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Author Topic: Finding free space in PS-EXEs?  (Read 2 times)
Gideon Zhi
Guest
« on: July 01, 2008, 11:05:10 pm »

So, for those of you who do this sort of thing (I'm looking at you, Gemini!) I've been working on a font hack for SRW Alpha. I've found the byte on which font sprite positions pivot, and I've found the current character in r8. I'm ready to sit down and write my proportional font code based on r8 and that one addiu, but I need 128 or so bytes for my width table and a few more for my actual code.

How do I go about finding said space? Just scanning the exe I've found what appear to be several compiler debug messages. "This is not SEQ data." "This is an old SEQ format." "Can't Open Sequence data any more." "ps_sort_sprite,bg: z resolution overflow"... stuff like that. Is this shit okay to overwrite?
Ryusui
Guest
« Reply #1 on: July 02, 2008, 02:29:48 am »

You'd have to use a diff patch, but what's stopping you from ripping the ISO open, appending the space you need to the end of the EXE and zipping it all back together?

(Forgive me; this is my DS knowledge talking. The two aren't that different, from what I understand...)
Gideon Zhi
Guest
« Reply #2 on: July 02, 2008, 03:11:55 am »

The way it stitches together RAM, in short.

I've solved my problem, but I'd still like to see an answer to this from someone who knows.
KaioShin
Guest
« Reply #3 on: July 02, 2008, 03:28:24 am »

Assuming the game has a huge font with a few hundred Kanji (that's always in RAM anyway) you can place your own data there.
Gemini
Guest
« Reply #4 on: July 02, 2008, 07:20:20 am »

Quote from: Gideon Zhi on July 01, 2008, 11:05:10 pm
but I need 128 or so bytes for my width table and a few more for my actual code.
Overwrite the debug font. It's a 4kb spot in PS-X EXEs containing a 128x128 4bpp font which no game uses in gold builds (still, you can see it in vram sometimes).
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