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Acmlm's Board - I2 Archive - Rom Hacking - Mario 64 - Amazing Stuff | | | |
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VL-Tone Red Cheep-cheep Level: 23 Posts: 199/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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Originally posted by tachyon Hmmm, first, are you sure you get a MIO0 file that is the same size? You can't just insert a differently sized MIO0 file back and thus making the ROM a different size, because even if your emu didn't warn you of a wrong size, the game will more than likely crash when run. So first, verify if you get a MIO0 file of the same size when you recompress. If it's the same size, paste it over the original. If it's smaller, paste it over too, but keep the rest of the data so it doesn't change the ROM size. If it's bigger you'll have to extend the ROM and paste it somewhere else in the extended part. For both a bigger and smaller MIO0 file, you'll have to find the 0x18 command that loads the file (sometimes there are a few of them) and change the start AND the end pointers so that they match the new MIO0 file. To find these commands, you can usually search for the MIO0 file start address, and almost all the occurrences you should find are part of 0x18 commands. You can also change the 0x18 in the command to 0x17, and paste the UN-compressed version of the MIO0 file into an extended ROM. Don't forget to change the start and end pointers too. That way you can edit bytes directly into the ROM without having to re-compress and insert the data each time. In other news, I started fixing my pictures in the first 7 pages of this thread, which were 404. I'll continue the rest in the next few days. |
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tachyon Octorok Level: 7 Posts: 23/23 EXP: 1089 For next: 359 Since: 07-28-05 Since last post: 5 days Last activity: 10 hours |
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whoa! how good IS your compression?! I did what you said, and the new file was about 7500 kb smaller! anyway, how do you know if the lines ( I'm talking about the rows of bytes at a certain rom address such as the first line of the rom, sorry I don't know the word for that) you find are 0x18 pointers or not? | |||
HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 8056/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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It's not my compression, it's Nintendo's. And my implementation actually isn't as good as theirs. | |||
VL-Tone Red Cheep-cheep Level: 23 Posts: 200/200 EXP: 64158 For next: 3565 Since: 06-06-04 From: In the Moon! Since last post: 5 days Last activity: 2 hours |
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Originally posted by tachyon Look at the format of the 0x18 command earlier in the thread, it always begins with 18 0C. So you should find 18 0C a few bytes before the pointers. As for the compression, it's not even a matter of a good or bad implementation. You should understand that even a single byte change can change the size of the compressed file, and you can't really predict what the compressed size will be until you compress it. Actually, if you change something and the re-compressed file is the same size, then you were lucky... (Edit: 200 posts! Wow did I really post 200 times?) (edited by VL-Tone on 10-28-05 12:15 AM) |
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Acmlm's Board - I2 Archive - Rom Hacking - Mario 64 - Amazing Stuff | | | |