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Author Topic: How I make a game support one byte characters?  (Read 3969 times)
KaioShin
Guest
« Reply #15 on: January 31, 2007, 10:14:53 am »

Quote from: Rai on January 31, 2007, 10:12:49 am
Quote from: Gemini on January 31, 2007, 10:11:11 am
Quote from: Rai on January 31, 2007, 09:44:54 am
No... I'm waiting for something that tells me what PSX ASM is and how I can modify it to do what I want.  Better I'm looking for some information on font routines, and overall how I can modiy ASM in a hex editor. There's no step-by-step bullcrap out there.
This tells me you read none of those docs and you are still waiting for a step by step walkthrough, which doesn't exist.
I did read through a coupled of the docs, and I only found ONE useful one.

Look, you asked what PSX ASM even is, and moreover how to modify it with an hex editor. This clearly shows that you haven't read anything, as even a Wikipedia article could tell you at least what it is and that you can't do anything with a hex editor (unless you are insane and you like self humiliation).
Gemini
Guest
« Reply #16 on: January 31, 2007, 10:18:50 am »

Quote from: Rai on January 31, 2007, 10:12:49 am
I'm looking for information on the font routines, and once I understand it well enough, I'll figure out how modify iy to my liking.
That's your problem. You are always looking for specific docs. Roll Eyes I'll tell you again there is nothing like that for the Psx. You gotta find out a method by yourself using a debugger.
Rai
Guest
« Reply #17 on: January 31, 2007, 10:24:10 am »

Quote from: Gemini on January 31, 2007, 10:18:50 am
Quote from: Rai on January 31, 2007, 10:12:49 am
I'm looking for information on the font routines, and once I understand it well enough, I'll figure out how modify iy to my liking.
That's your problem. You are always looking for specific docs. Roll Eyes I'll tell you again there is nothing like that for the Psx. You gotta find out a method by yourself using a debugger.
No, I'm just looking for something that'll  tell me about PSX font commands, and how I can change them. I'm not looking for something to show me the specific font compression routine for FM2, just some information PSX font commands and how I can change them. I'm already aware of how to find the font.
Gemini
Guest
« Reply #18 on: January 31, 2007, 10:27:23 am »

There isn't any general purpose font command. Each game has its own method. How long are you gonna ask for something that doesn't even exist?
Skeud
Guest
« Reply #19 on: January 31, 2007, 10:28:09 am »

Quote from: Rai on January 31, 2007, 10:24:10 am
No, I'm just looking for something that'll  tell me about PSX font commands, and how I can change them. I'm not looking for something to show me the specific font compression routine for FM2, just some information PSX font commands and how I can change them. I'm already aware of how to find the font.
There is nothing like "PSX font commands". Every programmer choose his own way to print letters on the screen.
You'll have to trace the code, locate the right routine, understand it, and finally patch it.
Nightcrawler
Guest
« Reply #20 on: January 31, 2007, 11:09:12 am »

There is no font instructions. There is nothing but general purpose CPU instructions. It's called ASSEMBLY LANGUAGE....

The CPU has a set of instructions. That's all it can do. It's up to the programmer to use that set of instructions to make something worthwhile happen. This usually occurs when the instructions reference memory locations that are in fact hardware ports of other hardware pieces in the system such as the graphics hardware.

So then.. how do you suppose a font is drawn? Well the program will load it from the CD and stick in video memory using video hardware registers in some fashion. How is this exactly done? It can be  different on every game. So, how do you figure it out? Read about the playstation hardware and figure out what registers could be used. What locations will you want to trigger in a debugger.

Our database already contains ALL of the information you will need to do this. You need to READ it. You have huge misconceptions.

Displaying font in the PSX is done virtually the exact same way as it is on most other consoles. The only difference is the potential graphical format of the font and the hardware registers and process it goes through. This is documented in the hardware documentation.

As I have suggested MANY times before to you, you really should work with something easier first because you're just snowballing yourself because you don't understand many fundamental concepts and keep jumping ahead.

