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animal forest translation?

Aura_K

Doubutsu no Mori e+
I kind of have to wonder just what's going on.
Not to be pushy, or anything, but it'd be great to see a quick little status update from Zoinkity, y'know?
 

zoinkity

New member
Admittantly, I've been busy trying to iron out a GoldenEye patch and get a public beta going while doing this on the side. It doesn't help I haven't gotten onto the internet in a few weeks.

Sorry, but what I've been trying to do is get all these dozens of script handling routines to route into one function. You can assume any time you see script in a menu that that's a completely new and unique script handler. From the looks of it though it may be an impossibility, and so the codebase is rolling back yet again.
In other words, weeks worth of code for naught.

Whenever there's something worth seeing I'll put out another release. Sorry for all the fuss, but it really will be finished one day.
 

zoinkity

New member
The harbringer of bad news

Sorry, I was hoping to have a patch ready for epiphany, and after testing it turns out I sort of screwed up a major memory allocation.

Okay, what has been done:
Made a new command type. It's 6-bytes long and cites a line of text. It replaces itself with this text when you read it, but does so in a special buffer so you don't exceed the buffer size for names, etc.
Also, took all the strings that load a character's name, greeting, gift, etc and put them into new text indices.

Combined, it should have made all the letter headers, gift/job items, place and people names, and whatever else seemed necessary load in only the code to load the actual name. This would get around the 6-10 character limit in most tables, since that table just holds the code and the text is elsewhere.
The problem is I sort of really screwed up the buffer it puts the new text into, and it can (more like will eventually) overwrite random data.

+_+

So, once I get a fix ready, expect a new patch. I haven't the slightest clue when this will be.
When finished, this might solve all the string length issues. Maybe. Please don't hold me to that.
 

loanstar744

New member
Bolly! Young chap!

Wow, I downloaded and installed this patch when it first came out.

There has been so many improvements, Can't wait till the next release Zoinkity!
 

Takenover83

New member
I just read all 65 pages of this thread that spans 2478 days! My wife has been playing this on our mediacenter pc. The N64 version is the only version that I can get to run decently on the setup(Atom/Ion 1.6GHZ Dual core), or else I just let her play the Gamecube version via Dolphin. She complains about item names and the black menu bug. So I thought I read up in this thread to learn more.

Item names - I see this is a big work in progress, as some tech problems exist, so a simple translation is not possible. But there is promise.

Black Menu Glitch - This can kinda be worked around via video plugins, but other glitches are introduced. I see talk of Direct64, but it introduces a microcode error, which prompts a pop up.

I do not like popup's questions on my Media PC, as that means I have to hook a K/M up, or login via the network. Not fun for my setup. Currently, all my emulators are loaded via Boxee. I click a rom and based on the file extension, the correct emulator is autoloaded to fullscreen. When I am done, a button on my remote alt+f4 closes it, and I am returned to Boxee. So any popup's really throw off the flow of things, and makes it a no go for my wife. Sorry, I know i went a little off topic.

I might give Rice's plugin a try, as you can set the default microcode via plugin settings. I see one user did have some success, with a little glitching.

This is my first post, so I would like to thank all those involved in the project, and it is amazing that it is still going strong after all these years! Maybe it will get finished before 2012 ;)(judgment year according the Maya). I kid kid.
 
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Aura_K

Doubutsu no Mori e+
Hey guys, guess what?
After about three years, xdaniel finally dug his Doubutsu no Mori debug mode code out of the archives!

xdaniel said:
w1e002.jpg

"Forest Map Select" - Advance through title screen, etc. until you get to Totakeke's first two-choice question. Now, hold R and select the second option, and when you're supposed to return to the title screen you arrive at the map select.
D0145B31 0010
81106F14 0073
D0145B31 0010
81106F16 F4D0
D0145B31 0010
81106F18 0074
D0145B31 0010
81106F1A 1A40
D0145B31 0010
81106F1C 8080
D0145B31 0010
81106F1E 0000
D0145B31 0010
81106F20 8080
D0145B31 0010
81106F22 2570
D0145B31 0010
81106F28 8080
D0145B31 0010
81106F2A 1A34
D0145B31 0010
81106F2C 8080
D0145B31 0010
81106F2E 1A28
D0145B31 0010
81106F3E 0240
More information can be had right here. Just thought I ought to share that. :p

Anyway, anything new, Zoinkity?
 

zoinkity

New member
Welcome to the ZONE OF ABSOLUTE FORTUNE!

