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Author Topic: Where to start off with PSX Hacking?  (Read 2 times)
InVerse
Guest
« Reply #15 on: June 07, 2008, 09:53:42 am »

Quote from: Rai on June 06, 2008, 01:46:06 pm
Problem with learning myself is programming just isn't something you CAN learn yourself.

Actually, if you can't learn programming on your own, you're pretty much incapable of being a programmer. Sure, you can be taught how to put programming code into an order that accomplishes something, but that's no more programming than putting together a bunch of grammatically correct sentences that you find on various websites constitutes writing a novel. I'd like to restore a car, and I'm sure I could go get a manual for said car and manage to restore it, but since I have very little mechanical aptitude, I'd never become a mechanic no matter how many successful repairs/restorations I completed. Either you're a programmer or you're not, and if it doesn't come naturally to you, you're not. The first programming language I learned was GW-BASIC back in the 80s. All I had was a little booklet that listed each command and the proper syntax for the command, but no explanation what-so-ever about what the commands actually did. I had to figure it all out on my own, and I did so, writing a text-adventure style game with a few rudimentary graphics. (Full Disclosure: I've been reading Hackers: Heroes of the Computer Revolution by Stephen Levy (classic book that a lot of programmers and hackers around here would probably enjoy, focusing on the original hackers from the 50s, 60s & 70s, the ones that built the systems, not the later generation that would only try to break it.)

Quote from: creaothceann
A language cannot be not free.

I would think that it would be the other way around. (Though your actual point, of course, was correct.)
creaothceann
Guest
« Reply #16 on: June 07, 2008, 10:55:29 am »

Compiler Error: missing closing bracket ;)


Quote from: InVerse on June 07, 2008, 09:53:42 am
Quote from: creaothceann
A language cannot be not free.

I would think that it would be the other way around.

How so? They're just protocols, "contracts" on how to encode instructions.
Shadowsithe
Guest
« Reply #17 on: June 07, 2008, 02:50:53 pm »

English has difficulty differentiating between free as in beer and free as in speech. An environment is assumed when discussing a language and it definitely costs money for a few, but by and large it's free to develop. Sidenote: real men use C.
kern
Guest
« Reply #18 on: June 07, 2008, 03:10:17 pm »

There are a lot of things in the world that take a lot of study and a lot of work, and sometimes you have to start with basics rather than just jumping into what you want to do.

Japanese is a good example.  If you want to translate a video game, you can't just start with that.  There's no way to make sense of video game text without having a good basis in the grammar of the language.  You have to do general language study first, probably many years of general language study (if you want a good translation) before doing the game.

Same thing with programming and hacking -- you can't just jump into a project, especially a complex one.  People keep telling you that they have spent years learning the programming necessary to do game hacking.  Given how many projects you've started and dropped, I'm surprised you haven't realized this.
tc
Guest
« Reply #19 on: June 08, 2008, 07:20:04 am »

Try studying a language to become a translator instead. While not necessarily easier to do once learned, the learning process for translating already dumped text isn't as steep.

Myself, I don't often make threads like this because I'm aware of my inability at romhacking and fully acknowledge it. A concept the Pokemon hacking "community" could learn wonders from. Real romhackers find how many n00bs the series attracts so annoying, that few of them have any motivation to take on a serious Pokemon-related project.
FaustWolf
Guest
« Reply #20 on: July 05, 2008, 11:16:00 am »

Quote from: Skeud on June 06, 2008, 11:15:48 am

For example, either on SNES or PSX you need to know asm if you want to crack a compression. And if it is non-standard, you'll have to write a decompressor/compressor yourself.

Sorry I haven't read the whole thread, and my apologies if this point has already been addressed, but I think it's somewhat possible to crack a compression routine without knowledge of ASM in some cases at least -- depends on whether you can find a compressed file in the game image itself and then find its uncompressed counterpart in game memory. I think I've been able to figure out Front Mission 2's character portrait compression by simply comparing the compressed and uncompressed graphics data. Rai, if you're still around and interested in looking at compression you can take a look at how I did that here. I still haven't posted the complete decompression algorithm at qhimm, but I've got it jotted down somewhere. My difficulty with this exercise is precisely the second point made by Skeud -- you'll need to know a programming language to act on your findings, even if you don't want to delve into ASM hacking yet.
KC
Guest
« Reply #21 on: July 05, 2008, 12:06:32 pm »

It is possible, but not always. A simple LZSS or RLE compression can be implemented purely by guessing, that's right. But if it's anything a bit more complex, like this ( http://phpfi.com/329392 ), one of the two decompression routines used by most Tales of games, then you're pretty much out of luck without debugging.

Not to mention it's faster, too.
DaMarsMan
Guest
« Reply #22 on: July 05, 2008, 12:08:57 pm »

Wow that's so close to DQ5. DQ5 uses a starting window position of 0xFEF.... It's weird.
KC
Guest
« Reply #23 on: July 05, 2008, 12:11:47 pm »

The Tales games have another one as well. It, too, starts at 0xFEF, but has RLE mixed in.
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