Thank you brizzo, plz stop talking about version B it won’t be used in any competition ever.I'm starting to wonder what this topic was originally about?
Patching and fixing a game,
or beating a dead horse?
Thank you brizzo, plz stop talking about version B it won’t be used in any competition ever.I'm starting to wonder what this topic was originally about?
Patching and fixing a game,
or beating a dead horse?
If you neutral throw the dead horse it glitches the game.I'm starting to wonder what this topic was originally about?
Patching and fixing a game,
or beating a dead horse?
original game approach = compare 2x 8Mbyte simm1 game binaries with thousands of binary differences, and disassemble&analyze 1.2Mbyte of this game's Hitachi SH2 code.proposal of patching the original game is the best approach
It's getting close to glitching this site...If you neutral throw the dead horse it glitches the game.I'm starting to wonder what this topic was originally about?
Patching and fixing a game,
or beating a dead horse?
Fucking Capcom. They probably broke the site when they added that 8th paid costume for @jassin000.It's getting close to glitching this site...If you neutral throw the dead horse it glitches the game.I'm starting to wonder what this topic was originally about?
Patching and fixing a game,
or beating a dead horse?
It's not that big of an effort its finding out how the bug happens in asm and patching it over with hex code. Hell making code to add colors is easy it the process of making extra colors is a pain.As I understand with what metallic said the process of patching it would be a really big effort. If there's someone who knows how to do it we could raise some money for them to get a "community patch" that only fixes the makoto throw bug and the cosmetic stuff (magnetic storm etc..) and touches NOTHING else?
the hard part is figuring out which byte.$10 says the Makoto bug is a 1 byte patch to fix
what if I tell you - the bug is not in asm code, and in general, this game's logic mostly driven by script-like bytecode data structures ? and if some of developers did mistakes in these data it may cause unexpected/bad effects much later in game flow (i.e. from researcher point of view - yes, it is not hard to find part of code which does exception/hang, but quite hard to find actual cause of it).It's not that big of an effort its finding out how the bug happens in asm
Thats easy, just change one byte at a time until its fixed!the hard part is figuring out which byte.$10 says the Makoto bug is a 1 byte patch to fix
You'd still be reading trace logs of sh2 asm to find the bug.what if I tell you - the bug is not in asm code, and in general, this game's logic mostly driven by script-like bytecode data structures ? and if some of developers did mistakes in these data it may cause unexpected/bad effects much later in game flow (i.e. from researcher point of view - yes, it is not hard to find part of code which does exception/hang, but quite hard to find actual cause of it).It's not that big of an effort its finding out how the bug happens in asm
did you ever tried it at practice ? with CPS3 gamesYou'd still be reading trace logs of sh2 asm to find the bug.
Just takes Mutant signing off on it as Jazzy certified and there's nothing to really worry about in the US. Get Art on board and run it at NLBC and there's another easy win. I'll hopefully see him this week, I'll ask him what he thinks.I still dont see the 3s scene signing off on this. As noble as the attempt is, cuz now we are modifying game code, so I could see people being apprehensive with this