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MP2E

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Posts posted by MP2E

  1. Oh, what happens if one get a soldier character?

    I got Soldier Wil. :|

    (But I got myrmidon lyn lol, what's the difference?)

    He can't promote :<

    EDIT: It would be neat to be able to patch in a halberdier class... *wink wink* NUDGE NUDGE

    EDIT2 : Also got Nightmare 2 to work, and I can randomize everything. Thanks all :P (too lazy to do it right now but I will soon)

  2. I tricked people (and phobia) earlier in this topic when I said Devil axe was shit. It actually penetrates defenses, so it is literally your only Luna weapon ingame. (You can't obtain luna without mine glitching).

    Hahahaha. The plot thickens :o I never would have used the Devil Axe..

  3. I'd be incredibly interested in a command line python tool. That would be right up my alley, actually(I'm one of those weirdos that prefers CLI to GUI :D)

    EDIT: Also I can't get the visual basic tool to even work.. Mono and wine won't run it.

  4. How is it done?

    Hacking is a very general term that could mean quite a lot of things. In the spirit of not being a jerk, I'll assume you mean hacking in the Fire Emblem ROM Hacking context. Even so, it's still a pretty generic question. Reminds me of this:

    Would you tell me, please, which way I ought to go from here?"

    "That depends a good deal on where you want to get to."

    "I don't much care where "

    "Then it doesn't matter which way you go.

    Lewis Carroll, Alice in Wonderland

    I'd suggest reading the Ultimate GBA FE Hacking Guide for a good outline on what is possible, and how to do it. Anything beyond what is mentioned in that guide will require you to figure it out, through reverse engineering and your own ability to problem solve. This will probably require at least some programming experience and computer science background.
  5. Ahh I see. That makes a lot more sense. Yeah, I wrote the document myself because I had thought that the C source was all that was available. It's good to hear that the format is fully cracked, because that means less work towards making a polished translation. I wish I had looked harder now though, reinventing the wheel isn't fun x.x

    /me looks up documentation

  6. Strange, in the source code it lists that j2e had 3 different dumpers for the script formats. One was marked for dialogue and used an EUC file, one was standard Shift-JIS as verified by my text editor, and the third text was something called "Fixed Shift-JIS" that I can't figure out for the life of me what it is. I've thrown many encoding formats at it and it looks like garbage.

    Any idea why I can't read it? And also, why on earth would j2e use an EUC file on one of the formats but not the others if it were all the same Shift-JIS format?

    I'm 99% sure there are 3 different encodings in FE4.

    EDIT: Some admittedly incomplete documentation I wrote based on the source

    Definitely interested in hearing your input on this, because I feel like I'm missing something here. I'd like to figure out the "fixed Shift-JIS" format. The C code only takes me so far when I can't actually read japanese

    EDIT2: Ah you have the roman to shift-jis table. thanks! Now we just need the GBA disasm.

  7. Handle as in dump the Shift JIS text and be able to reinject it. The asm has to be hand edited, of course. I'll take a look tonight and see if it happens to be one of the types of Shift JIS in FE4. The number of bytes per character indicates it should be a standard 2-byte encoding(vs 7-byte wide encoding) but sometimes there are variances in the format itself.

    I'm not 100% on Japanese character encodings because I started learning them recently, and it doesn't help that I can't actually read it :P Thank god for Google Translate and collaboration. If anyone finds more knowledge on the Shift JIS format please post.

    I realize the tiles don't need to be modified at this point but realizing which roman character points to which Shift-JIS character is necessary.

    EDIT: Due to some unforeseen life circumstances, I can't look at it tonight. I will ASAP and post with more information

  8. Now that I think about it some more, Huffman compressed text probably doesn't have to be 4 byte aligned. It wouldn't be raw, though.

