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addiu $sp, -0x18
makes stack size of six, where sw $ra, 0x14($sp)
is the return address, therefore five values on stack to reverse. There are some instructions that define loading stages based on arguments which I don't know what are. Thanks that explains a bit. Having issues trying to launch FF9 via Memoria engine though. Just results in a black screenIt's mostly because Memoria doesn't support older versions of FFIX, so if you're using pirated copy you'd need to search for updated version or just preferably buy FFIX on Steam. It's often on -50%
Does anyone know how to extract .fl file from a ff8.bin ??There's no such file in PSOne version. You have to extract the file directly from BIN sector. Because of that locating/ripping/reinputting files in big binary block is much harder than archives. PSOne doesn't even uses names like kernel.bin, just raw data.
I can extract kernel.bin from main.fl but i canĀ“t get the main.fl from a ff8 psx
If the offsets are all equal, you can simply use one of the above and then add "+" or "-" at the top... like so:
+80
15405F = 00
15406A = 00
15407B = 00
154086 = 00
154099 = 00
1540A4 = 00
1540B7 = 00
1540C2 = 00
1540D5 = 00
1640E0 = 00
1540E9 = 00
1540F4 = 00
Would get you from French to Italian. But you'd be best doing it from English to whatever. Assuming offsets are correct.
Also, is
1640E0 = 00
an error?
15405F = 00
15406A = 00
15407B = 00
154086 = 00
154099 = 00
1540A4 = 00
1540B7 = 00
1540C2 = 00
1540D5 = 00
1640E0 = 00
1540E9 = 00
1540F4 = 00
1540DF = 00
1540EA = 00
1540FB = 00
154106 = 00
154119 = 00
154124 = 00
154137 = 00
154142 = 00
154155 = 00
154160 = 00
154169 = 00
154174 = 00
15415F = 00
15416A = 00
15417B = 00
154186 = 00
154199 = 00
1541A4 = 00
1541B7 = 00
1541C2 = 00
1541D5 = 00
1541E0 = 00
1541E9 = 00
1541F4 = 00
15414F = 00
15415A = 00
15416B = 00
154176 = 00
154189 = 00
154194 = 00
1541A7 = 00
1541B2 = 00
1541C5 = 00
1541D0 = 00
1541D9 = 00
1541E4 = 00
Hi, i'm playing with the fr version, how can i instal it and keep my fr launcher please?Hate to say it, but it's not possible with non-english STEAM version yet. I haven't prepared HEXT for multi-lingual versions. I'm so sorry you have to wait so long. I'll make a reminder to do it tomorrow.
I used Maki's "Rinoa's Toolset" to extract the wmx.obj file, and I used TDM-GCC Compiler to compile this file.
In my converted file all the vertices are (0.000, 0.000, 0.000). The faces seem to be ok, though I can't verify that.
I can't seem to find any thread describing this problem.
please advise
const int _BATTLE = 0x5230C0;
ENTRY = 0x0188C810;
void BATTLE(int encounter)
{
byte* b = (byte*)(ENTRY + 0x184); //MOV AL, [EDX+184h] (MOVSX ECX, AL)
*b = 9;
UINT16* moviepo = (UINT16*)(ENTRY + *b * 4 - 4); //stack pointer
*moviepo = (UINT16)(encounter & 0xFFFF);
moviepo = (UINT16*)(ENTRY + *b * 4);
*moviepo = 0x0000;
signed int(*Func)(int a1) = ((signed int(*)(int))(_BATTLE + _entry));
int result = Func(ENTRY);
printf("\nBATTLE returned: %d\n", result);
}
The transparency should just be "black = transparent" I think? 0 colour = transparent.Yes.
Also I'm curious, but how would one attach a debugger/memory viewer to an emulator?
If you have an updated table with all adresses and stuff like that it would be great.https://github.com/Extapathy/OpenFF8/blob/master/OpenFF8/OpenFF8.cpp