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View Full Version : Dackr, whazzup?


KingMike
02-01-2003, 01:00 AM
<font color='#000000'>I was working some more on my dumping program. I started over from scratch, and I made it able to dump regular text on its own. I'll next do the fixed-length dumping option. I thought I'd ask if you still needed it for your project. Right now, it's able to process a 8-bit font table (values 00-FF). I'd imagine that since Little Master uses kanji, it'd probably need 16-bit values (0000-FFFF).
It's still not exactly the prettiest thing, but it'll get the job done.
If you still need it for your item dumpings, and if you'd want me to use LM3 to test the prog on (to make sure the prog works), could you send me a font table and other technical stuff I'd need to know to kingmike2001 at hotmail dot com.

After I get fixed-dumping supported, then I'd go after the table switching dump method (as I've heard of more than one game using it).

Thanks.</font>

ChrisRPG
02-04-2003, 01:33 PM
<font color='#8D38C9'>The other thing that is good for is fonts! &nbsp; http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif If you added that option, I would really use it too. I juste dump the hex from the font then reinsert the hex. And since a font is fixed width too, it would work great. As long as it is just fixed length without asking for a terminating bite. And the length could be up to 20h. Anyway I hope you consider this too. thanks</font>

ChrisRPG
02-04-2003, 01:34 PM
<font color='#8D38C9'>The other thing that is good for is fonts! * http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif If you added that option, I would really use it too. I juste dump the hex from the font then reinsert the hex. And since a font is fixed width too, it would work great. As long as it is just fixed length without asking for a terminating bite. And the length could be up to 20h. Anyway I hope you consider this too. And the table switching is good if it has a different table for dialogue and 1 for other things. thanks

sorry I submitted twice. &nbsp;http://www.emuxhaven.net/iB_html/non-cgi/emoticons/cry.gif</font>

KingMike
02-04-2003, 03:55 PM
<font color='#000000'>Do you mean something to dump the font's hex data? I'm not really clear on how font data is usually stored (I've only worked with a few odd cases, such as attempting to decompress Benkei Gaiden (SNES)'s font, and completely decrypting/re-encrypting Dream Maze: Kigurumi no Daibouken (SNES)'s 12x16 font), though, so I'm not sure how to implement it, but if it is as simple as removing the terminal byte, I could do it.</font>

ChrisRPG
02-06-2003, 10:58 PM
<font color='#8D38C9'>Oh yeah have an option to remove the terminal byte and place a value instead so it would dump that many bytes to a section.(1 section is 1 letters worth of hex values.) This is good for fonts that are strange sizes. Like 14bytes instead of a number divisible by 08h like 8x8 16x16. The fonts that are like 14x13 are harder to edit in most public programs. (Since most of them only use 8x8 tiles) or you have xp in which case you cant use naga which supports variable width fonts. If you could just dump the hex, adjust it and reinsert it it might work for some people like me. Until I have the ability to code my own graphics tools for xp. In which case then I would release to public. But let me know if you do this. It would help me on 2 of my projects mainly. thanks king mike! http://www.emuxhaven.net/iB_html/non-cgi/emoticons/tounge.gif</font>

Dackr
02-19-2003, 12:08 AM
<font color='#000000'>Sweet! Thats awesome Mike! Sorry It took me so long! -_-
I definately want to use your dumper!! I'm sure every ROMhacker will eventually &nbsp;use your dumping tool at some point if everything get implemented! I'm gonna get that from you as soon as possible, yo! This is gunna kick!</font>