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Zeld
Posted on 02-21-07 05:09 AM, in The legendary thread ID 1. Link | Quote | ID: 3054


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Right after I join in the spammy posting with all of you.

K can lcose nao thx

Zeld
Posted on 02-21-07 05:24 AM, in How did you get your username? Link | Quote | ID: 3080


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So I turned 10 and got this new video game for my birthday, right? And I was making a new file and needed a name. Well, the game happened to be Ocarina of Time (OMFG), so I merged my name with the game's name (as in "Zelda" and "Drew"). Zeldrew looks ridiculous because Drew is a weird name (argh wtf I have a weird name!) so I chopped of the weird part and kept the rest. "Rew" is just one of those combinations of letters that looks and sounds funny, you know?

You don't?

STUF [<-- not a typp (<-- that is though)]

(Btw my paper mario file name was "Mariew"; I am that ridiculous)

Zeld
Posted on 02-21-07 05:47 AM, in Your reccomended daily dose of Failure! Link | Quote | ID: 3109


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I drove to school to figure out what the hell the bell schedule was, since I knew the standardized testing we were doing today would screw it up. I felt pretty failed by the fact that I, being a senior, didn't have to be there the whole day.

I went back home and kicked some ass at the hax, though, so pwnt

As for the half a week before today, my failures generally involved sucking at the aforementioned hacking business. Irony for the wtf

Zeld
Posted on 03-19-07 06:22 PM, in Nintendo 64 Saving (rev. 2 of 03-21-07 09:34 PM) Link | Quote | ID: 16966


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I need to know how to program a save/load routine for Nintendo 64 saves, specifically of the Flash RAM type. I'm working on a complete Co-operation mode for the single player of Jet Force Gemini, with allowance of up to 4 players and none of that crap about only getting to play as Floyd (i.e. you'll be able to use any character you like in co op as long as they've been unlocked in multi player).

I have the single player menu working in multi player, so co op mode is accessed by entering a regular multi player battle, pausing the game, and accessing the map from the pause menu and selecting the level to play on. For some reason the game lets you start on Goldwood or the Spawnship (the Spawnship seems to be the better and safer choice). Much of the game freezes with more than one player being in single player mode. I'm not sure what causes these bugs, and I'll work those out later if necessary.

Ultimately, the problem with these freezes is that it causes you to have to start co op mode all over, because you can't save your progress. The game saves your one player mode progress, and since the addresses for co op mode are different, it ends up saving the wrong thing, often overwriting one of your good files (it saves to the last save slot selected in single player I believe). I need to write a new save routine that saves to none of those slots, but rather, some unused Flash RAM space, in order to use a custom load routine once multi player is started to resume co op play from before any fatal crashes.

I'm not sure if there's a trick to writing a save or load routine, but I don't know what the hell the address is for Flash RAM whether there's a trick to it or not. Is the address generated? I thought there was a possibility that the DMA registers contained a varying address for the Flash RAM. If the address is static, then what is it? I did as much research as I could and found next to nothing. From what I could gather, including reading some emulator source, the address is 0x88000000 or 0xA8000000, favoring the latter.

I've written several test programs to read from these addresses and dump the contents into the RDRAM for my viewing pleasure, but when I disassemble the actual emulator itself, the x86 recompile says it loads an immediate zero value and stores to my RDRAM address rather than actually loading from read/write memory. Where the hell is the Flash RAM? Where is HyperHacker when you need him?

Before I submit, I thought of something else:

If I write my own save/load routine, would the emulator be smart enough to recognize it? I debugged the saving process and it seems the space the emulator allocates for SRAM loads the data that is being saved in small blocks, stores it to the save file, and then clears the block. So, the area the emulator allocates for SRAM isn't a full SRAM attachment, and it seems like the emulator only uses it when it recognizes a real save routine. I suppose I phrased that badly, but the point is I'm worried the emulator will assemble a write to a save file as a write to some useless temporary address.

EDIT:

I'd still like to know where the Flash RAM is, if anyone can tell me, but I don't really need it anymore. The hack is complete and I can save/load one player mode and/or co op mode files into co op mode and/or one player mode. In other words, the files are all nice and compatible now, thanks to a 296 line gameshark code. Yes, that's "too long", but it's also "worth it".

Zeld
Posted on 04-09-07 03:04 AM, in Game Boy Advance Fire Emblem Patches (rev. 11 of 04-28-07 09:51 PM) Link | Quote | ID: 24951


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Game Boy Advance Fire Emblem Patches

Whee patches?!

