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Messages - Tauwasser

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21
Never heard of fraktur you mussels?

I find it very readable and think it fits really well, actually.

cYa,

Tauwasser

22
If you scan a bank and find an invalid opcode, then it probably doesn't have any program data in it.
Lolwut? Err, no. Please actually look at a gb game once in a while before giving out this kind of misinformation.

Actually that wouldn't work with the games I chose. Pokemon Red / Blue are known for plopping data sections scattered all throughout the ROM. It's known for it's disorganization and all the data is highly compressed meaning there's a very large amount of data sections. To add to the mess and data section's Pokemon games have several other data types besides pictures, text, and music that are specific only to Pokemon games in general. If your the type of person who likes a tough challenge then you see why I chose Pokemon Red/Blue specifically instead of the others which were simplified.
While RBGY feature programming abomination after abomination, they are not particularly different from other games in their data management ― meaning it isn't particularly scattered just to be scattered. It just seems the compiler/programmer did a really bad job of organizing things every once in a while.

I'm trying to make a very advanced tracer that traces every function call and jump, disassembles the opcodes, and breaks it up into function blocks.
So another IDA Pro?

The leftover data is placed in a separate file to be linked in the exact same position as the original game.
Won't work. Once you edit it and some banks cannot hold data anymore, what do you do? You will have to move data and update all references, some of which might be circumstantial base offset trickery with multiplication etc...

Comments will be placed for the obvious lines like changes to a gameboy register.
Shouldn't it work the other way around? Place comments for things that aren't obvious?

All variables will have their own file named by their starting position in hexadecimal.
I think you mean variable name and not file name. Or are you going to extract RAM maps, too?

The purpose of this project is to fulfill a need for one. There is no program like this as far as I know, in case your wondering why you would ever need something like this is because it greatly if not admirably simplifies rom hacking. basically everything is done for you - all you have to do is skim through the disassembly and make sense out of it with the added bonus you have the full disassembly. No more spending days and weeks getting a memory map and how the sprites and graphics are generated and their locations.
This still requires much effort on the part of the hacker. You won't find a program that will tell you the how and the why of most things. You should IMO strive to be very good at identifying all pointers etc, since those needn't be in any native format at all, or needn't be immediate values somewhere. Instead, it can use an id, multiply it by some factor, add an offset, flip some bits and voila, pointer ready. You will have to account for those things... or at least you should.


So the basic things you would need now is something that traverses the init routine, marks all calls for traversal as well and actually expands them before traversing the init code and subsequent code further... Doesn't sound that hard to me, actually. The pitfalls will clearly be stack operations, custom pointer mechanisms, pointers into data tables with added base offset shifts (so you might expand the same data block twice by mistake...) and maybe custom mapper functions [currently working on PKMN Crystal's mobile phone code. A disassembler wouldn't know where those registers are set and might even think they're invalid. If that works, the compiler will surely optimize stuff that shan't be optimized...].

cYa,

Tauwasser

23
So what do you already have? What programming languages do you use? What are the hurdles you need help to overcome?

Generally, it is nigh impossible to disassemble a rom without prior knowledge of the inner workings of the assembled game. You can probably write code that finds pointer tables while running through code and which flags data as such and code as such... The really hard part is getting stuff to still be right when it comes out of your wonder tool. As for jumping and bank switching ― that can be a real pain in the ass, so yeah. You will probably end up having to build custom logic for the specific rom you are disassembling for that, if it doesn't use stupendously generic code from some SDK.

cYa,

Tauwasser

24
How about Bandai and Agency Sunrise?

cYa,

Tauwasser

25
News Submissions / Re: ROM Hacks: Pokemon Thunder Yellow
« on: June 24, 2010, 02:57:46 pm »
Path probably needs to have no spaces and no ANSI or Unicode symbols in it.

cYa,

Tauwasser

26
There are some numbers right at the top. Go fetch your glasses my son. It starts with Black followed by 88% gray and so on. Presumably those bytes are in the following order: B G R A where A is Transparency.

cYa,

Tauwasser

27
Personal Projects / Re: Fire Emblem (NES) Translation
« on: May 19, 2010, 07:20:35 pm »
I think you should make it a real subtitle and not some overlay,

cYa,

Tauwasser

28
Personal Projects / Re: Fire Emblem (NES) Translation
« on: May 12, 2010, 02:12:09 pm »
Haha, yeah. I was really tired when I did that, and couldn't think of a homonym for "movement power" at the time that didn't sound Engrishy. Mobility works just fine. ^^;

And yet, Assassin is a homonym.

Homonym.

Hahaha! Whoops. That's what I get for posting directly after waking up.

I meant synonym. [...]

 :(

cYa,

Tauwasser

29
Personal Projects / Re: Fire Emblem (NES) Translation
« on: April 28, 2010, 04:00:24 pm »
Dumped script

Alternate, in EUC format since the Shift-JIS version doesn't like to display properly in the last JWPCE for some reason.

Displays fine here, cheers.

cYa,

Tauwasser

30
Personal Projects / Re: Fire Emblem (NES) Translation
« on: April 27, 2010, 09:32:40 pm »
I also think the dissapearing/reappearing thing is caused by the compares. Problem with FE is that if you remove the handakuten compares, the whole text routine screws up.

