Search found 4 matches
- August 6th, 2018, 11:30 am
- Forum: Work Logs & Projects
- Topic: spirit t0aster's worklog
- Replies: 5
- Views: 12212
Re: spirit t0aster's worklog
Updated the code to the working version, it can now decode patches, however, processing them is the tough part. There are some statements like: Offset 0c = $4 / (sectstart(5) - sectend(5)) Which do not make sense to me at this time. In that particular example section 5 is empty, so the result should...
- August 6th, 2018, 3:13 am
- Forum: Work Logs & Projects
- Topic: spirit t0aster's worklog
- Replies: 5
- Views: 12212
Re: spirit t0aster's worklog
Here is the file format I reverse engineered for the playstation object files. PLAYSTATION OBJ FORMAT ---------------------- Multibyte values are little endian. The general format for the file is: "LNK" VERSION TAG N BYTES TAG N BYTES [3 ASCII BYTES][1 BYTE] [1 BYTE][TAG DATA] [1 BYTE][TAG...
- August 6th, 2018, 2:21 am
- Forum: Work Logs & Projects
- Topic: spirit t0aster's worklog
- Replies: 5
- Views: 12212
Re: spirit t0aster's worklog
I forgot to add it patch tag handling, so I'll finish that and update the go code above and it should have the correct jump addresses then. I feel like I've just built my own simple PSX linker XD
- August 5th, 2018, 12:40 pm
- Forum: Work Logs & Projects
- Topic: spirit t0aster's worklog
- Replies: 5
- Views: 12212
spirit t0aster's worklog
Hi, I'm going to practice reverse engineering by using a random game I had a disc for (FF7). The goal is to learn more about reverse engineering and gain some experience by getting my hands dirty. It would be neat to learn what the file formats of the assets used in the game are, so that will be my ...