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Messages - Z3R0X

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Here is the patch, that has EDC/ECC correction just for the sake of it :thumbsup:
Let me know if the game run as intended.
How I did the patch?
I use the CW codes that you post to get the offsets of the DRM instructions and saw a bunch of branch instructions, I just modify the conditional branches for always branches and that it.

Here are the actual offsets that I modify:
RAM means RAM offsets and ROM means the actual BIN offsets both in HEX, the 4th line is the original MIPS instruction and the last line after the <> is the modified MIPS instruction.
Code: [Select]
Check 1
RAM = 0x80016B58
ROM = 0x00016090
06 00 62 14
15 00 00 10

Check 2
RAM = 0x800217C4
ROM = 0x000225EC
05 00 62 14
0F 00 00 10

Check 3
RAM = 0x800201B0
ROM = 0x00020D78
05 00 82 14
0F 00 00 10

Enjoy man! ;D

From the documentation I can find about cwcheat, the plugin edits the PSP ram locations which in turn edits the game.

found here (

As it affects the RAM, Do I create a patch that runs before the game to patch the RAM upon loading?

Very new to hacking psx games especially in removing DRM.

I can do a patch to remove the check.
I need the full game name, version (if they exist) and region.

The tetris Sakura game for the PSX has an anti-PS1-modchip check which prevents some emulators from playing the game. This is particularly a problem for the PS Vita where the 6.10 pops fails to pass the check. Thankfully a code was generated and shared on reddit which can bypass the check using the cwcheat plugin.

Is it possible to take the code and modify the iso to bypass the check automatically?

That is not hard if you already have the RAM patch code.

Programming / Re: Emulator for SNES hacking?
« on: June 08, 2019, 10:04:05 pm »
Last I had used No$ disassembler, it by defaults outputs in X86 mnemonics rather than the proper 65816 (can be fixed in the settings) but far worse problem is that it didn't even consider instruction re-sizing SEP/REP in the output.
THAT pretty much makes it almost useless.
I had to use it and manually correct it when I needed to work on something I could only get running in No$ (which is extremely unusual) but I would otherwise avoid it. Not unless that gets fixed.

I never have problems with SEP/REP instruction re-sizing on NO$ :huh:

Programming / Re: Emulator for SNES hacking?
« on: June 08, 2019, 07:56:37 am »
I use Geiger's + No$SNS, why?
- Memory search.
- Memory W/R breakpoints.
- Hex editor.
Lacks of real time assembler/disassembler.

- Excellent assembler/disassembler to debug in real time.
- VRAM viewer
Lacks of W/R breakpoints and memory search.

I haven't used Bsnes yet.

ROM Hacking Discussion / Re: Would these patches work on these ROMs?
« on: June 06, 2019, 10:24:16 am »
Why don't try if they work on the NESC, the system is just an emulator machine, is not like the console will die by a bad ROM, it might crash but nothing that a reset can fix.

Most of the time games with different regions have different code, that means the offsets will change, quick example GameShark codes are different depending of the region of the game.
What you need to do:
- Look for the hook in the hacked version.
- Locate how the hook reads button inputs (NES and SNES just read certain offsets for imputs)
- Understand how the custom function read palette or what that func do, branches, call another function, etc.
Note: if you do not have any experience in assembly you will have a hard time.

I was doing that, but there is a million lines to compare lol.

Well those "lines" are the changes  ;D
I don't know what are you looking for.

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: May 30, 2019, 09:56:10 am »
Here is an update for my Castlevania CoD tool, I hope you like it:

The emulators are not the problem, BIN images have ECC/EDC blocks, some emulators ignore them (ePSXe) others not (Mednafen, XEBRA) if an accurate emulator detects that the data in X sector is not equal that ECC/EDC, the emulator will use the data that is on the ECC/EDC and will discard the midfield sector.
That is why my tools have an ECC/EDC corrector, if you modify a byte in a sector the ECC/EDC will not match.