If your routine is still the one you posted in the other thread, your handakuten and dakuten code was unreachable anyway, IIRC. You should fix whatever is displaying them after your DTE to ensure proper rendition of text.

cYa,

Tauwasser

31
Personal Projects / Re: Fire Emblem (NES) Translation
« on: April 27, 2010, 10:59:26 am »
Yeah, her name is definitely Sheeda. Dunno where you got Caeda. >_>

It's supposedly pronounced in ecclesiastical Latin, which comes close to the Katakana.

Also, is it just me, or does the text look funny as it's spilling out?

Looks like it is overwriting tiles that were already written to. Likely a small error in a counter somewhere.

cYa,

Tauwasser

32
Han is just used for Hanzi, the Chinese 漢字, because many other actual Chinese characters and derivatives as well as new creations are used in CJKV languages. However, your "han" files might simply be an abbreviation for some Japanese word that starts with はん and is relevant to maps, events etc.

cYa,

Tauwasser

33
Someone might want to double-check me on this, but I think it's right. The bytes "42 26 31 32" insert the player's name, and there might be a blank space opcode in there. The bytes "20 22" seem to be a carriage return command.

For a better table see the Unicode Code Charts. Also, see the UniHan database, where you will find most Han (CJKV) ideographs listed with presentational form pictures and all Unicode properties.

Also, your format is UTF-16 LE, sorry I didn't look at it earlier, but you posted a different string above.

cYa,

Tauwasser

34
Well, actually, I take back the one-byte observation -- looking at this again, the character "い" repeated in Jowy's textbox only matches up if the first Kanji, "気," is interpreted as a two-byte value. Is it possible Hiragana and Katakana are one-byte values, with two-byte values reserved for Kanji and certain text display opcodes?

Very much so. However, I have also seen games on recent consoles (GBA) that will have a table of thirty or so kanji addressed in two-byte values and mapped to one-byte values for the text following it. Also, many games will build their table from first appearance of a character in dialog, so it doesn't need to be ordered, though it would be neater. So if you see inconsistencies in character addressing, you might as well check out if there is some loading mechanism that will swap characters. Also, the most-used kanji might have gotten one-byte values by default, even tho the rest got two-byte values.

cYa,

Tauwasser

35
News Submissions / Re: Translations: Tactics Ogre, For Real This Time
« on: April 14, 2010, 01:45:16 pm »
Quote
It shows the dexterously of the character.

Change "dexterously" to "dexterousness."

Shouldn't dexterity suffice? Dexterousness is a really weird-looking work, because it's so long.

cYa,

Tauwasser

36
Personal Projects / Re: Super Mario Unlimited (SMB) - In progress
« on: April 13, 2010, 04:38:24 pm »
I never thought I'd see the day where people were harassed online for using proper formatting.

There is nothing proper about it. It's a remnant of typewriters and mono-spaced fonts. Usually, when setting text, the widths will be set according to the effect you want to achieve anyway. There are many different ways you can set this, specifically after periods. For instance, there are times when you would set a thin space before colons, periods etc., times when this is not appropriate. Usually, what the type setter will do after periods, is to replace that space with a slightly bigger one anyway. Double-spacing is at best a nuisance then. Sadly I couldn't find a good example picture I had seen earlier on this one. It was a good example incorporating I think six different, consistent ways, to set text, with highlighting like the following:



However, I have received word that I probably should not have directed my criticism in an open thread and therefore disrupting the topic. I should probably have sent a private message and been done with it. So yeah, I think it is poor formatting, and now everybody can move on to talk about SMB Unlimited again ;)

cYa,

Tauwasser

37
Personal Projects / Re: Super Mario Unlimited (SMB) - In progress
« on: April 11, 2010, 12:03:40 am »
Text

I wish double-spacing after periods was a punishable offense. Seriously, there is time and space for text setting -- yet, it's not on this message board. Also, usually typesetters will hate you for using spaces for this kind of thing, as it will require much manual labor to remove the damage and set it properly.

cYa,

Tauwasser

38
News Submissions / Re: Translations: Tactics Ogre complete!
« on: April 05, 2010, 10:08:55 am »
ISO 639 recognized languages only for Translation classification. Anything else would be classified as a Hack.
Why not use the private area of ISO 639-3 resp ISO 639-2? All codes starting with q are reserved for local use, so there should be no problem with that.
Also, I might add that the following languages do have language codes despite being artificially created:

Afrihiliafh
Blissymbolszbl
Esperantoepo resp. eo
Glosaigs
Idoido resp io
Interlinguaina resp. ia
Láadanldn
Lingua Franca Novalfn
Lojbanjbo resp. io
Novialnov
Occidentalile resp. ie
Volapükvol resp. vo

So yeah, the others could get a local use code that is binding within our database. Not that I would advocate their inclusion in the first place, but it is possible given only the constraint to use ISO 639-3.

cYa,

Tauwasser

39
News Submissions / Re: Translations: Tactics Ogre complete!
« on: April 03, 2010, 10:34:28 pm »
In the defense of keeping it in the database, it is a translation to another language. A fictional one sure, but translatable nonetheless.

I think we decided not to decide hosting on translation quality per sé (even for "fun translations") since Langfandood came along... Then again, it's not been uploaded yet and Gid probably won't upload it under his name >:P So he could always pull it.

cYa,

Tauwasser

40
News Submissions / Re: Translations: Tactics Ogre complete!
« on: April 03, 2010, 03:39:28 pm »
It wasn't added to the database. If you're talking about the news entry, then it probably should be renamed...

cYa,

Tauwasser

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