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| Jul - Posts by Hectamatatortron |
| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 |
| Hectamatatortron Member Level: 31 Posts: 81/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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I said I would probably do this myself in another thread (to paraphrase). Well, here it is: http://pastebin.com/f35deeeb7 Hopefully I will get around to documenting the location of similar data for the other versions. Edit: Updated to include info for hacking your sword beams in version LA DX 1.0. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 82/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Both of my houses (one's actually a condo) were fine. The fences and trees around here are down, and power surges from re-enabled power occasionally knocks our power out, but the water is safe to drink again. Oh by the way my homes got hit by Ike Post Note - My university is still closed until Monday. Maybe I can get my assignments done one time (They're programming assignments and they look ridiculously easy so I've been procrastinating)-------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 83/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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This is currently a bunch of gameshark codes I made in action. I plan to turn it into a...ROHM ack...in the future, with a few additions. Hopefully it'll be pretty simple to convert the codes into a ROM hack... Yes, every one of those weapons and even the ability to kill NPCs is a result of my hard work for over a year. More info on the hack and how to use it in its current state is here. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 84/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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I was just going to see if I could hook a routine that loads other code from the ROM and have it load all my stuff into the unused RAM. I noticed that the "constant hook" I used is never overwritten by the game, so I'll have the last write to that area write my hook instead, and have my constant hook code write the other hooks. That's the plan, anyway. If I have to do things a different way, I will, of course. The area that is branched to by 0x80000180 should be constant and never overwritten by the game once the code has been loaded there. I wouldn't mess with hooking from 0x80000180 specifically because I think Gamesharks use that for their hook. 0x80000180 always branches to some area using an immediately loaded pointer and a JR to that address (or something like that, but whatever it is it's very consistent throughout every N64 game I've ever hacked). Should be pretty reliable. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 85/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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THIS LINK IS ALWAYS UP TO DATE (I'm using Dropbox to host )Link is here: version 20100117.2 Note that the files are contained in a 7z archive (you'll need 7zip to extract them). Source is included as per the (also included) GNU GPL version 3 license. The .jar executable is in "FEditor Adv (the top dir)/dist/" Please remember to read the files in "FEditor Adv/" that look important for each release should you choose to track the progress of this project. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 86/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Do you not have the latest JRE? I compiled it using the latest version of the JSE SDK. Update -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 87/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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There were some bugs and stuff I didn't run into during my poor testing, so, already, another: Update Why you can't get it working is beyond me. The whole point of the language is the multi-platform capability (though for me it's a combination of that and the fact that GUI building is so easy). -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 88/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Update I don't know how to catch clicks of the actual close button. There's a cancel button that works fine. I'll see what I can do about the continue dialogs. They are essential in some cases, but I think the ones that occur after a successful operation can go. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 89/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Update What do you mean? The cancel button has always worked. Maybe your JVM sucks? Close button works now. Continue dialogs gone from where they were annoying you - don't cry to me if you get sick of clicking Tools->Text Editor/Viewer if you start an FE 7 hack in the future and need to use the features repeatedly. Damn Open dialog would NOT center no matter how many different location setting methods I tried. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 90/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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The coding style I used to implement the listeners for the close event and cancel button are canon from what I can tell. Maybe you have the wrong JRE, or the Mac version blows? I may have told you the wrong version, but I'm pretty sure it's the latest. But really...it shouldn't make a noticeable difference unless your JRE is older than bread. You can't cancel, it would seem, but if you use 0, a typically unused message, as your index then you can "cancel" by dumping your garbage text there each time. Crap, I just remembered, I need to add a routine to free space in areas where uncompressed text used to be. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 91/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Update I wish I knew what the problem was. I was really looking forward to people being able to use something I wrote without being on Windows, for once. Added obsolete text space freeing. