11 March 2016 - Forum Rules
Started by creeperton, September 03, 2014, 09:29:54 PM
00070b28: 92a50000 lbu r5,0x0000(r21)00070b2c: 26d6ffff addiu r22,r22,0xffff00070b30: 12c000fa beq r22,r0,0x00070f1c00070b34: 26b50001 addiu r21,r21,0x000100070b38: 00121c00 sll r3,r18,0x1000070b3c: 00031c03 sra r3,r3,0x1000070b40: 000310c0 sll r2,r3,0x0300070b44: 00451004 sllv r2,r5,r200070b48: 146f0017 bne r3,r15,0x00070ba800070b4c: 02629825 or r19,r19,r200070b50: ae130000 sw r19,0x0000(r16)00070b54: 26100004 addiu r16,r16,0x0004
QuoteUnless you know of a Windows tool that lets you search through specified binary files or directories for specific bytes?
Quote from: creepertonOk, time for an update.Vehek found the value I need to change to make that one code permanent. He found it in BATTLE.ARC.http://www.romhacking.net/forum/index.php?topic=18596It turns out that BATTLE.ARC is compressed. It uses LZS compression, which is handy because there are tools to work with that at Qhimm.http://forums.qhimm.com/index.php?topic=15521LZS tools:http://forums.qhimm.com/index.php?topic=15325.0An *.ARC file is an uncompressed archive.http://biolab.warsworldnews.com/viewtopic.php?f=3&t=125I split BATTLE.ARC into it's 2 subfiles, subfile #0 and subfile #1. #0 apparently doesn't use LZS compression - I'll scan it with Trid later. #1 is LZS and it decompresses just fine.My current questions for you are semi-related to these things.My spreadsheets don't work too great because I don't have a tool that allows me to import multiple files into a disc image all at once. This is a problem because I have a directory of 256 files that I need to import into a disc image. CD Mage doesn't let me do this, nor does CD Tool or cdprog.The solution is to work directly with the disc image.When I was making my magic-only mod I needed to calculate the defense values of the armors in the game. This is a pain, because there are 5 bytes which determine these values. They work like this:base defense = signed bytedefense boost 1 = signed bytedefense boost 2 = signed bytedefense selector 1 = 8 bits, 1 for each elementdefense selector 2 = 8 bits, 1 for each element=IF(defense selector 1 = yes)AND(defense selector 2 = yes)THEN(effective defense = base defense + defense boost 1 + defense boost 2)=IF(defense selector 1 = yes)AND(defense selector 2 = no)THEN(effective defense = base defense + defense boost 1)=IF(defense selector 1 = no)AND(defense selector 2 = yes)THEN(effective defense = base defense + defense boost 2)=IF(defense selector 1 = no)AND(defense selector 2 = no)THEN(effective defense = base defense)The actual spreadsheet is more involved than this, this is just a summary.My point is that after doing this I realized that I can easily calculate base addresses to patch to each file in the disc image, but only if I know exactly how those addresses are found in the disc image.Is there a specification for how *.bin/*.cue disc images are organized? Like is there a header which lists the starting points of each file, is there some relationship between the size, or name, or type, or location of a file in the human-readable disc image you see when you open it in CD Mage - and the location of that file in the human-unfriendly version?Also what is error correction data? How can I locate it? Is it located in certain fixed places in a disc image (every 40,000 bytes)?For example, let's say I have a disc image called "game.bin" with 3 files in it.file-------length (bytes)game.exe---80000vid.str----200000info.arc---40000How would I find the location and length of each of these files in game.bin? How would I find error correction data?---http://biolab.warsworldnews.com/index.phpSaGa Frontier Community Forum
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