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09-19-17 07:49:51 PM

Jul - TCRF - Useful Tools New poll - New thread - New reply
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einstein95
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Posted on 03-12-14 01:26:36 PM Link | Quote
MEGA.co.nz mirror of v1.2
gilgamesh
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Posted on 03-12-14 03:48:31 PM Link | Quote
Thank you
MainMemory
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Posted on 01-22-15 01:47:45 AM (last edited by MainMemory at 12-06-15 01:00:21 PM) Link | Quote
Since the residents of IRC find my bot ChaosGamma's ability to translate various text encodings to and from bytes and other encodings useful, I decided to make it a standalone tool:

Download v1.2 | GitHub repository
hannssoni
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Posted on 03-27-15 02:12:53 PM Link | Quote
does anyone know any programs that allow me to look inside cd-i games ?
Jarofmayo
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Posted on 05-25-15 01:23:13 AM Link | Quote
Not sure if this is the right place to be asking but how can one rip voice clips from a NES game. Really want the ones from Gauntlet II on the nes as mp3s.
rabidabid
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Posted on 06-06-15 09:48:43 PM Link | Quote
Originally posted by Jarofmayo
Not sure if this is the right place to be asking but how can one rip voice clips from a NES game. Really want the ones from Gauntlet II on the nes as mp3s.

Well they don't seem to be included in the NSF rip.

I suppose you could boot the game up in an emulator like FCEUX, mute all the sound channels except PCM (Config > Sound...), then use WAV recording (File > AVI/Wav > Record Wav...) to record what you want.

You'll probably have to use an audio editor like Audacity to trim them down and convert to MP3 tho.
devin

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Posted on 06-07-15 02:02:50 PM (last edited by devin at 06-07-15 02:05:12 PM) Link | Quote
https://dl.dropboxusercontent.com/u/43107309/gauntlet2.nsf

A while ago I ripped a Gauntlet II NSF that includes all of the sampled sounds. You can use something like Winamp's built in disk writer plugin to convert them all the mp3s or just use Audacity to record the output of your sound card.

(All of my NSF rips are available here; I should probably make them available somewhere better-known at some point...)
zoogelio
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Posted on 01-16-17 05:49:06 PM Link | Quote
I'm looking to compile information on battle formations and encounter data in Final Fantasy Legend III but I've been wondering which tools to use to read the ROM, including while in play.

I compiled the encounter tables for Final Fantasy Legend II although the ROM values for each enemy and each enemy formation as well as the number of slots used for battles on each map (and the table of the order the 'random' values went in) were gathered by others prior so I had that to work from and compiled it the old fashioned way- save states and utilizing portions of the battle slot table with all slots within a stretch of 20 or so battles. None of that is yet documented for FFLIII. FFLIII is unlike FFLII because it was developed by a short-lived branch of Square in Osaka and the branch had just two games to its credit, so it likely is programmed very differently from FFLI & FFLII. I do know the battles do not have fixed odds. Unlike FFL1 & 2, FF1-3, they do not loop around a table of 256 in sequence. It may be like FFIV (the closest game developed by Square chronologically), where you can fight 256 battles and not get different battle formations falling into perfect odds and not see them loop in order.

I want to be able to identify the hex values associated with each enemy, each battle formation, and the battle slot odds per map with whatever I use. If I find anything else unused that isn't on the FFLIII entry page here, I'll post it.
divingkataetheweirdo

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Posted on 01-16-17 06:02:14 PM (last edited by divingkataetheweirdo at 01-16-17 06:05:29 PM) Link | Quote
An obvious tool would be something like VBA, which can disassemble in real time. It's not 100% accurate when it comes to Game Boy games, but it does work decently.

There's also BGB, which is more accurate and does have a better debugger, but also has somewhat higher requirements. I'd recommend BGB over VBA any day for Game Boy games, though.

GameBoy Assembler Plus is another good one, as not only does it assemble games, but it can also disassemble them with fairly decent accuracy.

Translhextion is useful for games like FFLIII, which only uses a single byte for each character, so that you can read the text.
zoogelio
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Posted on 01-19-17 02:20:09 AM Link | Quote
Originally posted by divingkataetheweirdo
An obvious tool would be something like VBA, which can disassemble in real time. It's not 100% accurate when it comes to Game Boy games, but it does work decently.

There's also BGB, which is more accurate and does have a better debugger, but also has somewhat higher requirements. I'd recommend BGB over VBA any day for Game Boy games, though.

GameBoy Assembler Plus is another good one, as not only does it assemble games, but it can also disassemble them with fairly decent accuracy.

Translhextion is useful for games like FFLIII, which only uses a single byte for each character, so that you can read the text.


Thanks. Though I have a few questions about Translhextion. First, is the help file that comes with it supposed to be blank. I've clicked on several entries and sub-entries and nothing is displaying. Also, is there some way to translate the gibberish of letters and symbols on the right when I drop in the FFLIII game file in to something readable or translatable?

How would I go about finding where enemy/battle data is located such that I can see either a value changing in real time or see hex values appear when a battle is triggered and loaded?
divingkataetheweirdo

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Posted on 01-23-17 07:23:51 PM Link | Quote
You can use breakpoints to stop the game when an instruction or variable is change, or RAM watchers to see when each value changes.
Cuber456

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Posted on 03-18-17 11:17:30 PM Link | Quote
Anyone know of a tool that is equivalent to GCRebuilder (GameCube) or Tinke (DS) but for PlayStation instead?
divingkataetheweirdo

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Posted on 03-19-17 12:47:20 AM Link | Quote
Not really. There's UltraISO, maybe ISOBuster, but nothing specifically for the PlayStation. I guess I could code something up.
devin

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Posted on 03-19-17 01:00:54 AM Link | Quote
I use PSX-MODE2 to replace individual files in PSX disc images. I don't think it supports replacing entire directories or groups of files at a time, and all the program output is in Spanish but it's not that hard to figure out.

For actually extracting/converting graphics and audio, jpsxdec usually works pretty well.

(Both of the downloads are currently broken due to romhacking.net server trouble but should be back in due time)

For actually browsing/copying disc contents I just use PowerISO to mount the disc images.
Foxhack
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Posted on 03-19-17 01:04:45 PM (last edited by Foxhack at 03-19-17 01:05:02 PM) Link | Quote
Originally posted by devin
I use PSX-MODE2 to replace individual files in PSX disc images. I don't think it supports replacing entire directories or groups of files at a time, and all the program output is in Spanish but it's not that hard to figure out.

For actually extracting/converting graphics and audio, jpsxdec usually works pretty well.

(Both of the downloads are currently broken due to romhacking.net server trouble but should be back in due time)

For actually browsing/copying disc contents I just use PowerISO to mount the disc images.


Huh. This is... interesting.

I wonder if I could be able to replace the images in a particular PS1 game I looked into a while ago...
Cuber456

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Posted on 03-21-17 07:00:10 AM (last edited by Cuber456 at 03-21-17 07:05:25 AM) Link | Quote
divingkataetheweirdo and devin, apologies on the delayed response back. Thank you for the tool suggestions. I'll scope out each tool to see what features they offer.

divingkataetheweirdo, no need to code anything up. I'm not trying to make people code up something special for me. I was just asking to see what tools already exist out there. Thank you though.

Given free time (ha what's that), my intentions are to scope out anything interesting in the Spider-Man game for PS1 just for fun.
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Jul - TCRF - Useful Tools New poll - New thread - New reply




Rusted Logic

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