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RadioShadow

Member Since 30 Aug 2007
Offline Last Active Jan 22 2012 12:22 AM

Posts I've Made

In Topic: VCFE Wip...

28 September 2011 - 11:09 PM

You know how in certain SNES WADs you can only use one line instead of two lines for the "Save Name"? Well, that's pretty easy to fix to allow the use of both lines in any SNES WAD.

In the "00000001.app" file, locate the save name. Just after the space for the second line, you will notice a hex value that says either "1A" or "1B". See blue circle in image below:


If the hex value is set to:
1A = Displays both lines of text
1B = Only displays the first line of text

In Topic: GBAtemp 2011 Tutorial Competition Results!

01 June 2011 - 06:52 PM

Congratulations to everyone who won. smile.gif

In Topic: How to solve channel banner's region problem?

25 January 2011 - 12:37 AM

Yes, there is a way to fix the problem. I did this with Phoenix Wright: Ace Attorney (JP Version).

Using the U8 Tool by Howard C, unpack the 00000000.app and unpack the banner.bin file.

Using a Hex Editor (I recommend Hex Workshop), open the "banner.brlyt" file, located in the "blyt" folder.

In the Hex Editor, search for "JPN" and replace the result with "ENG".

Then pack the WAD.

That should fix the problem if playing the WAD on a US or EU Wii.

In Topic: Super Mario 64 DS editor

25 January 2011 - 12:28 AM

QUOTE(Mega-Mario @ Jan 18 2011, 10:37 PM) <{POST_SNAPBACK}>
Basically, the level data is currently in overlays, mixed up with code for certain objects.

My idea is to add overlays that will hold the level data, and just it. These overlays will be loaded in place of the old ones. They will have static initializers that will be responsible for loading one of the old overlays- this will be made user-selectable (object bank 7!) so that you can for example use Whomp King in the castle grounds.

The old overlays will remain untouched, though. Avoiding moving blocks of code is apparently one good thing to do. That means old unused data will remain in the ROM- no big deal, the SM64DS ROM is originally 16mb with padding at the end, and that will not be much size increase. (note that the editor also overwrites the padding when more data is to be written inside the ROM) The level format will also get some simplifications that will reduce space usage a little.

However, don't count on it too much- the idea is still in early stages and being experimented. I didn't even get around to adding overlays inside the ROM, for now I'm trying to see how much I can increase the RAM area dedicated to overlays without breaking the game. Because increasing the RAM area dedicated to overlays also means decreasing the RAM area dedicated to the rest of the game. The game's heap management makes it rather easy to resize those two areas, but what would happen if the game fell out of RAM?


QUOTE(Mega-Mario @ Jan 24 2011, 01:16 PM) <{POST_SNAPBACK}>
I can post about the current progress. The plan I described above is being applied, and so far no issues have been met. The tricky part -adding the overlays and getting the game to load them- has been done already, all that remains is copying the level data to the new overlays, and I will also have to port the method to USA ROMs as well.


First, well done on making this utility. I'll have to try it at some point.

Would you mind explaining how to expand overlays? I ask is because I'm working on an Advance Wars: Dual Strike - War Room Hack (new War Room maps). The main problem is the maps and unit list data are stored in the overlay_0000 (overlay_0005 in the EU version), which doesn't give much room. I could just overwrite the maps, but the main problem is adding in unit data which is uncompressed and can be quite big when lots of units are on the map.

The easy option would be to expand the overlay and add the map and unit data there. Although I would be unsure how much RAM space is allowed for that file. Even if I just use the unit list data in the spare space.

I know the overlay settings are stored in the y9.bin file, although I've not too sure how it is set-up.

Hope you can help with the problem. smile.gif

In Topic: 999: 9 hours 9 persons 9 doors text editing

28 December 2010 - 12:45 AM

Use CrystalTile2 instead.

- Simply open the rom.
- Then click on Tools, NDS File System.
- Then File, Split ROM.
- Select which folder to save files in.

From having a quick look, the text seems to be stored in the files in the "etc" folder. It is stored in shift-jis format. It seems the Japanese text has been left in there and they have just added the English text next to it. First I've seen that happen.

The text seems to be stored first and then the pointers afterwards. Which is odd, because it is usually the other way round.

The pointers are stored in "long" format. So it is a four hex byte pointer which is stored in reverse. So it would be stored as "BA130000" which leads to the offset "000013BA" in the file.