June 2010 Animal Forest Update--Revised
Newest patch is uploaded to:
http://user.xthost.info/zoinkity/AnimalForest/AFProjectDistro.zip

+_+

Changes:
  • General:
    • Onhover item bubbles accept item names up to 40 characters long.
    • Inventory item bubbles accept item names up to 16 characters long. This can be extended if necessary.
    • All item bubbles resize to correct width.
    • Allowed access to debug menu by pressing C-up & +up during gameplay. This feature is specific to the WIP and will be removed in final release.
  • Dialog fixes:
    • Major update to all item names. Items now use tables
    • 1xxx items are no longer in quadruplicate! Only one entry per item.
    • New locations in ROM for all item tables and binaries.
  • Bugs squashed:
    • Colour-wrapping text insertion commands now works correctly.
    • Fixed pointer issue with fortunes.
    • Correctly added in removed debug features to look like less of an idiot.

Documentation:
  • Readme Updates: BEFORE YOU EVEN THINK OF PATCHING.txt
    • Now concurrent with previous June 2010 release.
    • Update to buglist.
    • Noted new item list format for 1xxx items.
  • Readme Updates: Where Stuff Goes!.txt
    • Minor note that the autocompiler won't recompile item lists at the moment... Fix in the works.
  • New Files:
    • onhover item names.txt
      • Disassembly (dASM) for several routines to retrieve and display overworld item bubbles.
    • hover over items.txt
      • Workpad for onhover item balloon hack.
    • 7F display interpretters.txt
      • More a to-do, contains dASM for command types executed at runtime instead of script interprettation.
    • debug_text.txt
      • Dump of text from debug menu. Someone who knows Japanese should look this over and we'll get a better translation in.
    • generic codeword size and string retrieval.txt
      • Workpad for the new 7F6F command: insert text
    • 6ED6C0.txt
      • Disassembly of debug menu routines.
    • 6ED6C0 - debug menu revision.txt
      • Workpad for hacked debug menu.
    • 76F8D0.txt
      • Disassembly of quest generation routines.
    • quest generation.txt
      • Workpad for hacking the quest generator to generate 7F6F commands for item names instead of copying them to the slots directly.
  • Updated:
    • ROM ASM Correspondance.txt
      • Moderate number of new entries.
      • Updated more entries with correct correspondance. Still many more to go.
      • Revised order of variable data falling outside the binary's bounds.
    • Index.txt
      • Added several entries.
      • For existing entries, have clearly marked pointer table correction binaries that follow them.
      • Begun applying new format for pointer correction tables. Will now list correction values and subdivide primary binaries accordingly.
    • hacking text recall routine.txt
      • As acting miscellaneous file, contains some bubble dASM and revision logs.
    • Revised 7F ASM.txt
      • Documented new 7F6F command.
      • Updates to pre-existing commands, reducing total binary size.
      • Documented new locations of all 7F commands and data.
    • 7F Command Dump.txt
      • Disassembled much more code.
      • More subroutines listed.
    • 7F codes.txt
      • Added new commands to end of list.
      • Revised table of known AC commands not found in DnM.

Resources:
  • New Binaries:
    • 6EECE0: pointer correction for 6ED6C0
    • 6ED6C0: Debugger
  • Updated Binaries:
    • 716EF0: pointer correction for 710680
    • 710680: Inventory
      • Revision to text recall routine.
      • Revision to text balloon display.
      • Altered string lengths for multi-part text bank.
    • 675720: Primary Compressed File
      • Added several functions.
      • Moved and reduced 7F command ASM to vastly reduce compressed size.
      • Altered text display and retrieval functions.
      • Revision to onhover balloon display.
      • etc.

+_+

There's been questions about this, so here's how you use the debug menu.

The debug menu can only be activated at certain times during gameplay. I rigged it that way to avoid problems when, say, your character name isn't loaded yet or you're in the middle of a conversation. Press C-up & +up simultaneously to open the menu.
You use the +pad to move about in the menu. The left panel has 35 options you can scroll through. If you press A or Start, it selects that option and loads the appropriate world data.
The right column consists of settings. Pressing A in this column alters the selection. Time and clothes work a little differently. You press A to select it, then can use +up/+down to alter the value. If you hold B while pressing +up/+down, it alters it by ten, not one. In the time editor, press +left/+right to move between month, day, year, and time. To exit either of the special select modes, press A again.
As a note, event would be the special character that shows up on a given day, such as Redd, Katrina, Gracie, etc. This feature doesn't actually work; it never looks up a value and only displays "---". Also, I don't think altering the clothes affects your character at all.