    That would mean either the text already had an assembly hack applied to be loaded as raw text, which would make sense since I'm pretty sure Twilkitri helped with the translation patch (and made the original text hacking tools for that purpose). It sounds like you changed it and confirmed that it was actually affecting what was displayed as well. I vaguely remember locating a second system for loading and displaying text independent of the usual so maybe that is what is being used, although it doesn't explain why the text isn't aligned (a compiler would make it aligned) or why it's in such a weird location (a compiler would likely put it in a big pile of other data; having such a low address for text data is weird).

    I supposed it's also possible that the stuff not making sense is an extension of the translation hackers being good at translating and inexperienced with software engineering.

    As expected, there is no reference to that mis-aligned address. There is, however, a reference to 0x081C9FEC, which is the address of 2 (shift-JIS?) characters followed by a single 0 byte (which delimits several more 2 byte character pairs thereafter, including the one you mentioned in your first post).

    The reference is at 0x0805D384, a low address that is likely in the midst of assembly code as I suggested (although this might not really be a "second text system" so much as "yet another case-specific text system" of potentially many). Kind of a weird thing to hardcode considering the stuff they didn't but okay IS.

    And it gets more fun :P Shift-JIS is common in the Japanese Fire Emblem games so it wouldn't surprise me if it were pointers to that(I've found 2 variants + a table to direct tile data in Seisen No Keifu, from my translation efforts so far.. Why IS?)

    EDIT: It is definitely Shift-JIS of some kind. Has a utility been written for the GBA games to handle this?

  9. Apparently the technical term for this is multi-tile encoding. It seems I'll need to do an ASM hack to get this working but all sources say it's the easiest ASM hack one can do. Still, does anyone who already knows what they're doing think they can help? I'll learn if I have to but needless to say a lot could go wrong.

    You don't need to do an ASM hack, you just need to replace the 2 tiles with tiles that happen to have 3 letters pre-rendered in them. I could assume that one character will be cut down the middle. Most GBA graphics are stored as LZ77 data so just try to decompress the pointer at the address used with an LZ77 graphics decompressor and see where it takes you. It should give you one of the letters. From there, you can create new tiles with a tile editor(there are tons) and then reinject into the free space after you LZ77 compress it. From here, just repoint the data. Most likely, there will be 2 adjacent pointers to the first and second letter.

    You'd store prerendered tiles as a seperate table referenced only for the respective stat needed, of course. It wouldn't take much space :P

    ASM hacking might be nice, but if you're going to go there, you may as well change the layout to allow more than 2 tiles, in the first place. The only problem I can see with that, is that you would need to move all of the data located in the ROM after each character address, to account for more characters. Is there a utility written to repoint FE6 data?

    I'm not familiar with the Fire Emblem GBA hacking scene, but I am familiar with ASM and general hacking. If I were provided with a disassembly of the current level up character drawer I could probably hack something up :P

    EDIT : Whoop just noticed you already figured out the pointers. Tile Editor

  10. Hi, I searched through a few utilities but I didn't see anything that could do this. Is there an easy way to remove either:

    A) Remove the Suspend feature

    Or

    B) Remove the delete save option from the main menu

    If I have to use a debugger and get my hands dirty with some assembly, that's fine. I just wanted to double check to make sure I'm not reinventing the wheel.

    And also I'd like to remove the ability to discard all items. I believe there is an item attribute that I can set to make items nondiscardable. Would the best method be to apply that flag to every item?

  11. Well then, we've lost Florina, Dorcas and Sain. And we're just about to get Rath.

    I wish it wasn't so laggy though. I've had to refresh many times in the ~20 minutes I've watched.

    Don't switch tabs, it'll help a lot. It still lags a bit, though. An unfortunate side effect of fully emulating the game in-browser(browsers are not good at realtime stuff, like emulators need).

    Getting rid of suspend is going to take some thought. Also considering taking out discard. Is that going too far?

    EDIT: And the save file is deleted for the 4th time. Great. :|

  12. Yeah. I just went on there to check it out, and you can pretty easily do the soft reset with A+B+L+R (don't worry, I did it between chapters :P). He should really disable R to prevent it happening.