It's not just me. Most of the respected and experienced hackers here are telling you the same thing. We're not all assholes you know. We're telling you what you need to do and telling you the resources are already here. We're also telling you nobody is going to do this for you and spoon feed you step by step instructions for your game which is what you're asking for. Don't say you're not. You've got several people here telling you that you are.
Rai
Guest
« Reply #21 on: January 31, 2007, 01:32:54 pm »

Quote from: Skeud on January 31, 2007, 10:28:09 am
Quote from: Rai on January 31, 2007, 10:24:10 am
No, I'm just looking for something that'll  tell me about PSX font commands, and how I can change them. I'm not looking for something to show me the specific font compression routine for FM2, just some information PSX font commands and how I can change them. I'm already aware of how to find the font.
There is nothing like "PSX font commands". Every programmer choose his own way to print letters on the screen.
You'll have to trace the code, locate the right routine, understand it, and finally patch it.
So what is the PSX assembly code? Look I'm a newbie at this, I don't know these things. I basically just want to know how the assembly code works and how I can manipulate it, and change the code to my liking.

Quote
Displaying font in the PSX is done virtually the exact same way as it is on most other consoles. The only difference is the potential graphical format of the font and the hardware registers and process it goes through. This is documented in the hardware documentation.
Well, seeing as how I've never messed with assembly code before, I wouldn't know how you would display a font on a console. I'll look for that document you mentioned though.

Quote
As I have suggested MANY times before to you, you really should work with something easier first because you're just snowballing yourself because you don't understand many fundamental concepts and keep jumping ahead.
Easier why? If I could just learn the assembly code, and learn how to manipulate it, as well as read a few hardware docs, and practice a lot, I could learn how to use the code rather quickly.

Quote
We're also telling you nobody is going to do this for you and spoon feed you step by step instructions for your game which is what you're asking for. Don't say you're not. You've got several people here telling you that you are.
I'm not expecting anyone to feed me step by step instructions, and I already confirmed in an earlier post in this topic, that I KNEW something like that didn't exist. If you think, then you're wrong, and so are the "several" other "people" who think that. I'm not looking for any to spoon feed me anything, I'm looking to learn the assembly language, and figure out how to manipulate it so that I can understand what the code does, and I can figure out how the code loads the font, and decompresses the font, so I can figure out how to change the code. All I'm looking is to learn the assembly language, I'm going to be finding the font routine, and stuff myself.
« Last Edit: January 31, 2007, 01:59:51 pm by Rai »
Lenophis
Guest
« Reply #22 on: January 31, 2007, 02:04:44 pm »

Quote from: Rai on January 31, 2007, 10:24:10 am
No, I'm just looking for something that'll  tell me about PSX font commands, and how I can change them.
:laugh: Oh wow. No game or system has a specific method to put font, and there's no magical place to magically get it. It's been like that since 1982. Storing it is about the only common theme you'll find. Ever open up a tile editor and look at all the formats? Assembly doesn't put that there, copying and pasting hex data, or maybe even (*shriek*) typing it all in manually does.

Quote from: Rai on January 31, 2007, 01:32:54 pm
So what is the PSX assembly code? Look I'm a newbie at this, I don't know these things.
Yeah, that's been established for quite some time now. You have so many misconceptions about how things are done on all of these consoles, it's really amazing. Tell me, why are you trying to hack a PS game? You're clearly biting off more than you can chew, I'm just wondering the reasoning behind this. Right now, you think apples are oranges, oranges are grapefruit, and a train will lead you on your way on a paved road. Rough analogy, but you know.

Given your past history, you're going to give up the very instant you hit a snag trying to tweak any routine. Assembly is very low-level, and you need to make sure that if you expand a routine, the what you move gets accounted for. This means changing at least one, possibly many jump addresses (as one example). Not to say it can't be done, but it will take more than 30 seconds worth of work. My point is, have patience. Don't make hasty decisions, learn why the routines are doing what they are doing. Tutorials can't teach you that, experience of studying them does.