-Zoinkity
 
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zoinkity

New member
July 2010 Animal Forest Update--Bugfix
Newest patch is uploaded to:
http://user.xthost.info/zoinkity/AnimalForest/AFProjectDistro.zip

+_+

Changes:
  • General:
    • Oversized item banks to try to automate system again.
    • Set catchphrases to use alias command types. No more 7char limit!
    • Documented real-time clock access, in case anyone would care to emulate it--at least in part.
  • Dialog:
    • Gyroid item storage phrases translated.
    • Tacked in more item names for convenience. If you'd like to translate them, please do!
    • Corrected spelling on one of the raffle tickets to look like less of an idiot.
  • Bugs squashed:
    • Gyroid storage bug obliterated!
    • Killed a new mail bug due to bad data entry.

Documentation:
  • Readme Updates: BEFORE YOU EVEN THINK OF PATCHING.txt
    • Updated buglist.
  • Readme Updates: Where Stuff Goes!.txt
    • Updated notes on autocompiler.
    • Listed new item bank breakdown if you care to insert things manually or need to know max sizes.
  • New Files:
    • 7815F0 - my room interface.txt
      • This is what handles the item interaction with objects in your house.
    • Clock Access.txt
      • Outlines the known clock data format as well as accessing the RTC via PIF. Should provide enough data to allow basic emulation.
    • Disassembled RTC Access Routines.txt
      • dASM of several routines used for RTC I/O, used to write the "Clock Access.txt" document.
  • Updated:
    • ROM ASM Correspondance.txt
      • Moderate number of new entries.
      • Updated more entries with correct correspondance. Still many more to go.
    • Index.txt
      • Updated slightly, in a lame attempt to try to actually document what's going on.
    • hacking text recall routine.txt
      • Small log of gyroid bugfix.
    • 6EF1A0 - events and triggered effects.txt
      • Updated with more dASM.
      • Had the bright notion to double-check the inclusion log this time...

Resources:
  • Updated Binaries:
    • 724950: Gyroid Storage
      • Fixed bug crashing purchase of items.
      • Translated messages poorly to fit within binary.
    • 710680:
      • Altered gyroid dropdown menu to read "Take", as it is a generic buy/take option.
    • 716EF0: pointer correction for 710680
      • Fixed a bad data entry causing certain mail to crash the game.

Programs:
  • Updated Programs:
  • AFtoSYLK.exe
    • Updated with more 7F command aliases.
    • Readme updated with alias codes and revised usage notes for a couple entries.
  • AFtoUTF8.exe
    • Updated with more 7F command aliases.
    • Readme updated with alias codes and revised usage notes for a couple entries.
  • UTF8toBin.exe
    • Updated with more 7F command aliases.
    • Readme updated with alias codes and revised usage notes for a couple entries.
  • SYLKtoBIN.exe
    • Updated with more 7F command aliases.
    • Readme updated with alias codes and revised usage notes for a couple entries.
  • InsertStuff.exe
    • Updated with new item locations and allocation sizes.
    • Added auto-detect feature to allow detecting the new item format, so it should be backward-compatible.
  • GrabResources.exe
    • Updated with new item locations and allocation sizes.
    • Added auto-detect feature to allow detecting the new item format, so it should be backward-compatible.
  • Verity.exe
    • Updated for all insert types except the new ones. Honestly, I'm not especially cretain the thing even works...

+_+

Up next: will address a crash bug specific to PJ64 and its cousins which crashes to desktop when a colourize-text insert command is used.
Also, will need to do something about mail. Firstly, most mail messages are just way the heck too long. That's not one that can be gotten around easily, without completely rewriting both sets of save files and butchering the number of messages you can store. Main mail messages also can't be aliased-away like the other thing, unless a seperate type is made to set replacement values for item names embedded in text.

