Hey there, I'm currently working on cracking the AP of Shin Megami Tensei: Strange Journey. I'd like to work on others but I yet lack experience. So I'm looking here to ask those who have worked on AP fixes before about how you came to your conclusions on which Hex codes to alter.
And I don't mean by comparing a Rom that's already been fixed like the JP version, We already know that won't work given their overlay files are different. The source of the USA AP is most likely still within that file based on my findings and others.
Anyway, What this comes down to is. How do you usually find what code to alter? How do you find which new values to put in. Because as it stands for me right now Hex is mostly unreadable, I can search through the entire page and look for similiarities as much as I like. But unless I know what types of commands or what other lines of hex within the page each line is interacting with I have no way of finding a fix outside of playing the guessing game and trial and error.
There must be some sort of tool or some sort of language i'm missing out on.
-Unpacking Roms with DSlazy gives me a look at it split into sections, which is nice but does little to interpret the hex code of the overlay file, My culprit.
-Hex Comparisons and searching for specific lines has yielded the location of the Japanese AP fix, A line that shows up in Desmu's debugger(USA,+J)
-Desmu's Memory viewer can show me changes to specific lines but it's little use if I can't see which line issues those changes.
-I've read a little bit into how the DS programming works and how it's processors handle information but not enough for it to make sense to me yet.
What i'm looking for is other people's examples of how they came to their conclusions and fixes, The Japanese fix had to be found somehow. It would be great if there was a way to view an emulator's memory and then view all the connected hex lines that are effecting the line you're watching. Please share any information with me.
And I don't mean by comparing a Rom that's already been fixed like the JP version, We already know that won't work given their overlay files are different. The source of the USA AP is most likely still within that file based on my findings and others.
Anyway, What this comes down to is. How do you usually find what code to alter? How do you find which new values to put in. Because as it stands for me right now Hex is mostly unreadable, I can search through the entire page and look for similiarities as much as I like. But unless I know what types of commands or what other lines of hex within the page each line is interacting with I have no way of finding a fix outside of playing the guessing game and trial and error.
There must be some sort of tool or some sort of language i'm missing out on.
-Unpacking Roms with DSlazy gives me a look at it split into sections, which is nice but does little to interpret the hex code of the overlay file, My culprit.
-Hex Comparisons and searching for specific lines has yielded the location of the Japanese AP fix, A line that shows up in Desmu's debugger(USA,+J)
-Desmu's Memory viewer can show me changes to specific lines but it's little use if I can't see which line issues those changes.
-I've read a little bit into how the DS programming works and how it's processors handle information but not enough for it to make sense to me yet.
What i'm looking for is other people's examples of how they came to their conclusions and fixes, The Japanese fix had to be found somehow. It would be great if there was a way to view an emulator's memory and then view all the connected hex lines that are effecting the line you're watching. Please share any information with me.











