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Mallos31

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Everything posted by Mallos31

  1. I'm currently working on disassembling OoT actor files, and I have a feeling that the way I'm doing it probably isn't the best. Currently I'm using JOVIS's N64 Disassembler and just because it's the first one, I've disassembled ovl_title and the first few instructions are as such: addiu rt 29, rs 29, 0xFFC0 sw rt 31, rs 29, 0x3C sw rt 30, rs 29, ox38 etc... Is it possible to even get any information from code in this format? I know rt is register target, rs is register source, and the '0x' numbers are the immediates being added/stored but I haven't been able to find a lot about what the numbers after rt and rs mean. Are they just generic register descriptions? Also, is there a better tool for this? Unfortunately this one is a bit of a disaster, especially since apparently the "offset" button doesn't seem to work and it takes forever to scroll.
  2. I've been researching the code of Pokemon games while learning how to use assembly better, and today I created a gameshark code that I've never seen before. It makes the game constantly think that you're currently trading pokemon and allows trade evolutions to happen by level up instead. As far as I know from searching all over the place online, this was only possible by modifying the individual pokemon's data in the ROM. I plan on using this thread to document any discoveries I make in the future, but here's the first one! Evolve Trade Evolutions by Level: 01322BD1
  3. Hey hey! I'm happy to see you back!! I missed seeing the crazy progress you were making on stuff. I know you were dealing with some life stuff, but I hope your return to this means some if not all of that has cleared up. I look forward to seeing your progress
  4. I think you can add a couple more polygons to that death mountain ring without framerate suffering too much if at all. Or do what Nintendo did and use a texture. Otherwise, everything is looking good!
  5. These went from "needs some work" to "holy crap that's impressive" in short time. Fantastic!
  6. I was watching one of the Mario 64 videos that explained that and it even showed what happens when the number gets too big. Causes it to round and make Mario skip huge segments of mesh while walking and incrementing his x or z axis. It can get pretty crazy.
  7. Alrighty. Well, I will stick with dumping DLs for now until I can figure out some more. I PMd you a far more stupid question that hopefully you can help me with too.
  8. I'm sure someone here probably knows, is there a definitive way to find and extract individual files in a ROM? I'm still working on Quest 64 but I figure it may be easier to do with individual files instead of trying to find various DLists one by one. That's what I've been doing so far, but I don't really know what goes with what and there also seem to be a large number of dummied out DLs.
  9. How does one calculate or find the PC? I could really get some use out of this with Quest 64. EDIT: Never mind. I just re-read what you said and realized I'm dumb. I don't have any extracted files from Quest and I'm 0% sure of how to find and extract them.
  10. That's totally understandable. I'm working on a simple 2D game (to get back into the swing of things on the programming front) and making an engine for that is hard enough let alone physics and the like. I look forward to seeing you progress on both projects!
  11. I have all the dumping software, but sadly no hardware.
  12. Does anyone know how I would go about extracting textures that are in the format shown in this picture? It's obvious that these are textures, but they are raw. They're sitting in the header for Quest 64. Any help is appreciated!
  13. Title says it all, apparently there was an English DD prototype found Here's the video! https://youtu.be/b64Bx0WKh7M EDIT: So, according to the video, he has a disk that cannot be read. He is searching for someone with the appropriate tools to dump the disk and hopefully English DD firmware so we can figure out what it is. I believe we have some people on here who have that ability? If so, I'm beyond curious about what's on there. The man in charge of the DD in North America says that it is one of three things. A prototype of Earthbound 64, a prototype of Zelda 64 DD, or some test code for the n64 DD as those are the only three things that were far enough in development at the time to be on an English disk. C'mon guys! This could be awesome!!!
  14. I actually thought of that, so I tried it on a copy of a clean rom I keep on my external. It gave the same error. It's on just the normal OoT Debug ROM.
  15. I keep getting the following error whenever I try to run any command (including just pressing enter to get a ram map) after loading up the emulator and rom. System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values. Parameter name: End16 must end in 0 or 2 at Spectrum.Zpr.End16(Int32 addr) at Spectrum.Zpr.ReadRamInt16(Int32 addr) at Spectrum.OvlActor.SetInstanceSize() at Spectrum.OvlActor.GetActorFiles() at Spectrum.Program.GetRamMap(Boolean fetchAll) at Spectrum.Program.PrintAddresses() at Spectrum.Program.ProcessCommand(String readLine) at Spectrum.Program.Main(String[] args) I assume I'm doing something wrong??
  16. Okay, I might just be dumb here, but I can't seem to figure out how to run Hex Workshop with ANSI. I successfully installed AppLocale, I have Hex Workshop 4.23 as suggested running through it in Japanese mode, but I can't figure out how to change the character set. The internet isn't being too helpful. EDIT: Never mind. I got it to work successfully with MadEdit. That one even formats text nicely, so it's good. Thanks!
  17. Thanks xdan! This will be a huge help. I've had nothing but problems since I started trying to do this. (Started translating by hand, but that takes too long, and so far only gets the text that is readily available on screen)
  18. I was hoping someone here had some experience getting Japanese characters to display in ANY hex editor. I've been researching and found that most people apparently use WindHex32 with a character table. When I tried this, it would not show the Japanese characters, but instead a combination of two ASCII characters. (for example, the character 㗠in Hiragana comes out as ",µ" without quotes as the Hex identifier is 0x82B5) I could really use a hand here. Thanks guys!
  19. Well, that is really cool. I always hoped it would be possible (without having to manually repoint everything that is) With this program I learned that apparently the redead mask is made of a piece of coffin wood. Which is disturbing. Woo!
  20. I appreciate it. Extremely busy is understandable.
  21. You say in here, "scroll down until the machine code ends, and take note of the address that it ends on..." How do you tell where the machine code ends? I'm trying to find code in Quest 64 since it hasn't been messed with too much as far as I can tell.
  22. That's primarily what I was using, but it stopped EVER working on my computer. Gets runtime errors constantly, but so do a lot of applications lately.
  23. I haven't had any problem making the debug rom (and all of its functions) work on my N64. Are there issues I am unaware of?
  24. That looks great! The lights are a little funky, but if that's something you want to fix, you can, if not, it looks great anyway!!
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