Maho? Maho Maho?
Uhm, ips patching is just silly. Dextrose has byteswapping programs if you need them, or you can open it in a hex editor and do it the ol' fashioned way.
IPS patching is omega-fail.
Maho? Maho Maho?
Uhm, ips patching is just silly. Dextrose has byteswapping programs if you need them, or you can open it in a hex editor and do it the ol' fashioned way.
I thought most of the frequent posters here are involved in the projet. XP
Sweet! That means we won't have to rely on you "official" guys to do all the translation for us—the community can helpWell, it used to be that way, but the last semi-important thing I did was basically posting the Animal Crossing/Dobutsu no Mori e+ text banks for Zoinkity.
If I recall correctly though, once Zoinkity is done getting the text set up properly, people can help by, er... "localizing" text from the GC version to fit with N64 terminology.
We really should NOT let people waltz in here and tell us what the phrases we can't figure out mean. We need to find translators that have verification behind them, like working for a ROM translation project. I've seen people say they can "speak Japanese" when all they really know how to do is copy and paste and use Babelfish.
Not angry. You just seem to be always a little off about what things mean.a
Sweet! That means we won't have to rely on you "official" guys to do all the translation for us—the community can help
That is definitely strange...Okay, turns out the filename path was too weird for the emulators to load. Guess they can only manage when there's one %specialdirectory% in a line, not two, like that makes any sense...
That does NOT sound easy I guess I'm not really into N64 hacking (because I wouldn't know where to start) but I have to be honest, it sounds hard to do this for anything.Now fixing the major kill bug. It only requires completely rewriting the virtual addressing scheme used to look up all the resources stuffed in this game. There's a cap to the addresses before they become invalid, you see... Due to space restrictions all the new stuff is going at the end of the index.
Huh? What are you changing that effects other games? I didn't know that you were modifying an emu if you were.I'm also simultaneously fixing three crash bugs in Goldeneye, two of which I'm personally responsible for. Apparently dynamically-generated ASM crashes emulators when they cache commands.
I have nothing to do with emulators (thankfully). However, I've done a lot of disassembly work on Goldeneye to help with the Goldeneye Setup Editor project. The editor does quite a bit behind your back, like silently hacking the image list to be half the size. That caused a bug that made the impacts when walls are fired on to go schitz which just now was patched up. Then there was an issue with tile naming in pad files that would cause stages to fail loading, bad math when pads smaller than 3 points are used, an issue with certain image lookup functions not patched to look past 3000 images, some bad coding on Rare's part that tests to see if divsion by zero will occur after you do the actual division, something tied to random bodies (just fixed that one).
Most recently, there's an issue with file injection editor-side, and with getting it to accept a brutally-reduced string matchup system to reduce the size of the main compressed binary so it can later be increased when more PD stages are injected in.
So, long story short, it sucks down a lot of time. Too much really.