My old patch release from board 1 that implements Fire Emblem 9 skills in Fire Emblem 8, as well as allowing for the modification of which classes have which skills of the 4 or 5 skills normally nonexchangeable. That is, some skills can be given to or taken from a class via some bit flags in their class data, while other skills are associated with a class directly in the programming which I had to edit in order to allow other classes to have those skills.

Off the top of my head those skills are Sure Shot, Pick, Slayer, Big Shield, and Pierce. Okay, that last one wasn't off the top of my head; I had to look in my hacking notes to remember it v_V

Anyway, here's the patch, accompanied by a readme thing to make sense of it:

Patch

Read Me

And now a patch for Fire Emblem 7 that allows you to change the experience points received by using a staff. By experience I mean the experience that is used to level up, and not the experience used to develop weapon proficiency.

Note that previously the screwed up programming forced you to change how much each use of the item cost in gold in order to change the experience points you gain. Those two things have nothing in common and so this patch makes sense by separating the bond. The new bytes allocated for experience to be gained are stored at 0x80cb528 ROM.

Patch

And now for my favorite patch, this patch is for Fire Emblem 7 and allows you to decompress the text by typing in the text you would like to use at any address and then changing the pointer of some old compressed text to point to the new uncompressed text, after which you must set the uppermost bit of the address in order to flag the text as already being uncompressed. This way you don't have to recompress the text, which is always a pain.

Patch - Updated as of 4/16/07

FE 8 Anti-Huffman Patch - Updated as of 4/17/07; should be as reliable and useful as the new FE 7 one.

FE 6 Anti-Huffman Patch - Updated to a level of competence as of 4/24/07

Zeld
Posted on 04-09-07 05:01 AM, in Game Boy Advance Fire Emblem Patches Link | Quote | ID: 25007


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Wait wha? What's this "hack list" you speak of?

Do I win a prize?!

Zeld
Posted on 04-09-07 06:21 PM, in Game Boy Advance Fire Emblem Patches Link | Quote | ID: 25156


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Yeah, I just now saw it...I was damn tired last night; kind overlooked it.

Have prestige now I do?

Zeld
Posted on 04-10-07 11:57 PM, in Game Boy Advance Fire Emblem Patches Link | Quote | ID: 25610


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Or I could just gain MORE to make it last longer.

Anti-Huffman Patch for Fire Emblem: Seima no Kouseki. Works the same as the Rekka no Ken version, of course.

Zeld
Posted on 04-11-07 09:17 PM, in Game Boy Advance Fire Emblem Patches Link | Quote | ID: 25850


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Yes, it is.

I think he means the game's too easy.

China FE already took care of that with their Will of Good and Evil patch.

I can't make an FE 6 version of the anti-huffman patch until I either get a hold of the game script or figure out where the text is stored to in the WRAM before it is loaded graphically.

Zeld
Posted on 04-13-07 04:24 AM, in Game Boy Advance Fire Emblem Patches Link | Quote | ID: 26221


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I actually found where FE 6 loads text into the WRAM today.

I forgot that it was 2 bytes per character from being japanese at one time, so it wasn't until today that I had the energy to use the memory viewer's dumping functions and a hex editor with diff functionality to find the damned text.

If anyone cares it's loaded to 0x2029404.

I don't see much point in making an Anti-Huffman patch what with all the grotesque character values. ASCII is dead.

Zeld
Posted on 04-13-07 07:14 PM, in Game Boy Advance Fire Emblem Patches Link | Quote | ID: 26340


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Well we can make a table for ourselves but I really don't want to have to explain using a table to the helpless people over at FESS :\

Zeld
Posted on 04-14-07 03:00 AM, in Game Boy Advance Fire Emblem Patches Link | Quote | ID: 26438


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Don't be ridiculous. FESS is a forum.

If they learned that you thought they were ignorant lifeless video game characters they'd probably cry and beat you up.

Zeld
Posted on 04-14-07 04:22 AM, in Game Boy Advance Fire Emblem Patches (rev. 2 of 04-20-07 04:08 PM) Link | Quote | ID: 26463


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They seem to be having enough of a hard time with pointers.

I'm sorry if I sounded rude, NightKev; that wasn't my intention.

