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Digimon World [PSX] Hacking Project

Started by Romsstar, February 13, 2011, 05:36:00 PM

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Ze0N

SO much work has been done on this project since Me or Romsstar last posted. We have been working together on it since then.

Some things we can do now:
-MAP files almost completely understood, including 3 types of files inside the MAP files:
   -Collsion
   -Image placements
   -Enemy placements
-Tool to modify the LBA table inside the SLUS/SLES file so we can use game files of any size
-SCN files mostly understood, split into individual commands (lots of these figured out, can create custom conversations with battles and various other)
-Loads of other smaller things

At some point we might release an all-in-one tool for modifying this game, including a map editor, script editor etc. but there is still much we can do yet.


Quote from: raymondkone on July 28, 2012, 02:27:42 AM
Hi, I am new to hacking and would like to ask if the following ideas are feasible:
1. Setting a upper ability limit specific to each digimon (By modifying data in MMD?)
2. Modify the battle bonus system. Let the player to choose which ability to increase.
3. Change the life system so that player can use battle bonus to extend digimon's life.

How should I start?

To do these things you would need to modify the SLUS/SLES file. Me and Romsstar haven't looked at this file much apart from modifying its LBA table and identifying a load of values inside it for colours, font, techniques, items, interface sizes, etc.

You need to be very good at assembly. If you are new to hacking, I don't want to dishearten you, but these things would be pretty difficult to do. If you are determined enough, to start you should learn MIPS assembly for the PSX. Try to dissasemble the SLUS/SLES file and look at its instructions.

raymondkone

Thanks for the tips and good to hear your progress.

Cosmic Energy

#62
Another edit, as I've now read the rules and realised asking others on their progress doesn't support the etiquette, so I apologise for that.

Instead, I'll simply commend you on your work so far, because this is my favourite game of all, and the one that drove me to discover ROM hacking beyond simple hex editing, so good luck on your project. :)

gledson999

Romsstar congratulation with you tools putting enemy will be a my dream, but i come here to you send me the pointer tables to help me with my translation
see here http://www.youtube.com/watch?feature=player_embedded&v=WzjwKlMk9EM

the CUE helped me then with character dodification, the only problem are that pointer are hidden

arcantius

Hi gledson....I don't think Romsstar will answer soon.......he was in hospital (read his blog  about the translation of digimon world re digitize for more information)

gledson999

Quote from: arcantius on February 13, 2013, 03:42:00 PM
Hi gledson....I don't think Romsstar will answer soon.......he was in hospital (read his blog  about the translation of digimon world re digitize for more information)
ohh  :o thanks for You Notice Arcantius I'm confirmed you notice

http://digimonworldre.wordpress.com/

Blue_Wind

May I ask for the game you've fix (Especially for MP Consumption Bonus)?
I mean the iso file or what ever..
Since I. Know nothing about game hacking..
I miss this game, but the 'MP Consumtion Bonus' Giltch frezze my game frequently..
Thanks before..
Nb: I play this game with epsxe emu v1.6..
With Epsxe v1.8 the game will freeze the game too..
I wonder if you can fix this too..
Thank you very much..

lampuiho

Quote from: Ze0N on August 05, 2012, 06:22:04 AM
SO much work has been done on this project since Me or Romsstar last posted. We have been working together on it since then.

Some things we can do now:
-MAP files almost completely understood, including 3 types of files inside the MAP files:
   -Collsion
   -Image placements
   -Enemy placements
-Tool to modify the LBA table inside the SLUS/SLES file so we can use game files of any size
-SCN files mostly understood, split into individual commands (lots of these figured out, can create custom conversations with battles and various other)
-Loads of other smaller things

At some point we might release an all-in-one tool for modifying this game, including a map editor, script editor etc. but there is still much we can do yet.


To do these things you would need to modify the SLUS/SLES file. Me and Romsstar haven't looked at this file much apart from modifying its LBA table and identifying a load of values inside it for colours, font, techniques, items, interface sizes, etc.

You need to be very good at assembly. If you are new to hacking, I don't want to dishearten you, but these things would be pretty difficult to do. If you are determined enough, to start you should learn MIPS assembly for the PSX. Try to dissasemble the SLUS/SLES file and look at its instructions.

Yea but what debugging tools do you use to set breakpoints and such? I mean it's not like there is any emulator with a functional debugger.

HatrickRouletteTrick

#68
Regarding Map Editing/Viewer

I have currently extracted all imgs and tfs files out of maps 1-16
These assembled, form the world we know

Though map 17 seems to be a blockade.
I loaded the map17 .map files into a html gps module
And strangely enough it hyperlinked all the images together
Forming the actual world, instead of separated images. (not in pixels though)

So from what i've read in your research it contains   
   -Collsion
   -Image placements
   -Enemy placements

but there is also some hotspot gps involved (clicking areas)
I couldnt look in to it more recently because I happen to be very busy
But this might be a turning point for your missing RNG info.

acediez

#69
Sorry for necroing this thread, but I'm really interested in this project! I wish I had seen it earlier while it was still active!
I really hope the developers are still working on this.

This is one game I would be very excited to help. I know CINEMA 4D and have worked in architecture before, it would be fun to create assets while trying to reproduce the look of the game's low poly models and low res rendered maps.




Anyway, I also want to suggest a few extra modifications for the game. Mostly, to reduce "reset game until you get it" situations brought up by stuff happening entirely by chance.

One thing would be the chance of learning techniques during battles. I saw on your video already that you can manipulate them individually, that's great :) (the first thing I'll do for myself when you release your tools is to have them all be 100%, I think getting a compatible digimon for each technique is enough trouble, specially considering how many techniques depend on event battles)

It would be great if you could manipulate how tamer levels go up too.
Medals and tournaments aside... Sometimes you get a level up when your Digimon evolves to champion and/or ultimate, sometimes you don't. FAQs recommend "save before your Digimon is about to evolve, reset if you don't get a level up". Since Tamer Level plays such an important role to get progressively better Digimon (keep a bigger fraction of the faded Digimon's stats with each level), having it depend on luck to such extent slows down the game a lot.
Again, I believe this should be more consistent.