    Ah thanks for posting this! I wondered where that came from :) I actually have a better solution, I will disable L and R both being pressed at the same time. Shouldn't ever happen anyway, right?

  13. from what i've heard, only the tiles, items, etc. were in the code, the maps were put together a the big N and the cards just say " this goes here and that goes there". If were lucky these maps are like that(the fe7 and fe8 bonus items were in the code) and we might be able to recreate it.

    Or we'll just be sent on a real life fetch quest.

    If that were true then we would have the maps... People have hacked the other items in to the other games because it exists in the game code. The fact that the maps are not in the ROM is the reason why we haven't found them. I mean, look at all the extensive hacking tools catered towards GBA... You'd think they would be documented by now if they existed in the regular ROM

  14. IIRC weren't the maps distributed on special cartridges of the game? So wouldn't looking for them in the "regular" ROM be fruitless?

    According to Serene's Forest, they were, but the wording is a bit fuzzy.

    In Japan, the VJump magazine held a promotional competition, tied to the Fire Emblem manga Hasha no Tsurugi, where selected winners could could receive special Sword of Seals cartridges containing unique Trial Maps already downloaded.

    Already downloaded implies that you could download the event on a regular Binding Blade game if you went to a special event, though no clarification as to whether any events ever actually happened are listed.

    What does downloaded mean in this sense?

    The SMB3 e-Reader maps are held in the game's flash save, though I'm not sure if the two formats are comparable or not..

    They seem to be, that's assuring. And sure enough, it looks like Binding Blade has a 64KiloByte save file size, which should be plenty for a MAR or two. It could have also just been put in a special edition of the cartridge ROM though.

    Either way, it seems to be lost to time :(

  15. Alright gringe, this may be the post that certifies my insanity and throws me in the loony bin, but hear me out. Those special maps (Grizel Execution Court, V-Type, J-type, and Defeat Bandits)... why not see if you can find and translate them, so you can integrate them into the main trial maps? I know it might be a bit much, but the patch wouldn't be complete without all the content, would it? Of course, after you finish the main portion of the patch. Don't want to get sidetracked.

    AFAIK If the DLC maps are in the ROM, we haven't found them yet, It is thought at this point that they may be something that was downloaded to the game's actual SRAM. This is unfortunate, because it means that without a game cartridge with the event unlocked falling into the hands of a ROM dumper, we may never see it.

    I'm not 100% sure about this, mainly because I don't know how much info GBA SRAM can hold vs how big map array structures are. Can anyone shed light on this? Would it be practical for Nintendo to embed a full map in SRAM?

  16. Sad but true. May 20th of this year, we will lose the ability to play some quite amazing games online. This also includes the only 2 Fire Emblems with competitive multiplayer(FE11 and FE12). This is not Nintendo's fault. Nintendo outsourced server management to GameSpy for the Wii and NDS. GameSpy was recently purchased by a company and they don't seem to care about anything other than mobile gaming, so all of the old GameSpy servers are being shut down.

    But this doesn't have to be the end. Nintendo consoles have all been emulated, with the exception of the current gen(and we'll get there). If you look for NES games, or SNES games, you'll find that fans have painstakingly preserved these experiences so that they can be enjoyed far into the future. So, why don't we do the same thing with Nintendo WFC

    But how do you propose we do this?

    It's not going to be easy. I don't even know if we'll be able to write servers for every game in time. What we need to do is make sure that as much data is collected about each of the multiplayer games that are going offline as possible. There is an effort being lead by an emulator developer named ToadKing to reverse engineer each game and collect as much data as possible to do this.

    But how can I help?

    1. Use the guides on ToadKing's website to capture packets of as many use-cases of online in any game that is going offline and send it to ToadKing.

    2. Anyone with network protocol experience would be invaluable in extracting data and figuring out the encodings of data

    3. Any information you can find relevant to the multiplayer. Most multiplayer games use Nintendo WFC's servers to find a match, and then from there everything is Peer2Peer.

    Please spread the word! May 20th is a few months away, but it'll be here before we know it

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