Oh! One interesting thing... If you notice in the item list, just below the Famicoms is listed a Famicom Disk System. Now, the interesting thing is that it uses a different item type. Famicoms are 1F, 20 for the message. The FDS is 23 and by default gives the message it doesn't have software. Now, the default message for an invalid game (game# 0) is it can't access the software, so the message is unique. However, combine this with the ultra-mysterious item 21: also a Famicom, 22 it's loading message. It forcibly uses the same process as the normal Famicom--as in they set a branch that can't possibly be false. Now, I'm not saying they patched the bugger quick to lock out a feature they intended to use, but it isn't impossible your FDS may have loaded external carts. Why? This was originally going to use the 64DD which has a modem, and there is a rather interesting email address for the software r&d department embedded in there ;*) There isn't really any reference to the 64DD anymore though, unless I've somehow missed the hooks. Still, an interesting curiosity.

-Zoinkity
 

zoinkity

New member
Lord of the Multipost

July 2nd, 2010 Animal Forest Update
Newest patch is uploaded to:
http://user.xthost.info/zoinkity/AnimalForest/AFProjectDistro.zip

+_+

Changes:
  • General:
    • Using a buffer now for inventory item names. Stupid fossils and their absurdly long names.
    • Inventory drop-down boxes now size correctly to longest string.
    • LR clock now reads "blah:blahbitty-blah ante/post meridian".
    • 8-letter names now appear in full on the map screen.
    • Allow long names in credits. Go to the train station on Saturday nights and talk to K.K. to view them. 21 character maximum per line.
  • Dialog:
    • Stuffed fish names in, though quite honestly the japanese really doesn't correspond with the english.
    • Translated the final two text input screens, though quite honestly I have yet to get one of them to ask for a new catchphrase.
    • Transliterated original japanese credits to get everything displaying right.
  • Bugs squashed:
    • You can now request songs from K.K. again. Sorta broke that with the item name patch last month ;*)

Documentation:
  • New Files:
    • Inventory Text Bubbles.txt
      • Documents changes to inventory text bubbles. Moved from "hacking text recall routine.txt".
      • Now documents text buffer relocation.
    • Gyroid Text Fix.txt
      • Attempts to document changes to fix Gyroid text bugs introduced in original AF patches, poorly.
      • Moved from "hacking text recall routine.txt".
    • Altering LR Clock Display.txt
      • Documents shifting used to display LR time in the more usual format.
      • Sadly doesn't document other image alterations...
    • Map Long NPC Name Hack.txt
      • Documenting allowing 8-letter character names on the map screens.
    • Extended Credit Names.txt
      • Documents buffer repositioning to allow longer strings.
      • Workpad for song request bugfix.
    • 8574E0 - Credits.txt
      • Disassembly of credits binary to aid in credits fix and any future alterations. Partially annotated.
  • Updated:
    • BEFORE YOU EVEN THINK OF PATCHING.txt
      • Updated buglist.
    • Where Stuff Goes!.txt
      • Decided it might be a good idea to give the correct locations of data for once...
    • ROM ASM Correspondance.txt
      • Moderate number of new entries.
      • Updated more entries with correct correspondance. Still many more to go.
    • Index.txt
      • Updated with more entries.
      • Cleaned up the format so compressed files are all listed as compressed. Look for the "C-" flag in front of the ROM offset. Still a lot of inconsistancy, though I'm not exactly prone to being inconstant ;*)
    • hacking text recall routine.txt
      • Moved some documentation into a seperate files amid complaints (pluralization added for impact).

Resources:
  • New Binaries:
    • 71F420: pointer correction for 71EAF0
  • Updated Binaries:
    • 710680: Inventory
      • Inventory now uses a text buffer in a fixed location. Item names up to 40 chars long now appear correctly.
      • Drop-down boxes properly resize to longest string.
    • 71EAF0: Input Windows
      • Translated input captions.
      • Bugfix to allow looking up song titles.
    • 8CD650: Overworld resources
      • Altered LR clock time component positions.

Programs:
  • No changes.

+_+

Note of apology to the mirrors. I sort of lost the list and haven't had more than three minutes at any given time to copy/paste these messages and the patch anyway so I couldn't get it to you even if I was able to. As soon as I can find the list I'll send copies to each of you via email.
Apologies for not having worked out the PJ64 bug yet. I'm still a bit puzzled why console won't crash but some emus do. Hopefully it will get worked out in the next patch.

