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How Do I Dump/Insert Text To Translate Japanese Ds Game Without Using A Hex Editor?
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<blockquote data-quote="MrVtR" data-source="post: 9562992" data-attributes="member: 433627"><p>In the Bravely Default case an friend of mine could search the hex code and saw that pattern on the files, he ended up teaching me what I know about reverse engineering</p><p>So, in my case, the value is always declared on the hex code, but this iss the exception of the exception from what I've seen in 3ds and switch games at least, but, if this happens, the value i'll be stored in the file's header, so probably in the first lines of the hex code file</p><p></p><p>Normally, the ptReference is the first letter from the text table, so, if your first text table starts on 0xAAA, the ptReference is AAA and in most of the cases in relative pointers, it'll have low values on it, so e.g, one pointer have 02 00 00 00 on it in little endian, the text will be on AAA+02, so, AAC</p><p>I guess it doesn't have a method to find these values, it's a boring job of check the hex code and look for patterns on it, the most common patterns is some values with the file length, string length,where some area starts on the code(like in Bravely Default, that have some byte areas for the texture and texts), the ptReference,etc</p></blockquote><p></p>
[QUOTE="MrVtR, post: 9562992, member: 433627"] In the Bravely Default case an friend of mine could search the hex code and saw that pattern on the files, he ended up teaching me what I know about reverse engineering So, in my case, the value is always declared on the hex code, but this iss the exception of the exception from what I've seen in 3ds and switch games at least, but, if this happens, the value i'll be stored in the file's header, so probably in the first lines of the hex code file Normally, the ptReference is the first letter from the text table, so, if your first text table starts on 0xAAA, the ptReference is AAA and in most of the cases in relative pointers, it'll have low values on it, so e.g, one pointer have 02 00 00 00 on it in little endian, the text will be on AAA+02, so, AAC I guess it doesn't have a method to find these values, it's a boring job of check the hex code and look for patterns on it, the most common patterns is some values with the file length, string length,where some area starts on the code(like in Bravely Default, that have some byte areas for the texture and texts), the ptReference,etc [/QUOTE]
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How Do I Dump/Insert Text To Translate Japanese Ds Game Without Using A Hex Editor?
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