Take from this what you will, though I have a pretty good idea of what the result will be.
Skeud
Guest
« Reply #23 on: January 31, 2007, 02:10:48 pm »

What everybody here tries to make you understand is that you want to do something way too hard for you.
You first have to do basic hacks, learn to understand how the "beast" works.
I once read someone who wrote that you needed to learn how to program before "unprogram".
Try to learn a programming language, then make some demo on the playstation for example.
You can even start learning R3000 asm first. There are sources codes available. You can take one, compile it, test it, modify it....
Then you can take a debugger, and look inside the code of a game while running, modify some opcodes, and see what is changed.

Romhack is a lot of trial and errors. After many many hours, you'll see some pattern, and understand better how everything is fitted together.
But you can't start by the hardest thing to do.
Rai
Guest
« Reply #24 on: January 31, 2007, 02:19:38 pm »

Quote from: Skeud on January 31, 2007, 02:10:48 pm
What everybody here tries to make you understand is that you want to do something way too hard for you.
You first have to do basic hacks, learn to understand how the "beast" works.
I once read someone who wrote that you needed to learn how to program before "unprogram".
Try to learn a programming language, then make some demo on the playstation for example.
You can even start learning R3000 asm first. There are sources codes available. You can take one, compile it, test it, modify it....
Then you can take a debugger, and look inside the code of a game while running, modify some opcodes, and see what is changed.

Romhack is a lot of trial and errors. After many many hours, you'll see some pattern, and understand better how everything is fitted together.
But you can't start by the hardest thing to do.
So I'll learn how to program Playstation, no big deal. If this is hard, I imagine NES assembly would be rather easy.
« Last Edit: January 31, 2007, 02:30:54 pm by Rai »
RadioShadow
Guest
« Reply #25 on: January 31, 2007, 03:12:06 pm »

These might help you. 

http://www.geocities.com/bjb138/rockmanXasm/asm1.html
http://www.geocities.com/bjb138/rockmanXasm/asm2.html

Their guides on how to ASM hack SMW and SMB3.  Okay there nes games but they should give you an idea on how to ASM hack.  I going have a shot at it as well.  Wink
RedComet
Guest
« Reply #26 on: January 31, 2007, 03:34:28 pm »

Or this: http://www.romhacking.net/forum/index.php/topic,2746.0.html
Cyberman
Guest
« Reply #27 on: January 31, 2007, 10:03:22 pm »

Quote from: Rai on January 31, 2007, 02:19:38 pm
So I'll learn how to program Playstation, no big deal. If this is hard, I imagine NES assembly would be rather easy.
Start small and work up.  IE you won't be able to make sense of something if you try anything too complicated. It's like trying to make a precision current sink using a MOSFET before you even know what the word current means.
Start small work up. The bigger things are the same as the smaller things, they just are more time consuming Cheesy

Cyb
Spikeman
Guest
« Reply #28 on: February 01, 2007, 03:28:22 am »

Quote from: KaioShin on January 31, 2007, 10:14:53 am
...that you can't do anything with a hex editor (unless you are insane and you like self humiliation).

When I started hacking about 2 years ago when this site didn't exist and I couldn't find any ASM docs except for the official documentation on the processor, I assembled my first ASM hack (a DTE hack) by figuring out the binary opcodes, converting them to hex, and typing them in the hex editor. So yeah, it's definitely possible.. but a major pain in the ass. Wink
KaioShin
Guest
« Reply #29 on: February 01, 2007, 03:31:28 am »

Quote from: Spikeman on February 01, 2007, 03:28:22 am
Quote from: KaioShin on January 31, 2007, 10:14:53 am
...that you can't do anything with a hex editor (unless you are insane and you like self humiliation).

When I started hacking about 2 years ago when this site didn't exist and I couldn't find any ASM docs except for the official documentation on the processor, I assembled my first ASM hack (a DTE hack) by figuring out the binary opcodes, converting them to hex, and typing them in the hex editor. So yeah, it's definitely possible.. but a major pain in the ass. Wink

On GBA or PSX??? This is not a very big problem on CISC CPUs, but on RISC - holy shit pure madness.
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