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by marioman at 11:46 AM EST on March 17, 2006
Glad that you decided to try a custom driver. Keep up the good work! :)

edited 4:46 PM EST March 17, 2006
by unknownfile at 12:24 PM EST on March 17, 2006
I tried Onegai Monsters but it had a tricky way of initializing its video. When the thread was killed, the game lived until the scene switched, which could get in the way of ripping USF stuff.
by Josh W at 7:16 PM EST on March 17, 2006
hmmm coincedence. I put up a exe for project64 with my tracer things and UF rips a custom driver.


Hmmm...no, they don't smell like garbage...they smell like carp.

UF, put in idle loops. they are your friend when stuff like that happens.

edited 2:07 AM EST March 18, 2006
by unknownfile at 5:06 AM EST on March 18, 2006
RAM:80100498 - RAM:80104C04

that's ooone big video thread

and it's now in the ripping process. I did as Josh suggested and put an idle loop before a function relating to osViSwapBuffer.

...and it's done. Problem is, it's 4.7 MB, and there's only about 10 MB left on the server, so I can't post it here.

edited 11:10 AM EST March 18, 2006
by unknownfile at 1:25 PM EST on March 18, 2006
I took a look at Toy Story 2, and the sound select is refusing to show itself. Pretty tricky coding for a kids' game...
by hcs at 5:48 PM EST on March 19, 2006
Onegai Monsters is quite Final Fantasy Tactics Advance-ish, give it a listen.

edited 10:49 PM EST March 19, 2006
by unknownfile at 10:10 PM EDT on July 25, 2006
This is a bump to let you know that I will be working on some random obscure Japanese game this weekend. If I don't, then sue me.
by unknownfile at 9:18 PM EDT on September 4, 2006
Rocket Robot On Wheels news:

I figured out the audio thread's location and got a relatively good result out of it but it wouldn't let me run the USF using a clean savestate. Arg.

Anyways, here's the audio trace I managed.

Hint: You need to have the program counter pass by 800064D0.

edited 9:21 PM EDT September 4, 2006
by unknownfile at 3:13 PM EDT on September 5, 2006
Here's what I managed in terms of code.

    if (PROGRAM_COUNTER==0x80017638) {
        if (songflag == 0) {
            if(MessageBox(NULL,"Looks like you were seen. Want to patch and save?","Song Break!",MB_YESNO|MB_ICONWARNING|MB_SETFOREGROUND) == IDYES) {
                ((DWORD*)N64MEM)[0xAED0/4]=0x1000FFFF;
                ((DWORD*)N64MEM)[0xAED4/4]=0x0;
                ((DWORD*)N64MEM)[0x7BC24/4]=0x1000FFFF;
                ((DWORD*)N64MEM)[0x7BC28/4]=0x0;
                ((DWORD*)N64MEM)[0x3BA40/4]=0x1000FFFF;
                ((DWORD*)N64MEM)[0x3C344/4]=0x0;
                sprintf(SaveAsFileName,"rocket_%d",rand());
                Machine_SaveState();
                DisplayError("File saved as %s, have a nice day!",SaveAsFileName);
                songflag = 1;
            }
            else {
                songflag = 1;
                MessageBox(NULL,"Fine, be that way!","Song Break!",MB_OK|MB_ICONWARNING|MB_SETFOREGROUND);
            }
        }
    }

    if (PROGRAM_COUNTER==0x80005B08) {
        // revert soundflag
        songflag = 0;
    }

Since I don't know where the hell the sound select is, this code is shit, but it does quite nicely in terms of patching.
by unknownfile at 5:39 PM EDT on September 16, 2006
Penny Racers

is here

This is a rarity as the game uses the n_audio library for its sequence functions.

Also, this game is able to challenge Fire Electric Pen in terms of musical quality.

edited 6:27 PM EDT September 16, 2006

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