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pranavmeno
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Post subject: Re: TheZunar123's M2 M1+2 Translation (Version 0.2.6 is out!  Posted: Tue May 17, 2011 9:06 pm |
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Don't worry about it. If we have to do without it, we have to do without it.
I sent Jeffman an email myself. Waiting for a response....
And Mato-san, would you mind explaining offset pointers to me? I've looked all over the internet, but I can't find anything useful on GBA offset pointers.
_________________ Traduttore, Traditore
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Mato
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Post subject: Re: TheZunar123's M2 M1+2 Translation (Version 0.2.6 is out!  Posted: Tue May 17, 2011 9:15 pm |
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I'm only assuming from a quick glance that the control codes use offset pointers.
Offset pointers are what they sound like - rather than full addresses, they're offsets from a certain base address (which I don't know what it is).
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pranavmeno
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Post subject: Re: TheZunar123's M2 M1+2 Translation (Version 0.2.6 is out!  Posted: Tue May 17, 2011 10:36 pm |
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So, if the base address was 123456, and the offset was something like -0800, the pointer would be something along the lines of 08 12 26 56 reversed?
So... it would be 56 26 12 08, right? If that's correct, I think I get it now. How would I find the offset for a particular ROM? Are there any guides on how to do this?
EDIT: Offsets can be positive or negative, right?
Sorry if I'm bombarding you, Mato-san! ROM Hacking is just... so cool.
_________________ Traduttore, Traditore
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Mato
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Post subject: Re: TheZunar123's M2 M1+2 Translation (Version 0.2.6 is out!  Posted: Tue May 17, 2011 11:49 pm |
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Yeah, that's how it works basically. Whether or not the offset can be negative depends on what the programmers decided to do.
To find the base address you need to do ASM tracing or use logical deduction by looking at lots of lines that are interconnected.
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TheZunar123
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Post subject: Re: TheZunar123's M2 M1+2 Translation (Version 0.2.6 is out!  Posted: Wed May 18, 2011 1:35 am |
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Mato
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Post subject: Re: TheZunar123's M2 M1+2 Translation (Version 0.2.6 is out!  Posted: Wed May 18, 2011 1:43 am |
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Not sure what you mean by "adjust". For tile editing I suggest Tile Layer Pro and/or Tile Molestor. For compressed stuff, you're probably in over your head at the moment.
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TheZunar123
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Post subject: Re: TheZunar123's M2 M1+2 Translation (Version 0.2.6 is out!  Posted: Wed May 18, 2011 1:45 am |
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Rock
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Post subject: Re: TheZunar123's M2 M1+2 Translation (Version 0.2.6 is out!  Posted: Wed May 18, 2011 2:09 am |
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There's a program that lets you edit compressed data in GBA ROMs. It's unLZ.gba, and it allows you to see and edit LZZ compressed tilemap data. http://www.romhacking.net/utils/362/
_________________ Remember, kids, it's no rape if you say: "Surprise!!"
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TheZunar123
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Post subject: Re: TheZunar123's M2 M1+2 Translation (Version 0.2.6 is out!  Posted: Wed May 18, 2011 2:19 am |
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pranavmeno
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Post subject: Re: TheZunar123's M2 M1+2 Translation (Version 0.2.6 is out!  Posted: Wed May 18, 2011 4:17 pm |
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Mato wrote: To find the base address you need to do ASM tracing or use logical deduction by looking at lots of lines that are interconnected. ASM tracing sounds a little advanced for me at the moment, and I'm not sure I quite understand what you mean by 'interconnected lines', Mato-san... Anyway, Jeffman replied to my email, and he sent me his m12 dev stuff! I have the GOTO codes now, I just need to test them out to see if I understand what to do with them. Once I do, I'll post 'em here and explain everything.
_________________ Traduttore, Traditore
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