Conversation Between TSK and cooley
Showing Visitor Messages 1 to 11 of 11
  1. cooley
    October 2nd, 2012 6:27 PM
    I see, but hey. Anything you have is better than nothing & is to be appreciated, I mean that's true fan dedication, haha.
  2. TSK
    September 27th, 2012 12:43 AM
    I currently have the character portrait GUI app and a working script compiler that is a command line tool and not exactly user friendly.
    I plan on staying away from maps for now. There are plenty of existing maps to repurpose.
    I also have some handy resources such as a Sappy.xml with tags for the game, a list of units in ROM order and a list of Pilots in ROM order.
  3. cooley
    September 26th, 2012 5:05 PM
    Wow, that pretty much means any ROM can be hacked nowadays as long as HEX and VBA are involved. That's awesome stuff you've found. Do you plan to make any tools for the game?
  4. TSK
    September 22nd, 2012 2:16 AM
    Nvm, that thing about expanding ROMs, found it.
    I'm now starting work on a script compiler.
  5. TSK
    September 21st, 2012 7:40 AM
    Do you know of a proper way to append empty space to a ROM file?
    This game has all 16 original MB in use.
  6. TSK
    September 18th, 2012 9:02 AM
    A thorough liking for the series sparked the idea of hacking the games.

    Resources used and process:
    HEX editor
    Monkey Moore for the text table, truly excellent program for finding character tables.

    Textboxes were found by just looking for a pointer to the text once I could see where said text was. Then I hit a snag, there was nothing pointing to the textboxes. Through that route I could not get a hold of what makes the stages tick.
    Enter VBA SDL-H. The next thing I did was plow through traces looking for something useful using the address for the textbox. Eventually I came across something that looked a whole lot like a script parser. I fired up VBA-SDL-H set myself a breakpoint and observed. Rregister 1 gave me the offset of the script being read. Now I'm in the process of figuring out what all the functions in the scripting language do.
    Through this I also found a "master table" containing a bunch of pointers to the different things that make up a stage, for each stage.

    The portrait graphics were found using Tile Molester, they're not compressed.
    All other graphics turn out to be compressed and readable through UNlzGBA.
  7. cooley
    September 18th, 2012 8:24 AM
    Ah, that's interesting. What sparked that idea? & how did you go about executing that idea in terms of resources for hacking the ROM?
  8. TSK
    September 18th, 2012 1:24 AM
    On a different note. I recently headed back into ROM hacking. Not in Pokémon games though, but in Super Robot Wars Original Generation 2 for GBA. Mostly to see what I could figure out, in the meanwhile however I've almost figured out enough to start making an actual hack!
    Stuff I figured out in order of discovery:
    -Text table
    -Character portraits + Visual Basic program for inserting and viewing them
    -How textboxes are defined
    -How unit spawning is defined
    -Currently, after staring at a debugger all day: delving into the scripting system
  9. cooley
    September 13th, 2012 9:20 AM
    Well, it was a good run while it lasted.
  10. TSK
    September 13th, 2012 6:57 AM
    Indefinitely dead.
  11. cooley
    August 7th, 2012 10:15 AM
    So, Silvercurrent... Indefinite Hiatus?? Haha, reply back when you log in!

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