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  1. kinder_bueno

    ROM Hack AP-patch preservation

    @Valery0p nope, I don't plan to do this for european game, but for any volunteer it shouldn't be a hard task - probably it should be similar patch as it was for US version, here: https://github.com/ahezard/nds-bootstrap/issues/249#issuecomment-413915149 is the description what could be changed...
  2. kinder_bueno

    ROM Hack AP-patch preservation

    I am sending you guys AP patch for M&L BiS which allowed me to play already past the first fight with Midbus! And has no pot glitches.
  3. kinder_bueno

    Homebrew nds-bootstrap loader: Run commercial NDS backups from an SD Card

    @noctis90210 there is already the issue for this https://github.com/ahezard/nds-bootstrap/issues/158
  4. kinder_bueno

    Homebrew nds-bootstrap loader: Run commercial NDS backups from an SD Card

    @Robz8 There is a pot glitch in BiS, but with patch that I've developed it is displayed correctly: https://www.file-upload.com/skrszw6dw79e - maybe it will help with the debugging. That patch makes sure that save screen doesn't become frozen, cannot guarantee that it patches any other AP measures.
  5. kinder_bueno

    Translation Ni no Kuni Translation [ENG]

    Unfortunately the translation does not work with nds-bootstrap (checked with version 0.11.2 and 0.12.3.rev01 [the current one]), it hangs on white screen. AP patched japanese rom works with no problems though :(
  6. kinder_bueno

    Translation Ni no Kuni Translation [ENG]

    Does the patch include also fix for AP measures?
  7. kinder_bueno

    Homebrew nds-bootstrap loader: Run commercial NDS backups from an SD Card

    @seseiSeki big news indeed, but do not expect it to "circumvent" AP issues like those in Mario & Luigi BiS ;)
  8. kinder_bueno

    Homebrew nds-bootstrap loader: Run commercial NDS backups from an SD Card

    @Robz8 thank you for the answer! I've tried and it does work - do you think that it is something which could be eventually handled by nds-bootstrap?
  9. kinder_bueno

    Homebrew nds-bootstrap loader: Run commercial NDS backups from an SD Card

    Does anyone have issues when running Kingdom Hearts 358-2 days? I am using different versions of nds-bootstrap but it always hangs on black screens after choosing new game, when it should proceed to the first cutscene in the game. I am using a patched rom. SHA-1 of the clean and patched rom...
  10. kinder_bueno

    Homebrew nds-bootstrap loader: Run commercial NDS backups from an SD Card

    @Robz8 what's on nds-bootstrap team's priority list currently? It would be nice to know what we are potentially waiting for between releases! :-) (and would make waiting easier)
  11. kinder_bueno

    ROM Hack Identifying AP checks in commercial roms

    @FAST6191 Small update - I've disabled redirection of below 8000h reads in desmume and discovered 3 such reads - after that one change the game in fact doesn't react in save menu. The thing is, that I've written some chunk of code which allowed me to identify which instructions prepare those...
  12. kinder_bueno

    ROM Hack Identifying AP checks in commercial roms

    @habababa Those are steps which I do for every change I make: 1. extract arm9.bin from rom 2. decompress arm9.bin 3. change particular instruction 4. compress arm9.bin 5. pack rom I always make decompression and then compress it again and I always make changes only on decompressed arm9 (I have...
  13. kinder_bueno

    ROM Hack Identifying AP checks in commercial roms

    I noticed that in that memory area (around 0x‭2008724‬ - that's the exact address of that faulty jump) is something completely else in comparison to untouched rom... so changing 1 instruction which now is even never executed in arm9 made entire area of memory different? How can it be? I made...
  14. kinder_bueno

    ROM Hack Identifying AP checks in commercial roms

    It doesn't seem to be overlay area - I've checked in overlay table (y9.bin) where the earliest overlay starts - and it is far away than the faulty jump. I am worried that some checksum is triggered maybe on that particular part of memory? Not sure whether this is about below 8000h read, I would...
  15. kinder_bueno

    ROM Hack Identifying AP checks in commercial roms

    @FAST6191 I have moved forward with my AP project - now I am at the step of applying changes to arm9 and am able to test them. I've observed one strange case: I found a branch bne which always does a jump, so I have changed it to BAL offset. After that change rom crashes during the start...
  16. kinder_bueno

    ROM Hack Identifying AP checks in commercial roms

    @FAST6191 Ok, I've know - when I export arm9.bin from CT2 or DSLazy (it's the same file in both cases) then I have to remove those additional bytes (I've no idea what they are or even if I should to add them again to my patched, compressed arm9.bin or if the yare some precalculated bytesum?) at...
  17. kinder_bueno

    ROM Hack Identifying AP checks in commercial roms

    I've compared it with memory dump and the memory dump differs. When I extract it using CT2 it seems to work but I've read that people have problems with compressing a decompressed arm9.bin, so I wouldn't like to use it. Double compression made some changes to the file but then decompression...
  18. kinder_bueno

    ROM Hack Identifying AP checks in commercial roms

    I've downloaded the recommended set of compression tools, but none of them is able to decompress arm9.bin I had unpacked with DSLazy - am I doing something wrong? Using hex editor I can see clearly that I have compressed arm9.bin.
  19. kinder_bueno

    ROM Hack Identifying AP checks in commercial roms

    What I want to achieve: 1. I have prepared a list of hundres checks which I want to turn into BAL or NOP 2. I want to iterate over them and patch arm9.bin So I will have to identify somehow which instructions are to be patched in arm9.bin and which are stored somewhere else (overlays, is there...
  20. kinder_bueno

    ROM Hack Identifying AP checks in commercial roms

    Thanks for the answer :-) Another question came to my mind - how do I know where is the last instruction in decompressed game's arm9.bin? Locating the first instruction is no brainer (I can take it from debugger) but what about the last one?
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