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Messages - Jandazekon

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Newcomer's Board / Re: I can't get tools from ps2sdk
« on: March 24, 2012, 05:11:21 am »

I don't see many other people being motivated to make one for you in this case.
Can't someone make it for me?
How long should i wait?

I didn't know:
"I feel bored." was a certain famous Metal Gear line.

Better while you feel bored than asleep. :P
I don't know what you mean.

What better time to learn than now?
I feel bored.

I have to do this operation many times on different files.
And i can't programming!, copy/paste programming?

I look for a program that works with any file in hex format this way:

1. You choose the source file.
2. Then you write where a chunk starts and ends.
3. The chunk starts with for example 69 58 47 36.
4. And the chunk ends with 99 00 00 00 00 00 00 00 00.
5. You choose a file to replace the chunk with.
6. The chunk is now replaced and (00) zero spaces must now be added or deleted after (99 00 00 00 00 00 00 00 00) for the file to take exactly the same size as the source file.
7. A new file is then created with the same file extension as the first file.

Newcomer's Board / I can't get tools from ps2sdk
« on: March 12, 2012, 05:57:21 pm »
I have the original ps2sdk. It is not ps2dev homebrew.
The ps2sdk includes information about ps2 tools dating back to 2000/2001.
And those tools is SMF2SQ and JAM tools from SCE. It should work on windows xp.
If someone has created the old SMF2SQ.exe from shell scripts, makefiles, c, h, ilb with programs i can't find or only bad tutorials on how to compile/build/create the toolchains into useable files. With SMF2SQ i am able to make ps2 music that uses the component sound library CSL. I first take a input midi file. Then the program converts it to a sq file. It will be executed by cmd.

Thanks in advance.

As the header files and static libraries provided by SCE are now searched in the standard directory, install them by executing sce/iop/install/
I have done that with Ch Standard. And i get:
Standard edition, version
(C) Copyright 2001-2009 SoftIntegration, Inc.

C:/Documents and Settings/Jandazekon> C:\usr\local\sce\iop\install\
C:\usr\local\sce\iop\install\ line 179: C:/Ch/bin/mv.exe: Not enough
memory (ENOMEM)
abort !
C:/Documents and Settings/Jandazekon>

And now how to make exe files from this?
Why don't from C:\usr\local\sce\iop\install\ make SMF2SQ with JAM tools?
I don't know how to make these programs. There is many folders, each with their own makefile.

The tools provided by SCE is not included in ps2sdk!
Gnuwin32 complains with makefiles, thus making it impossible to convert makefiles to exe.
The makefiles is only samples, thus not giving SMF2SQ and JAM tools from SCE!
The samples is only examples! A sample is like a test rom. The original ps2 tools is lost forever!
The JAM tools is authoring tools for the ps2.

ROM Hacking Discussion / Re: Open Source ROM Hacking Projects
« on: March 10, 2012, 12:45:37 pm »
Zelda oracles ZOLE by Lin is Abandoned closed source and he says:
the source code to the tools will not be released. ZOLE is my program, and people can put forth the same amount of effort into their own programs as I did mine. If they wanna use ZOLE's code for data reasons, they can decompile it. I don't believe in obfuscating code.

Newcomer's Board / Re: Converting s3m to seq, vb vh vab, vag - psx music
« on: January 31, 2012, 10:24:24 am »

Newcomer's Board / Converting s3m to seq, vb vh vab, vag - psx music
« on: January 16, 2012, 04:11:08 pm »
I have some s3m files i want to convert to psx music format files. For then making new psf with new instruments.
With the software i used. The loop points is gone or the loop points is wrong causing pops/clicks.
Converting s3m to midi with modplugtracker results all notes is off beat grid not accurate and wrong instruments.

I want better tools for converting modplugtracker instruments wav, xi, dls, sf2 to vab, vag, vb vh.
And tools for converting modplugtracker music, s3m, xm, it to mid/smf or seq.
And then using vgmtoolbox for creating new psf music with psx reverb.

The first PS3 game that i would do cheat codes for is:
final fantasy 13.

The first cheat code is replacing any battle ability like this:

Any ability magic that you choose and use is always replaced by doom or a modified physical attack with 9999999 damage.
This is the ultimate battle cheat code.

The next cheat code is speeding up the doom counter to quickly reach zero = one hit kill.

The next cheat code is modifying any enemy/boss magics to always be deprotect.
For one example when you fight against a gestalt. That enemy casts doom magic at the start of the battle.
And i have enabled enemy magic replacer to force any enemy/boss magic to always be deprotect instead.
Now no enemy or boss can't kill you unless they imitate adamanchelid forelegs trample on the ground.
Which is attack without display name.

The next cheat code is modifying twenty-sided die equipment item to always nullify damage taken on player.
Then both enemies and bosses will make zero damage on you. It's like god mode.

The next cheat code is modifying randomness of obtaining both common and rare items to always get it.
Replacing random with 100% instant.

The next cheat code resets a list of chosed events like using a time machine to only beat a one time boss unlimited times.

The next cheat code replaces any save station by a chosen one. You can the save game in one location. And then when you
load that save file. You are teleported to another save station location. This enables sequence breaking.

I am looking for a pc software that uses a usb cable that receives and sends signals to playstation 3.
It receives playstation 3 RAM and sends it to your computer through a usb cable that is connected
from your playstation 3 to your computer. The playstation 3 RAM will be embedded within the
computer pc software process. The playstation 3 RAM is editable in real-time. Then you select that software process with cheat engine and start cheating. And creating new cheat codes.

Is there any ps3 homebrew that let's you create your own cheat codes from scratch?
Like searching for health numbers and make infinite health cheat code. Or make magic modifier.
The magic modifier code let's you use any enemy/boss magic spell. Each magic spell has it's own
number. It's cheatable.

Newcomer's Board / Re: Extract files from any wiiware wad file
« on: August 19, 2011, 06:38:58 pm »
Then, um, you might want to ask it.
I have already said it in first post.

Newcomer's Board / Re: Extract files from any wiiware wad file
« on: August 19, 2011, 05:30:46 am »
Did you have a question that you wanted answered?

Newcomer's Board / Extract files from any wiiware wad file
« on: August 15, 2011, 10:16:54 am »
I can play them in dolphin emulator but i can't find a program that extracts files from a single wad file.
Like a wiiware wad file contains text + graphics + sounds + music + other files. It maybe is embedded or compressed.
All the files after extraction maybe is in unknown file formats. The file extension and headers may vary from wad to wad. Different wiiware games have different files in their wad file with unknown file extensions and headers.

All that's left is a lot of testing.
Has you modified the music into something new music already?

Newcomer's Board / Re: Rip GBA Instruments to soundfont
« on: July 12, 2011, 10:15:41 am »
I prefer DLS format, instead of SF2.
And sappy.exe can't export instruments to sf2, neither dls.
It only let's you export samples and midi.
The only sample format with loop points is: ITS, ImpulseTracker samples,
Write sample file name pattern as $I.its or $P.its
It can record to midi, it plays the song, gba2mid.

Newcomer's Board / Re: Curious.... SNES homebrew sound rom?
« on: March 07, 2011, 01:42:29 pm »
Please post the SNES homebrew sound.smc here.

Personal Projects / Re: The Console Tool (by Low Lines)
« on: February 03, 2011, 05:16:01 pm »
There is 2 unique ps2 games called soul reaver 2 and metal gear solid 2.
They can't be dumped and converted without knowing reverse engineering according to ps2 assembly.

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