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Fast was saying to run it anyways and see where exactly the game faults. Look at that area find where the differences are in the clean rom and in the edited rom. then have two patches one for up to that point. the next for after that point.
The other option "memory handling". Is finding areas that are not being used in memory (after a certain point) shifting stuff to there then loading it from there. Itadaki street DS and Date ni game both do this. they don't load certain things to memory until a certain point. example a certain event in game. for itadaki its winning the top trophy if you only win lesser the memory stays as it is. But once that flag for the top trophy is on then it rewrites certain memory areas with new stuff (text, programming).
For you this means finding flags like that writing something asm wise to load up your edited text to an area that no longer needs to have that old text and "reading" from there.
edit:
Didn't see fast's next post. ...
what I just described can still be done. hopefully using the scripting engine. if not it could get tricky. I have around 20 memory dumps for itadaki... Each one different then the other. I couldn't find the text in some of the overlay files in memory and I needed the pointers so I could edit for space. It wasn't until the 14th dump that I found that parts were only being overwritten when a certain trophy was won.
I should just let fast help you as they are way better at this then i am.
The other option "memory handling". Is finding areas that are not being used in memory (after a certain point) shifting stuff to there then loading it from there. Itadaki street DS and Date ni game both do this. they don't load certain things to memory until a certain point. example a certain event in game. for itadaki its winning the top trophy if you only win lesser the memory stays as it is. But once that flag for the top trophy is on then it rewrites certain memory areas with new stuff (text, programming).
For you this means finding flags like that writing something asm wise to load up your edited text to an area that no longer needs to have that old text and "reading" from there.
edit:
Didn't see fast's next post. ...
what I just described can still be done. hopefully using the scripting engine. if not it could get tricky. I have around 20 memory dumps for itadaki... Each one different then the other. I couldn't find the text in some of the overlay files in memory and I needed the pointers so I could edit for space. It wasn't until the 14th dump that I found that parts were only being overwritten when a certain trophy was won.
I should just let fast help you as they are way better at this then i am.