Also, I should have mentioned this before, but all of K.K.'s songs must be no more than 10 characters long. That's to ensure discovery when you type it in, since that window only allows ten characters.

There's still a few things that need long item name support, most notably the catalog. That's going to be a bit of a problem due to the fixed-width nature of it all, but I could make the current selection "scroll" like a marquee. Otherwise, would just have a "..." appear if the string exceeds a certain length.
Mail is causing a lot of problems. I have half a mind to drop the original AF mail back in just to counteract the crash bugs that occur when some of it is parsed.
The message board isn't quite the nightmare. Might make another new command for that to set the cursor position or repeat characters or something.

-Zoinkity
 

zoinkity

New member
Squish go those bugs!

July 11th, 2010 Animal Forest Update
Newest patch is uploaded to:
http://user.xthost.info/zoinkity/AnimalForest/AFProjectDistro.zip

+_+

Changes:
  • General:
    • General bugfix release.
  • Dialog:
    • Translated more items, albeit badly. That's most if not all carpets and wallpaper. These are filler until somebody does a final revision. (I'm just a coder!)
    • Sometimes, but not always, positions are given as "acre letter - number". Still need to find the other instances.
    • Black Pansies corrected to blue pansies.
  • Bugs squashed:
    • Revised checksum. Sorry, forgot to do that. The console uploader does it automatically, so I sort of forgot to do it in the patch.
    • Should remove colourize bug from last patch. In other words, you can get past the part where Nook tells you where the shop is at.
    • The speaker command now returns long character names.
    • Special deliveries, such as Nook's second job, will now do proper name lookup.

Documentation:
  • New Files:
    • None.
  • Updated:
    • BEFORE YOU EVEN THINK OF PATCHING.txt
      • Updated buglist.
    • ROM ASM Correspondance.txt
      • Moderate number of new entries.
      • Updated more entries with correct correspondance. Still many more to go.
    • Index.txt
      • Updated with more entries.
    • Inventory Text Bubbles.txt
      • Updated with the one missed last time. Look roundabout line 890.
    • 7F Command Dump.txt
      • Added one called function with partial annotation. Basis for small command correction.

Resources:
  • New Binaries:
    • 7CD7E0: Script Utilities
      • Butchered to spit out "letter - number" map locations in script.
    • 7EB3E0: Shrine
      • Butchered to spit out "letter - number" map locations in script.
  • Updated Binaries:
    • 675720: Primary Compressed File
      • Colourize script rewritten, again again.
      • Speaker command now displays long character names.
    • 710680:
      • Special deliveries now use proper name lookup.

Programs:
  • No changes.

+_+

Hopefully there aren't any more latent bugs. Be sure to either post or mail any more bug reports. Some of the code changed pretty drastically, and at least one was due to a stupid typo.
This patch goes at least to the second job without any issues. The jobs are really the most likely thing to screw up something, besides special events that is. They do silly things, like use code that does the same thing as the normal code. Redundancy aside, it isn't easy to pick it out.
As far as the day-to-day runaround, the worst that can happen is a bad letter or some weird script.

-Zoinkity
 

zoinkity

New member
No longer talking to myself ;*)

August 1st, 2010 Animal Forest Update
Newest patch is uploaded to:
http://user.xthost.info/zoinkity/AnimalForest/AFProjectDistro.zip

+_+

Changes:
  • General:
    • Long names and proper addresses should be used in all jobs now.
    • All jobs should now work correctly.
  • Dialog:
    • Crummy translations for all the clothing. Again, if you know japanese and would like to translate them properly, do so and post the names!
    • Changed "stationary" to "paper", mostly due to buffer size. When ten of your sixteen chars are spent telling you what something is, it isn't very helpful.
  • Bugs squashed:
    • Delivery text bubbles are now sized properly. Gave the wrong condition for it.
    • Drop-down menus with captions size properly.

Documentation:
  • New Files:
    • 800911E8 - print formatted char to screen.txt
      • Disassembly of the formatted font drawing function, used for the majority of the game text.
  • Updated:
    • BEFORE YOU EVEN THINK OF PATCHING.txt
    • ROM ASM Correspondance.txt
    • Index.txt

Resources:
  • New Binaries:
    • 7CE3F0: Nook's Jobs
      • Butchered to spit out "letter - number" map locations in script.
      • Uses long character names for delivery and advertisement jobs.
  • Updated Binaries:
    • 675720: Primary Compressed File
      • 80090140 altered to return both F0 and V0 equal to font width correction.
      • Set some dedicated memory in file.
    • 710680: Inventory
      • Small fix to correct bubble width of certain delivery types.
      • Fix to handle two special drop-down menu widths.
    • 72D1E0: MemPak Management
      • Refitted "Reading Controller Pak" message. Other messages still pending.

