Search found 4 matches

by spirit_t0aster
August 6th, 2018, 11:30 am
Forum: Work Logs & Projects
Topic: spirit t0aster's worklog
Replies: 5
Views: 12095

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...
by spirit_t0aster
August 6th, 2018, 3:13 am
Forum: Work Logs & Projects
Topic: spirit t0aster's worklog
Replies: 5
Views: 12095

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...
by spirit_t0aster
August 6th, 2018, 2:21 am
Forum: Work Logs & Projects
Topic: spirit t0aster's worklog
Replies: 5
Views: 12095

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
by spirit_t0aster
August 5th, 2018, 12:40 pm
Forum: Work Logs & Projects
Topic: spirit t0aster's worklog
Replies: 5
Views: 12095

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 ...