Old, I know, but I recently bought an EZ Flash IV, and I'm in the middle of developing an alternative EZ Flash 4 client, to replace the crappy one they provide you with.
I've managed to replicate the official EZ4 client's SRAM patching, but I've noticed a discrepancy between my patches and the official client's behavior: the official client modifies the header in a strange way.
Here's a screenshot (the game is Tony Hawk's Pro Skater 2):
That's the only difference between my output and the official client's output.
While my patched game runs on my EZ4, it doesn't automatically save when I turn off and turn on the console. The official client's patched game saves fine. Stranger still, is when you uncheck both the "reset" and the "save" patch options on the official client, this header patch will still be applied.
According to GBATek, the header is modified in two areas, one in the reserved area (for which I've found no documentation on), one in the complement check. The header patch is different for each game, but I don't know how it's generated.
I can take care of the complement check, but how is the reserved area patch generated? And out of curiosity, what significance does the reserved area have? If anyone more knowledgeable can shed some light on this I'd appreciate it
I've managed to replicate the official EZ4 client's SRAM patching, but I've noticed a discrepancy between my patches and the official client's behavior: the official client modifies the header in a strange way.
Here's a screenshot (the game is Tony Hawk's Pro Skater 2):
That's the only difference between my output and the official client's output.
While my patched game runs on my EZ4, it doesn't automatically save when I turn off and turn on the console. The official client's patched game saves fine. Stranger still, is when you uncheck both the "reset" and the "save" patch options on the official client, this header patch will still be applied.
According to GBATek, the header is modified in two areas, one in the reserved area (for which I've found no documentation on), one in the complement check. The header patch is different for each game, but I don't know how it's generated.
I can take care of the complement check, but how is the reserved area patch generated? And out of curiosity, what significance does the reserved area have? If anyone more knowledgeable can shed some light on this I'd appreciate it












