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Sony PSP
Brandish: The Dark Revenant translation
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<blockquote data-quote="neoxephon" data-source="post: 4983008" data-attributes="member: 187615"><p>As far as I am aware, that is it. The script is the biggest amount of text. The game doesn't have a lot of items and whatnot. Some of the game text is graphics.</p><p> </p><p>The assets for the Dela scenario that they added to the PSP game (wasn't in the original SNES game) are located in the \ext folder. Some of the items and enemies are the same, while some are different. So, for example, item.tb in the \ext\txt folder is not identical to the item.tb located \txt\ folder.</p><p> </p><p>Great job on figuring out the pointers!</p><p> </p><p>mp1_14.scp (which contains all of the script for the Tutorial) seems to handle the pointers just slightly different.</p><p> </p><p>With all of the other script files, I can get the pointers every time by searching for:</p><p>04 00 00 00 00 00 00 00 64 00 00 00 00 00 00 00 00 00 00 00</p><p> </p><p>But with mp1_14.scp it is instead:</p><p>04 00 00 00 01 00 00 00 64 00 00 00 00 00 00 00 00 00 00 00</p><p> </p><p>And the control codes for showing the Tutorial images (tuto00 and so on) get counted in with the text strings connected to it (they don't have their own pointers like I originally thought).</p><p> </p><p>Say we start at the 00 before tuto00 (beginning of text block) the pointer is the number of bytes from that 00 until the 00 after the text string (not the 00 after tuto00). CC seems to tell it that the text string should begin. This seems to be the case for all text strings that have a special control code before the actual text (tuto00, a_name8, br1_a5, etc.)</p><p> </p><p>So basically, if we have a control code before the text string, the pointer includes the control code and the following text string.</p><p> </p><p>A little bit later today, I'm going to go through all of the script files and make sure the pattern for finding the pointers is the same for all of them. Then, I'll start working on programming a tool.</p></blockquote><p></p>
[QUOTE="neoxephon, post: 4983008, member: 187615"] As far as I am aware, that is it. The script is the biggest amount of text. The game doesn't have a lot of items and whatnot. Some of the game text is graphics. The assets for the Dela scenario that they added to the PSP game (wasn't in the original SNES game) are located in the \ext folder. Some of the items and enemies are the same, while some are different. So, for example, item.tb in the \ext\txt folder is not identical to the item.tb located \txt\ folder. Great job on figuring out the pointers! mp1_14.scp (which contains all of the script for the Tutorial) seems to handle the pointers just slightly different. With all of the other script files, I can get the pointers every time by searching for: 04 00 00 00 00 00 00 00 64 00 00 00 00 00 00 00 00 00 00 00 But with mp1_14.scp it is instead: 04 00 00 00 01 00 00 00 64 00 00 00 00 00 00 00 00 00 00 00 And the control codes for showing the Tutorial images (tuto00 and so on) get counted in with the text strings connected to it (they don't have their own pointers like I originally thought). Say we start at the 00 before tuto00 (beginning of text block) the pointer is the number of bytes from that 00 until the 00 after the text string (not the 00 after tuto00). CC seems to tell it that the text string should begin. This seems to be the case for all text strings that have a special control code before the actual text (tuto00, a_name8, br1_a5, etc.) So basically, if we have a control code before the text string, the pointer includes the control code and the following text string. A little bit later today, I'm going to go through all of the script files and make sure the pattern for finding the pointers is the same for all of them. Then, I'll start working on programming a tool. [/QUOTE]
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oh shiz something could be happening
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Damn
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44 minutes ago
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Hm? Which one?
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42 minutes ago
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BigOnYa
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With the Xbox one exploit , good looking out,
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SylverReZ
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42 minutes ago
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It is really cool how they managed to do this. Hopefully we get a fully hacked XBox One by next year or so.
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41 minutes ago
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I'm
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now?
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@K3Nv2
, I thought you was Kenny.
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It seems too good to be true, but seeing nutterbutter comments, makes me think its good. But I'm already on new dash and think ill wait it out in see.
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@BigOnYa
, I posted it and you thanked
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you drunk lol
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Not gonna use an script online to test, ill wait
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Wut? I'm drunk not me who?
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@K3Nv2
, LMAO
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Guess I was too famous.
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Ah this one?
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Ive only heard of the Durango dumps.
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It's a video right above you lmao
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You just connect....and your banned, next
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Must be drunk
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