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Topic: Script-viewing problem (Read 2 times)
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Koetsu
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« on: September 04, 2009, 11:53:38 pm » |
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Hello. I'm new here and I hope to get any sort of answer to this problem
This has to do with the DS game, Megaman Star Force 3. I'm trying to check the game script but I encountered a problem. Nothing can be read. The files with messages are LZSS compressed and I've already taken care of that. The game doesn't use a table because it uses unicode. The first bytes make the words GSM. I don't know if that has anything to do with it. While the game is running, some GSM files are legible, but not all of them. What is the solution to this?
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Rolen47
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« Reply #1 on: September 05, 2009, 04:38:38 pm » |
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Have you tried the Hex Editor MadEdit? It supports Unicode Encodings in View options.
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Koetsu
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« Reply #2 on: September 05, 2009, 09:37:25 pm » |
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Well that won't help at this step. Whatever is decompressed from the game has no legibility. So there are no letters in any form. The problem is that only the game makes any sense of the GSM.
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Rolen47
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« Reply #3 on: September 05, 2009, 11:08:39 pm » |
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I'm sorry, but you aren't making much sense. Why did you say the text is in Unicode then? If the text really is in Unicode then after changing the view options in MadEdit you should be able to see the text, like this: Maybe you should post a screenshot of the file in a Hex Editor so we can see what you see.
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Koetsu
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« Reply #4 on: September 05, 2009, 11:37:23 pm » |
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I'm trying to say that it is in unicode when the file is decrypted. Otherwise it's nothing. Here are some screens and the files. http://i25.tinypic.com/wasuut.png (from the rom file) http://i30.tinypic.com/2dsprmq.png (from the game ram) http://s000.tinyupload.com/index.php?file_id=06362322476237199716 September 10, 2009, 06:42:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The point of this is that I needed help. I believe it has something to do with ASM; something that others are already skilled at. This is like the 6th site I've posted this on. I'd finally like some direction.
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« Last Edit: September 10, 2009, 06:42:55 pm by Koetsu »
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Tauwasser
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« Reply #5 on: September 11, 2009, 05:31:43 am » |
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Well, first of all. Those are "MSG " files. Usually programs will use a 4byte-tag and write it as a word into the file, hence its byteorder is reversed. This means you're on the right track. However, there is so much unknown stuff in the files, that it would seem hard to get any info out of them -- or even compile them back after translation -- without some asm trace into the games code that loads these files.
You could obviously try to correlate some bytes in the files (for instance there occur some of the same patterns after the magic bytes in all of those files), but with all that mumbo jumbo in there, it would probably not get you very far. Also, I noticed that message1 has some leading zeros. Did you extract that file with a tool (meaning it is relatively safe to assume the zero bytes are part of the file itself) or by hand out of a whole rom image?
cYa,
Tauwasser
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Koetsu
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« Reply #6 on: September 11, 2009, 06:53:51 pm » |
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Well I figured some asm would be needed. I'm only trying to read them, not put them back so that simplifies the process. Message1 and 2 were taken from the game's memory. Those zeros probably don't belong there. They should look similar to the one I extracted from the rom called "rom message". That's how they should look like in terms of byte formats. I hope this will be figured out soon. This is like the 6th site I've tried.
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Koetsu
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« Reply #7 on: September 27, 2009, 02:50:11 pm » |
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It's been like 20 days since I posted this topic. How come I can't get help? This is supposed to be where I get an answer or at least some sort of direction on this.
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Tauwasser
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« Reply #8 on: September 27, 2009, 05:20:25 pm » |
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You attitude sounds like you somehow mistake this site for a customer care service that figures stuff out on demand. We are not like that. If you've already tried six other boards without finding an answer, chances are, nobody knows yet. Now, you could use the direction I gave you, which was to do some tracing in the game code, and go from there and figure the stuff out yourself. That way, next time somebody uses our service, you can jump in and post the answer cYa, Tauwasser
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Koetsu
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« Reply #9 on: September 27, 2009, 05:29:29 pm » |
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I didn't want to sound like that but I expected more reaction. I know there are people out there that know ASM and could help. I don't know any ASM and trying this out on my own could be difficult.
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Tauwasser
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« Reply #10 on: September 27, 2009, 06:16:57 pm » |
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I don't know any ASM and trying this out on my own could be difficult. Then maybe you should try and see if it is difficult or not. For general ASM it is usually good to start with some simple routines and a documentation of the asm flavor used on the console you want to hack. Then you can always get specific help. For the DS, it's ARM7TDMI and ARM946E-S. You can use the ARM Architecture Reference Manual and ARM7TDMI Technical Reference Manual resp. ARM946E-S Technical Reference Manual for info on the instruction sets and how the registers work etc. You'll have to figure out how to debug NDS games, but most likely a dev version of NO$GBA will come in handy. cYa, Tauwasser
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