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Author Topic: digimon world disassembly documantation anyone?  (Read 2 times)
mcdra
Guest
« on: February 12, 2009, 10:41:53 pm »

I am wanting to work on a patch for Digimon World that will correct major glitches such where the game crashes when going to the jukebox or in the basement after fighting skullgreymon.  If anyone has any disassembly documentation on Digimon World for PSX that would be greatly appreciated.  If I posted this in the wrong area please move to the correct board.
Black_Phantom
Guest
« Reply #1 on: February 13, 2009, 07:28:27 am »

That's one of my favourite games! ...but I haven't encountered any tools or docs for it whatsoever. I get the feeling that even a partial disassembly floating around somewhere is quite unlikely. Unfortunately you'd probably have to figure out the code for yourself. But good luck!
mcdra
Guest
« Reply #2 on: February 13, 2009, 12:51:01 pm »

Thank you very much on your input and I was afraid that was going to be the case.  I believe the errors are in the core coding of the game.  There wouldn't happen to be any documentation of file types on the playstation disc contain the core coding of playstation games?
Black_Phantom
Guest
« Reply #3 on: February 13, 2009, 01:15:29 pm »

Well, I know next to nothing about PSX hacking as I'm focusing on the GB but there'll likely be something helpful on this site right here. Maybe something indirectly helpful at least.
mcdra
Guest
« Reply #4 on: February 17, 2009, 06:40:41 am »

I had thought the core data was stored on the DAT file called MMM.DAT.  It's the largest file on the disc and is 27 MB in size Upon copying it to my hard drive and viewing it in a hex editor, I see that it is nothing but zeros.  I examined this file directly from the disc as well and it was also nothing but zeros.  This leads me to believe that the core programming is contained on the multiple .BIN files on the disk.  Might explain why the show stopping glitches were present.  It seems as if the game was rushed for production or the programmers weren't effectively communicating with each other.

EDIT- I've made a document containing a list of all the TIM files and what is contained on them.

EDIT-  I've got a good feeling that that empty mmm.dat file is the source of the Crashing of the Jukebox.  I think the Dat file was supposed to contain all the music for the game and might have gotten corrupted/forgotten right before the final production.  The other idea that might be the case is since the game seems to be controlled by multiple .bin, the .bin file that controls the music might have not been forgotten/corrupted in the final release.  Testing will be needed mainly to see if the game will run without that dat file.  I guess I should get to closer to end game in Digimon World before I start breaking shit so I can test my theories.
« Last Edit: February 18, 2009, 04:23:27 am by mcdra »
Lleu
Guest
« Reply #5 on: February 19, 2009, 12:08:28 pm »

Isn't it more likely that it's a dummy file used to increase the size of the disc and push the data further towards the outside edge?
Black_Phantom
Guest
« Reply #6 on: February 19, 2009, 12:25:23 pm »

Quote from: Lleu on February 19, 2009, 12:08:28 pm
Isn't it more likely that it's a dummy file used to increase the size of the disc and push the data further towards the outside edge?

You've gotta be fuckin' kiddin' me!

:laugh:
Tauwasser
Guest
« Reply #7 on: February 19, 2009, 12:55:38 pm »

Nope, that's what they usually do.

cYa,

Tauwasser
Black_Phantom
Guest
« Reply #8 on: February 19, 2009, 01:03:04 pm »

Undecided\ It's hard to tell who's being sarcastic...
KaioShin
Guest
« Reply #9 on: February 19, 2009, 01:06:14 pm »

Quote from: Black_Phantom on February 19, 2009, 01:03:04 pm
Undecided\ It's hard to tell who's being sarcastic...