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 92/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Ah, it looks like you don't have the latest NetBeans updates. I think NetBeans comes with its own libraries for easy GUI dev, so not updating would mean you may have missed library updates. If the JRE doesn't ask to be updated like it's supposed to, what's stopping NetBeans from pulling the same crap? Can you try manually searching for NetBeans updates and using those? Edit: I didn't see anything in there when I skimmed that look like you didn't have access to Swing, but pretty much the entire GUI is Swing based, so you're boned if you don't have access. Yay, prominently thread unsafe GUIs! Edit: Just a note, this is the JRE I'm using: jre1.6.0_07 -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 93/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Note: LOTS of aesthetic (and a few functional) updates since the last bump. This is DEFINITELY the tool of choice for editing FE 7's text. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 94/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Edit: Added support for Fire Emblem 8 (U). -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 95/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Likely not; the tables are undoubtedly located in different places. Now, if you modify the base addresses/pointers a bit in the GPL'd source that comes with the application, it shouldn't be too hard to get a build that would work for the protos...if the protos use the same decompression routine. They should, but you also might have to move the Anti-Huffman patch that is used to make compressing new text unnecessary. Then again, the routines are located very early in the ROM, meaning there is much less code IS has available to change that would move the data. This in turn means that whatever code differs, which is likely not the less generic system code that usually occupies the early space of the executable area, was assembled after the text related code - the AH patch might still work overwriting the same addresses as with the retail. Nintenlord rewrote my Anti-Huffman patch and keeps the source at FEU in a link to an archive also containing the patch itself. I myself am more concerned with how I'm going to get FE 6 support done (quickly enough) than I am with whether the same logic works for the prototypes. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 96/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Don't forget you can hook other things, too. Like, say, the constant routine that always executes. ;Constant hook 80327650 J 80400010 LUI K0, $8036 ;AT and K1 are free 80400010 ADDIU K0, K0, $72B0 SD AT, $0020 (K0) ;Inject code here ;Code ;End Inject ;If K0 needs to be free LUI K0, $8036 J 8032765C ADDIU K0, K0, $72B0 Not sure what that looks like in the ROM. The two codes I wrote in C++ for Mischief Makers were hooked a similar way. They had all the code they needed to be inserted at the constant execution level encapsulated within, and hooking from those kinds of areas gives you more freedom with the game. What I've been doing is getting .cpp files set up after I find a good chunk of data, and following the template I showed you. Then I find a place to hook that always executes and use an ASM template I made, along with a text editor that supports regular expression find and replace operations to quickly insert code compiled from C++ into the "code shell" the file has. Then I do some literal find and replace operations to fill out the parameters for the template, copy the WHOLE FILE into Renegade and bam, assemble it into a working code, no problems (assuming my code was coded correctly). The template can be found here. Thanks for confirming that hacking a game's assembly doesn't always have to be done with assembly. Maybe more people will try my method now, instead of being so skeptical... Edit: Maybe have your ASM pooled in some place such that a single hacked behavioral command can load it all at once into free RAM area, and from then on you will already know where to put new code you write. That ought to make the production cycle insanely fast. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 98/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Have you tried using the register keyword? I don't know the syntax your toolchain accepts, if any, for specifying the usage of a specific register. It may support inline ASM, however. Something like inline int Reciprocate(unsigned long Divisor) { asm volatile( "mov r0, %0\n\t" "mov r1, %2\n\t" "mov lr, pc\n\t" "bx r1\n\t" "mov %0, r0\n\t" : "=r"(Divisor) //Output list : "0"(Divisor), "r"(ReciprocateCall) //Input list : "r0", "r1", "cc" //Clobbered registers (cc here refers to the flag register) ); return Divisor; } -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 99/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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~ BUMPDATE ~ Text and portrait editing support for all 3 GBA FEs implemented. This is a pretty huge update, even for the other site I had been posting the update link on that followed me the whole way from the last update posted here to this current one. Note that my choice in hosting service means that the link to the latest upload won't change anymore. Glorious! Script dumping and insertion for all 3 GBA FEs as well. A poll is going on at Fire Emblem Universe to see what the next feature should be; currently, battle animation editing is the top choice. -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 100/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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100th post says it's my birthday. What did you get me? -------------------- ![]()
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| Hectamatatortron Member Level: 31 Posts: 101/230 EXP: 177301 For next: 8062 Since: 09-19-07 Since last post: 709 days Last activity: 95 days |
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Merry Birthmas. Woot for being born after the ides of December. -------------------- ![]()
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| Pages: 1 2 3 4 5 6 7 8 9 10 11 12 |
| Jul - Posts by Hectamatatortron |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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