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Topic: Saturn vs PSX hacking (Read 1 times)
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DaveGG
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« on: March 08, 2008, 02:31:29 pm » |
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I've not hacked in a while, and mostly games for the GG, GB and NES.
I'm interested in taking a stab at Saturn and PSX games now that they are easily available and that there's many great Japanese games that never came to the states or Europe.
I know that the PSX at least has seperate files rather than one large one like the NES or SNES,
but I'm curious to how difficult it is (generally speaking) it is to hack on the saturn and the PS.
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FaustWolf
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« Reply #1 on: March 08, 2008, 02:43:58 pm » |
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If you happen to be doing any graphics hacking for Saturn games, remember one thing in particular -- Sega developers used Motorola (Big Endian order) format for palette data, whereas PlayStation developers used Little Endian format. That's the way it works in Dragon Force, anyway.
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DaveGG
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« Reply #2 on: March 10, 2008, 12:12:37 pm » |
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^thanks for the info Faust! got any ideas on how difficult it is to hack between the two (in general)? at the moment it would seem that there's quite a bit of documents for the PSX and graphics editors that deal with the TIF format. I also know that the saturn had two processors that were difficult to program for, but I don't think that has much relevancy when it comes to translation hacking.
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KingMike
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« Reply #3 on: March 10, 2008, 07:08:40 pm » |
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It does if you need to make ASM hacks (like change the font size, move windows, compression, etc.).
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Special T
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« Reply #4 on: March 10, 2008, 11:12:02 pm » |
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If your interested in Sega Saturn hacking you should contact Knight0fDragon at Shining Force Central, he's the only person I know of that has released a fully translated Japanese Sega Saturn game. He's a moderator in the shining force 3 forums. He's translated Shining Force 3 Premium Disk and Scenario 2
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Starscream
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« Reply #5 on: March 11, 2008, 09:20:31 am » |
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^thanks for the info Faust! got any ideas on how difficult it is to hack between the two (in general)? at the moment it would seem that there's quite a bit of documents for the PSX and graphics editors that deal with the TIF format. I also know that the saturn had two processors that were difficult to program for, but I don't think that has much relevancy when it comes to translation hacking.
This is a rather uneducated guess, but the difficulty your hear about is probably more about the efforts one needed to make to utilize the power of the two main cpus (instead of one), rather than about the SH-2 language itself.
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FaustWolf
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« Reply #6 on: March 12, 2008, 12:39:05 am » |
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Difficulty varies widely for PlayStation hacking, and I imagine it's the same with the Saturn. But quite frankly, I find both easier than SNES hacking, because SNES games are much more likely to use compression than CD-based games. If you're interested in translation hacking specifically Dave, you might find the following sites of interest: http://www.sadnescity.it/http://terminus.romhack.net/They're in Italian and French respectively, and are among the most top-notch game analysts and custom programmers. Both have done PlayStation translation hacks; not sure about Saturn hacking though.
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Gemini
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« Reply #7 on: March 12, 2008, 07:14:19 am » |
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but I'm curious to how difficult it is (generally speaking) it is to hack on the saturn and the PS. I'm not very experienced in Saturn hacks (only ripped some GFX for Dracula X), but the Psx is really easy to hack (a lot more than old bags like the Snes) and the processor is seriously neat to work with (can take care of Snes like VWF without any lag problem). We have 3 emulator with debugging features (PCSX Agemo, PCSX Debugger, and pSX), and IDA is a great help when it comes to code disassembly. There is only one problem: no decent assembler. We have Spasm, but it sucks and you need to create an .asm file because it can't work with multiple org directives. Also it can't reinsert assemblies directly into files, so you have to paste them manually or use a batch program to do that automatically.
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akadewboy
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« Reply #8 on: March 12, 2008, 11:09:59 am » |
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One thing that I don't like about PSX hacking is it's a pain in the ass to recompile the CD, ESPECIALLY if it has STR video or XA Audio. Check out Cless's Doc for more info. Of course if you don't want to modify the size of the files inside the CD, then CDmage can usually insert modified files back into the CD just fine. (CDMage just does binary copy I think, doesn't actually recompile the CD).
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« Last Edit: March 12, 2008, 11:26:03 am by akadewboy »
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Gemini
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« Reply #9 on: March 12, 2008, 11:24:04 am » |
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One thing that I don't like about PSX hacking is it's a pain in the ass to recompile the CD, ESPECIALLY if it has XA video or STR Audio. Check out Cless's Doc for more info. You don't have to recompile the whole thing, especially considering that some games don't even care about the CD Toc and use a custom format for locating files, so you can just throw the expended files wherever you want and let the game do the rest. And even if the game uses the CD Toc, you can always change lba and size values to point to a new area of the CD and you wouldn't need to recompile the ISO at all. Even if Cless updated his doc, it doesn't mean it contains all the procedures to work on a Psx game. That doc is probably 1/20 of the actual Psx hacker bible.
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akadewboy
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« Reply #10 on: March 12, 2008, 11:27:19 am » |
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Read Cless's doc, computers don't read the locations of STR video or XA Audio correctly, you'll end up with corrupted STR and XA if you don't compile it a certain way.
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Gemini
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« Reply #11 on: March 12, 2008, 11:29:33 am » |
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Read Cless's doc, computers don't read the locations of STR video or XA Audio correctly, you'll end up with corrupted STR and XA if you don't compile it a certain way.
Read better my answer. I know what XA sectors are, and you can live without touching them at all. Again: ISO recompilation is NOT necessary.
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akadewboy
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« Reply #12 on: March 12, 2008, 11:31:47 am » |
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So what would you use to insert a modified file into a PSX ISO that's larger then it originally was?
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Gemini
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« Reply #13 on: March 12, 2008, 11:34:03 am » |
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So what would you use to insert a modified file into a PSX ISO that's larger then it originally was?
I told you that already: if the game uses the CD Toc, update those sectors (Winhex works fine here) so that the file is located at the end of the ISO or anywhere else you want it to be, then reinsert there your new file with CD Mage or whatever you prefer. If the game uses a custom toc, do the same as before but update the game internal toc instead of the cd's.
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akadewboy
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« Reply #14 on: March 12, 2008, 11:48:42 am » |
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CDMage doesn't let me import files that are larger than the original. The only thing CDmage can do is overwrite an existing file with another equal or smaller one.
Using MagicISO or UltraISO didn't work for me either, those programs destroy the license info and the game wont boot even if I just replace the file with an identicle file and do no modifications.
I've never found an easy to use program that allows me to insert files into a PSX ISO without breaking the game in some way. (it either destroys the license info and makes it unbootable or it corrupts XA/STR). That's why I'd like to know what program you use.
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« Last Edit: March 12, 2008, 12:01:11 pm by akadewboy »
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