I assumed FESS would be a bit more known and that either way you would respect what little sanity I have enough to guess that FESS meant something other than FE: SS, which you couldn't have known I would never type without a colon if I was referring to the game, which I would almost always call FE 8 instead. If I had thought to tell you that bit about myself, perhaps the misunderstanding could have been avoided.

By they way I have around 18 pages to type in the next two weeks as well as two take home tests and various other homework assignments and exams to study for, so this whole FE 6 easy text thing is about dead at the moment.

Zeld
Posted on 04-14-07 07:47 PM, in Game Boy Advance Fire Emblem Patches (rev. 3 of 04-20-07 04:09 PM) Link | Quote | ID: 26598


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Text loaded to 0x2029404 in WRAM

08013b02 f7ef bl $0800384c ;I'm gonna hook from here

0800385e f09a bl $0809df18

0809df18 4710 bx r2 ;This goes to Intelligent Systems's custom HuffUnComp (they actually don't use Nintendo's SWI O_o)

So, yeah, FE 6 Easy Text progress looks good.

I should have a "working" patch up sometime today if I don't die of homework.

Edit: Why does "nin-ten-do" turn into "grandma"? What the fuck?

Zeld
Posted on 04-14-07 09:47 PM, in Game Boy Advance Fire Emblem Patches Link | Quote | ID: 26637


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Posted by Zeld
(they actually don't use Nintendo's SWI O_o)

...

Edit: Why does "nin-ten-do" turn into "grandma"? What the fuck?


See? I typed nintend*o without the * and it parsed as grandma. Who's the smart ass that programmed that?

Anyhow, here's the FE 6 Anti-Huffman patch.

Zeld
Posted on 04-15-07 05:28 PM, in Game Boy Advance Fire Emblem Patches Link | Quote | ID: 26920


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I might be reposting all the anti-huffman patches again soon...I just checked the FE 7 ROM again and it turns out there's just one extra instance of the text pointer table's base address. It is indeed loaded by a second text routine that looks to be complete, and therefore is quite possibly used at some point in the game.

So, to make all text guaranteed to be editable by the patch, I will have to change the BL at the end of the code I found in order to reuse the same custom routine I wrote last time. Fortunately this will be the only change I have to make for FE 7 due to the exact similarities between the routines, at least, at that point in the execution.

Hopefully the other two GBA FEs will have those similarities as well so that changing BLs will be my only needed effort.

Zeld
Posted on 04-16-07 09:29 PM, in Game Boy Advance Fire Emblem Patches (rev. 2 of 04-17-07 09:41 PM) Link | Quote | ID: 27320


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Sorry for double post, but I thought it would be nice for you all if I brought to your attention that the site that is hosting the patches I've linked to is my site, and that I recently replaced the FE 7 Anti Huffman patch with a new version that alters the only other text routine (just in case it IS used by the game at some point) to guarantee that the patch works fine with all text.

In addition a pointer that points to 0x9000000 by default in the general area of 0x80cb572 can now be change to point to a second piece of the text pointer table, so that the original 0x133E pointers remain where they are and all loads of a pointer higher than the 0x133Eth pointer will load from the second piece of the table instead of from garbage data.

The problem is that it doesn't subtract 133E before multiplying the pointer ID by 4 and using it to load the pointer, so it will actually begin loading from 0x9004CF8 with the default settings.

Edit: The FE 8 patch is now updated with similar features.

Zeld
Posted on 04-16-07 10:36 PM, in Hack List (discontinued) Link | Quote | ID: 27364


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You should update the label next to the link to my Fire Emblem patch thread to say that there are 2 patches for FE 7, 2 for FE 8, and a new one for FE 6.

Zeld
Posted on 04-21-07 06:33 AM, in Game Boy Advance Fire Emblem Patches Link | Quote | ID: 28430


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FE 6 Anti-Huffman patch updated.

I wish the hosting service was up for this forum so I could attach the .tbl files and Read Mes associated with editing text quicker using Translhextion.

Or is there some difficult yet doable way of uploading that I don't know about?

Zeld
Posted on 04-21-07 11:07 PM, in Game Boy Advance Fire Emblem Patches Link | Quote | ID: 28589


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Posted by HyperHacker
You could copy them into your post, man.


It's in the very first post of this thread, goose. That's the post everyone always sees when they come to this thread for the first time, right?

It just makes sense to keep everything in the first post, rather than digging through new posts to find updates.

That said, there's no point in posting a link to the patch in any other post, now is there? :\
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