier working with it is much easier than TOC and ITOC *sigh*.., I am also thinking of dropping the idea of since the other CPK files only contain Sound/Voice Files and only the DATA.CPK contains what I primarily want, but if there would be a way then I am also open for suggestions. My only problem on the PS2 is the extractors coordinates on the offsets I cant find them, so I need help. I'ts ok, were on the same boat I recently peeked on the GUST format and got the hang of things a bit but not to the extent that I could find pointers and specific table offsets xD. Anyhow thank you for the reply


As per my speculation my progress on decrypting and having full access to the files are @:
PSP: 80%
PS2: 20%

I will release my work if this project pulls through. I can edit the gamefiles scripts and also view *.tm2/*.tim , BG, Overlay, Sprites etc.., this fact is only for the psp version of the game. The problem lays on the RPK.BIN which I cannot locate the Offsets. So if anyone is willing to help then I would gladly appreciate it

EDIT2: A breakthrough (a bit)!!!
I finally managed on ripping the sprites, bg, overlays on the RPK.BIN on the PS2 version. All I need is the IN-game scripts and some qv files. This really motivates me in finishing this now hahaha. Lets shift to the PSP version, when I extract the ITOC'd CPK files, I always end up with files ranging from 10-0kb, and when I try to load em on the Cube Player it always detects them as a RAW PMC sound file, and when I try to convert em' the resulting file ends up with a gibberish sound

EDIT3: A problem arises
While decrypting some files within the DATA.CPK on the PSP version. I came across files with a header "HSE" and "IECSsreV" considering their position which is in the fp folder (graphics folder) we can assume that the two files are images of some sort. Since my decryptor handles the decryption where you yourself must input the output extension and location, on that case I have no clue what is it's generic extension. Here is a sample of both:

ROM Hacking Discussion / [PSP(CPK)/PS2 HELP] Mana Khemia 2
« on: May 28, 2013, 08:23:50 am »
Hello and good day,

I am working on a project based on Mana Khemia 2. And I direly need the resources of the game preferably the PS2 version. I have encountered various tools but to exract the files from the RPK.BIN but with no success, it seems that this tool: (which is exar2rpk.exe) can open the RPK.BIN from the PS2 version, but this tool is designed for Ar Tonelico since the 2 games are made by Gust, I assume that both have similar formats and also headers which are similar on both games. They say that a program called "lilie.exe" can extract archives from GUST games but they say that it is a paid app but if anyone has it and is willing to share you can also PM me (no intentions mentioned xD) :)

My main problem and would like to accomplish (as stated before) is that I would like to extract the contents/resources of RPK.BIN from the PS2 US Mana Khemia 2 Fall of Alchemy but the tool that is provided is made for the game Ar Tonelico, but basing on the src that is with the extractor, you can alter the code. Further about that, is that, I am not much versed on the PS2 format and have recently started tinkering things. By analyzing the src the key parts are the Name_Table_Offsets and the Offset_Table_Offset, unfortunately I cannot locate them even though I dumped a lot of RAM dumps and searched and searched and searched, since I am not well versed on the PS2 area. I only require extraction on this area, no more no less.

Secondary problem is the PSP JAP Mana Khemia 2 Portable +, the DATA.CPK which is within the psp backup/iso is not a problem since critools can decrypt and pack the archive but the problem arrives when it comes to the other *.CPK's I did a lot of modifications and alterations to some files but to no avail, and after a while I found this tool: which can extract the remaining *.CPK's which I am glad, but the problem is the files are arranged generated by ID's and becomes "headerless" (unreadable headers are generated on each of the files) which the tool recognizes the *.cpk's to only have ITOC and with no @UTF Table which is kinda hard to identify each individual files. So if possible I would like to extract files within these CPK's properly (with proper folder assignments and names and also extensions) and if possible compression also (back to a readable CPK)

If anyone is willing to help then I would gradually appreciate it. I would like to solve the 1st/Main problem first before the secondary. I extend my thanks to those who would help and would like to repay them in such a way that I can handle.


Newcomer's Board / Re: Introduction Topic
« on: May 25, 2013, 03:26:03 am »

The name is Nyxos. I understand the gist of what is rom-hacking in general and would be happy to learn more from this board. I recently started rom-hacking, in general I am a "half-noob" xD ;D

My utmost interest in rom-hacking is text alteration i.e translation, I currently have 16 games that are in the process of translation. Specially games that are not yet ported to the west. Most of em are BAMCO and FALCOM games to be exact.

I am also interested in basic/complex compression systems.

The consoles that I am majorly working on are the PSP, GBA, NES,SNES.

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