Programs:
  • No changes.

+_+

This is the last of the "bug-fix" patches correcting errors from the last major feature added in. Expect the next patch to be another big feature, necessitating half-a-dozen more of this piddly things to repair it ;*)

Today's patch exemplifies a hacker's ability to find little stupid things to fuss with instead of doing what they ought, which would be fixing the mail/message board thingies. Well, most of the background research is done, but it probably couldn't suck any worse to implement it.
So you know what to expect, when complete:
  1. Sentences will wrap lines when they reach the right margin and not before.
  2. Displayed messages will appear in full, regardless the size.
  3. Written messages will still be capped at 16x6 (0x60) chars.
  4. Debug message 2, (This is mail 1), will be permanently broken.

Why not expand written messages too? Well, doing so would start eating into the number of messages you can save and/or deliver, and it isn't that important. Displayed messages will use a nasty, complex trick. Stupid, evil, complex tricks.
You can either expect this very soon or at some distant, far-flung date.

What can you do?
If you're a translator, excellent! Translate the whole blasted game if you can! Even in this AC rip-off, there's text needing work.

If you aren't but own an AC game, you can go through the item list and get names for stuff. If it doesn't have an english name and the item was used in a later game, borrow the name!

If all you can do is play the game, great! Find bugs and untranslated text. Grab savestates or screenshots if possible, or note what happened leading up to it. Even if it was a random statement by a character, if you at least know what personality they had that could helpful.
I will need a little more than "it froze" though. A when and where would be useful ;*)

Artist? Great! There's some graphic text in-game that can be converted, and that would be right up your alley. Also, the japanese writing paper should probably be changed to notebook paper since nothing fits those boxes...

If all you're good for is GRIEFing forums, heck, there's even a use for you ;*) You can spam different forums to let people know about the patch, or spam graphics plugin forums to get them to implement the necessary low-level graphics microcode, or maybe controller plugin guys to implement the in-game clock through the PIF, spam the internet to google-bash all possible search requests right here, or at the very very least not spam this thread ;*)

-Zoinkity
 

teconmoon

New member
Oh wow...! I had no idea that there was an Animal Forest translation project going on that was actively being worked on! Kudos to you! :D
 
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zoinkity

New member
The Horror of it All!

The patch has a new, and hopefully more permanent home at mediafire.
http://www.mediafire.com/?oxexa2194ex424k

Now that the heat of summer is over, should begin hacking again. Stupid sub-tropical enviroment overheating stupid solid-state electronics. Give me a good four floors worth of glass diodes anyday ;*)
 

bowsersenemy

New member
hey, i was wondering if anyone could tell me the exact location that turns on debug mode? you know, like a gameshark code? i'm asking, because i'm working on the GCN version's debug mode, and i need all the help i can get. or at least what i'd need to set it to to activate it?

here's what i've been able to get so far, but i can only do this in GCNrd. i can't turn it into an AR code yet:
 

zoinkity

New member
Okay, first thing you should know is the documentation for the patch is included with the patch, and all the documentation amounts to is disassemblies and my own reassemblies. It should give you at least a small point of reference.

To trigger debug requires changing the menu mode. This requires you to know the address of something that moves around in memory: the menumanager. On the N64 this is almost always at 80229050, but can and will shift. It's actually easy to find, but I don't have any documents in front of me at the moment.

+_+

Presuming you do find the manager pointer, you need to feed it a few values to load the debugger. Now, the debugger may use different values now, and sadly I'm at a library and sort of lack a hex editor at the moment to confirm the table offset, so here's best guesses from the N64:
1) Set p->manager+0x9F to 0. This triggers update.
2) Set p->manager+0x10 to size or index or something. Can't quite remember.
3) Set p->manager+0xC to the virtual address of the entry point for the code.

These are the same values that appaer in the menu table.

+_+

Sorry to be useless. I'll get a nice and proper response for you next time I'm on.
 

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