Tauwasser is right. Think about it:
A CD is a disc. Just compare the size of one circle around the disc at the inside of the disc compared to the outer edge. With one spin you'll cover a much larger stretch at the outer edge. So the disc is reading data much faster on the end of the disc than on the beginning. So even if a game has only 50MB data, to reduce loading times they push those 50MB to the farthest edge by filling the space before up with empty dummy files.
Black_Phantom
Guest
« Reply #10 on: February 19, 2009, 01:16:55 pm »

Right. I knew the deal about the padding - but sorry for the confusion. I was being sarcastic to begin with, I was unsure whether Tauwasser was doing the same!
Gemini
Guest
« Reply #11 on: February 19, 2009, 03:14:30 pm »

Quote from: Tauwasser on February 19, 2009, 12:55:38 pm
Nope, that's what they usually do.
WROOOOOOONG kids! Dummies in Psx games are usually at the end of the disk, and they are never used to push data to the area where reading speed is faster. This is because some models of Playstation have issues reading the last 30 MB of a CD. Some of the earlier games used to put an audio track there instead, like Symphony of the Night.
Lleu
Guest
« Reply #12 on: February 19, 2009, 04:37:40 pm »

Quote from: Gemini on February 19, 2009, 03:14:30 pm
Quote from: Tauwasser on February 19, 2009, 12:55:38 pm
Nope, that's what they usually do.
WROOOOOOONG kids! Dummies in Psx games are usually at the end of the disk, and they are never used to push data to the area where reading speed is faster. This is because some models of Playstation have issues reading the last 30 MB of a CD. Some of the earlier games used to put an audio track there instead, like Symphony of the Night.
O NOES! I've been schooled!

Seriously though, that's good to know.  However, I would have figured that they'd just leave that part of the disc out of the TOC instead of putting a dummy file there.  Or is that the last 30 MB of a CD, regardless of how large the disc is?  Putting a dummy file at the end for compatibility would imply that all PSX discs should have dummy files.  Do they?

I also figured that a side-benefit of putting a dummy file near the beginning would be to reduce seek time, since the laser wouldn't have to move across as large of an area as it would if the sectors closer to the spindle were populated with frequently-used data.
Gemini
Guest
« Reply #13 on: February 19, 2009, 05:53:26 pm »

Quote from: Lleu on February 19, 2009, 04:37:40 pm
However, I would have figured that they'd just leave that part of the disc out of the TOC instead of putting a dummy file there.
With SOTN that's technically what they did. The CD-DA track is nowhere on the data track, so it's completely invisible to the user even tho it's still there in a form or another.

Quote
Or is that the last 30 MB of a CD, regardless of how large the disc is? Putting a dummy file at the end for compatibility would imply that all PSX discs should have dummy files.  Do they?
It seems like some games (i.e. Chrono Cross) do not have a dummy file, but that's probably because they take pretty much all the space on disc. But except for these few cases, all Playstation games do have dummies, visible or invisible (Vagrant Story has most of the disc padded with zeroes).

Quote
I also figured that a side-benefit of putting a dummy file near the beginning would be to reduce seek time, since the laser wouldn't have to move across as large of an area as it would if the sectors closer to the spindle were populated with frequently-used data.
I've got a better solution: streamed audio and video at the beginning of disc, while regular data right after it, then the dummy at the end as usual.
JosexD
Guest
« Reply #14 on: January 20, 2010, 01:51:33 am »

Hi !

how are you?

have you ever wanted to translate / modify / add extra features to
Digimon World 1 for PlayStation 1 ?

I have experience on doing dll hacks for various pc games but this is the first time I try on a playstation game
It would be fantastic to add mega level digimons / expand map / add bosses ( maybe the other dark masters 3 besides machinedramon ) / add extra features. If you like the idea, consider it interesting or *would* like to contribute to the project for about some months or 1 year of relaxed work as a hobby

the main objectives would be to create tools for easily adding 3D models, extra items and maps, and finally add internet connection to multiplayer battles (maybe it's already possible for emulators for playing human vs human through arena battle but would be nice to add and some extra map zones for fighting like if you were fighting with wild digimons)



Best Regards ^^

Jose from Argentina
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