ROM Hacking Discussion / PS2 Raw Image
« on: December 28, 2018, 11:14:37 pm »
Hi, I got a RAW PS2 with tile molester, but I can't get the correct colors, I can see the image at 40x1x with 32bpp, when I edit like that the images get garbage on the PS2, any help?


ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: December 28, 2018, 08:28:09 am »
My Castelvania SOTN Tool, next update will have enemy atack damage modifier, and item attributes modifier, enjoy!  ;D

Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v15)
« on: August 12, 2018, 12:01:56 am »
Has anyone checked into the ability to patch these fixes into Legacy Collection X6 now that it has been out for a few weeks?
There is out of the questions, the exe of the PSX version is compiled for MIPS and the PC is compiled for X86, ace will need to redo everything again.
But X Legacy Collection are BAD LAZY emulation.

Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v15)
« on: August 09, 2018, 04:04:16 pm »
I'm getting a "file invalid! notation, and it's saying i need "Mega Man x6 (usa) (v1.1).bin" (redump)

and then it says

MD5: 237B6FEDDD1A88E86AB1CDDC8822FO3F, i'm unsure how to fix this, considering i've been trying every rom i've come across.

That means that you are trying the incorrect version and "BAD" dumps of the game, redump versions are verified and clean.
You can see here the correct info for that particular version, so look for a good dump, also MD5 is a nice hash and very unlikely to collisions.

Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v14)
« on: August 06, 2018, 08:45:13 pm »
Caught a quick glimpse of the retranslation & I like what I saw so far! Thanks for posting, BlazeHeatnix!

As for a retranslation, I'm up for it! I can help with editing & proofreading the script if necessary!

I'll be repatching X6 later on for another playthrough. If I run into any issues, I'll post!

August 06, 2018, 05:52:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So far, I've ran into one problem. When I do the combo for the Sentsuizan, it doesn't work at all if I choose the Cancellable option. Played on the PSP.

Here's the options I enabled.

I think the Cancelable Sentsuizan must change a flag bit.
Press up + square (Andi 0x10) but if you enable the remap to up + triangle the concealable should change to andi 0x20

Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v12)
« on: August 01, 2018, 08:20:16 am »
(Was about to share a v13, but found something I need to take care of at the last minute  :P)

Btw, to keep a better control of links posted, from now on the latest download link will always be on the first post

z3r0x yes, I've saved a lot of space by optimizing my older stuff than it needed to be, so I haven't had the need to look elsewhere yet
Good going, this goes to the version infinity+!  :woot!:
I'm still investigating the fancy way to load custom data to RAM without worrying about allocated space being overwritten, I have a source code for old school trainer programed by a very talented group (Paradox) this is new territory for me :banghead:
But I want to learn form the pros! ;D

Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v10)
« on: July 30, 2018, 04:43:16 pm »
It got political so to speak, so it's been put under a temporary lock. It'll be back eventually...
The user that starts that should be suspended for a while, not your thread...
Are you still using the same SLUS offset for the custom routines or you run out of space?

Personal Projects / Re: Mega Man X5 Improvement Project [PSX]
« on: July 28, 2018, 07:56:42 am »
Those are very awkward size variations. I would assume is because they kept the constrains of the original version, but some of those are actually bigger. Maybe it's the size of the japanese ones?
That will be a problem I assume if we want to replace these images on the original PSX we will need to rebuild the CD image or just make it smaller to fit in the original size.

Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v09)
« on: July 26, 2018, 07:40:58 pm »
This is a very big tool, I have seen the sources for autohotkey and is very hard to maintain, I don't know how can I help you acediez.
I'm working on Resident Evil 2 Tool and trying to made Blade Dash more natural to use without doing a separate routine using a JAL, but the original routine has very limited space to work with :banghead:

Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v06)
« on: July 26, 2018, 06:32:52 am »
Excellent work as always, this tool is so BIG!
I will have a lot of work porting The tool to C#.

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