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Author Topic: Cardcaptor Sakura hacking problems  (Read 9750 times)
labmaster
Guest
« Reply #15 on: December 04, 2006, 09:23:57 pm »

No, I found the font data by using VRAM breakpoints, then put a read breakpoint on the font data, traced backwards during the print routine and found where the data was loaded from. This was all using VBA-H.
Spikeman
Guest
« Reply #16 on: December 05, 2006, 03:09:39 am »

I have VBA-SDL-H? Is that different than VBA-H? And if so, which one is better?
labmaster
Guest
« Reply #17 on: December 05, 2006, 03:30:05 am »

Same thing, sort of. It's filed under VBA-H in the utilities section, but it's proper name is VBA-SDL-H. VBA-H is the modified windows (GUI) version, which has an enhanced code searcher and some other hacker-oriented tweaks.
rmco2003
Guest
« Reply #18 on: December 05, 2006, 03:43:03 pm »

labmaster, since you've already been through the print routine, did you see if it used a width table for the letters or not?
labmaster
Guest
« Reply #19 on: December 05, 2006, 08:24:31 pm »

No, sorry, wasn't really looking out for it.
rmco2003
Guest
« Reply #20 on: December 06, 2006, 01:56:50 am »

I tried tracing it myself but it just confused the hell out of me -_-;
« Last Edit: December 07, 2006, 04:35:43 am by Rhys »
rmco2003
Guest
« Reply #21 on: December 07, 2006, 04:35:57 am »

Does anyone know of any guides to implementing a VWF in a GBA game? Most of the documents on here are about NES/SNES games...
Spikeman
Guest
« Reply #22 on: December 07, 2006, 04:42:30 am »

I don't think there are any guides specifically for the GBA, but you can use the same principals as ones for the SNES. Also I'm pretty sure Ryusi coded one for his hack, you could ask him for some pointers.

But if I were you, I'd make absolutely sure there isn't already a VWF in the game. That would just suck if there was and you spent all that time coding one.
rmco2003
Guest
« Reply #23 on: December 07, 2006, 06:07:42 am »

Well it looks like it's just copying the tiles into ram, but then again I don't know much ASM... Undecided\
Normmatt
Guest
« Reply #24 on: December 07, 2006, 06:44:55 am »

From what I can tell, the rom is copying the tiles into ram which then get copied into OAM which then gets drawn to the screen. From what I can tell the 12x12 look is done by incrementing the X bit in the OAM data. But i'm unable to find the routine which increments the X bit in the OAM data Sad

But this information may help someone with more knowledge than me.
rmco2003
Guest
« Reply #25 on: December 07, 2006, 06:37:40 pm »

Could someone help to find this value? If it can be changed then I can at least get a HWF out of it..
Ryusui
Guest
« Reply #26 on: December 07, 2006, 07:47:33 pm »

Hold it.

You mean the text is rendered to the screen as sprites and not on a BG layer?
Normmatt
Guest
« Reply #27 on: December 07, 2006, 07:52:54 pm »

Quote from: Ryusui on December 07, 2006, 07:47:33 pm
Hold it.

You mean the text is rendered to the screen as sprites and not on a BG layer?

Yes, its the text is rendered as sprites, which seems strange as most games draw directly to a BG layer but i suppose it's probably just a lazy programmer trying to get away from having to write a VWF  Wink
labmaster
Guest
« Reply #28 on: December 08, 2006, 04:40:31 am »

OAM text = godsend. Seriously, once you find the OAM writes, it's going to be a piece of cake as far as vwf's go. Unfortunately, VBA-SDL-H doesn't support OAM breakpoints (mainly because I've never had to use them before), and double unfortunately I no longer have the source code to make a quick update. However, time permitting, I'll have a run through it with no$gba tomorrow.
rmco2003
Guest
« Reply #29 on: December 08, 2006, 06:13:17 am »

Awesome! Thanks labmaster Grin
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