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Full Version: [Wii] Muramasa: The Demon Blade
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(05-08-2009, 07:05 PM)ector Wrote: [ -> ]
(05-08-2009, 05:16 PM)AyuanX Wrote: [ -> ]Yeah, here is the hack release.
Test passed on 1st & 2nd Endings of Monohime and Kisuke.
Cool but does it really need to be an exe? You could probably have done the same with just game .ini memory edits..

OK, thanks to ector's tip, here is the easy way to deploy this hack:

put the following text

[color=#0000CD][OnFrame] Add memory patches to be applied every frame here.
+$<Pond Scene Hangup Hack>
0x8005B628:dword:0x48000174[/color]

into file User\GameConfig\RSFJ99.ini
and don't forget to turn on "Config->Enable Cheat" in Dolphin.

No need to modify game ISO anymore.Smile

interse

(05-08-2009, 08:46 PM)AyuanX Wrote: [ -> ]
(05-08-2009, 07:05 PM)ector Wrote: [ -> ]
(05-08-2009, 05:16 PM)AyuanX Wrote: [ -> ]Yeah, here is the hack release.
Test passed on 1st & 2nd Endings of Monohime and Kisuke.
Cool but does it really need to be an exe? You could probably have done the same with just game .ini memory edits..

OK, thanks to ector's tip, here is the easy way to deploy this hack:

put the following text

[color=#0000CD][OnFrame] Add memory patches to be applied every frame here.
+$<Pond Scene Hangup Hack>
0x8005B628:dword:0x48000174[/color]

into file User\GameConfig\RSFJ99.ini
and don't forget to turn on "Config->Enable Cheat" in Dolphin.

No need to modify game ISO anymore.Smile

Are you genius or what?

I really appreciate your effort
(05-08-2009, 08:46 PM)AyuanX Wrote: [ -> ]
(05-08-2009, 07:05 PM)ector Wrote: [ -> ]
(05-08-2009, 05:16 PM)AyuanX Wrote: [ -> ]Yeah, here is the hack release.
Test passed on 1st & 2nd Endings of Monohime and Kisuke.
Cool but does it really need to be an exe? You could probably have done the same with just game .ini memory edits..

OK, thanks to ector's tip, here is the easy way to deploy this hack:

put the following text

[color=#0000CD][OnFrame] Add memory patches to be applied every frame here.
+$<Pond Scene Hangup Hack>
0x8005B628:dword:0x48000174[/color]

into file User\GameConfig\RSFJ99.ini
and don't forget to turn on "Config->Enable Cheat" in Dolphin.

No need to modify game ISO anymore.Smile


Godlike! You save us all.
you just...AMAZING!!!
thx thx and thx Big Grin

cleverchild

(05-08-2009, 08:46 PM)AyuanX Wrote: [ -> ]
(05-08-2009, 07:05 PM)ector Wrote: [ -> ]
(05-08-2009, 05:16 PM)AyuanX Wrote: [ -> ]Yeah, here is the hack release.
Test passed on 1st & 2nd Endings of Monohime and Kisuke.
Cool but does it really need to be an exe? You could probably have done the same with just game .ini memory edits..

OK, thanks to ector's tip, here is the easy way to deploy this hack:

put the following text

[color=#0000CD][OnFrame] Add memory patches to be applied every frame here.
+$<Pond Scene Hangup Hack>
0x8005B628:dword:0x48000174[/color]

into file User\GameConfig\RSFJ99.ini
and don't forget to turn on "Config->Enable Cheat" in Dolphin.

No need to modify game ISO anymore.Smile


Thanks so much. One tiny question: can we press A+B to skip the staff scene? It seems doesn't work here.
(05-06-2009, 03:10 AM)AyuanX Wrote: [ -> ]
(05-05-2009, 05:48 PM)cabroncito Wrote: [ -> ]hmm thx to try figure this out, actually i don't have a clue of idea how to fix that...

I managed to do some manual hacking on the game which made me finally pass the pond scene.
(It contains 5 sentences of dialog for Momohime in this scene.)
But too bad it hung on the staff roll scene again.






All these hang-up could be caused by some bug in the HLE-DSP, but I'm not certain yet.
My reason is that pond scene doesn't need user input, so it must rely on the feedback/interrupt of DSP to tell CPU that the dialog voice has finished playing and next scene/dialog should be loaded.

We lose these dialogs...at last.
Not perfect, but fine.
Have any idea to make it perfect?
Thank you all the same.
(05-08-2009, 08:46 PM)AyuanX Wrote: [ -> ]
(05-08-2009, 07:05 PM)ector Wrote: [ -> ]
(05-08-2009, 05:16 PM)AyuanX Wrote: [ -> ]Yeah, here is the hack release.
Test passed on 1st & 2nd Endings of Monohime and Kisuke.
Cool but does it really need to be an exe? You could probably have done the same with just game .ini memory edits..

OK, thanks to ector's tip, here is the easy way to deploy this hack:

put the following text

[color=#0000CD][OnFrame] Add memory patches to be applied every frame here.
+$<Pond Scene Hangup Hack>
0x8005B628:dword:0x48000174[/color]

into file User\GameConfig\RSFJ99.ini
and don't forget to turn on "Config->Enable Cheat" in Dolphin.

No need to modify game ISO anymore.Smile

it not Config->Enable Cheat
it is Config->Enable Patches

patch is patch gc/wii memory address value(include power pc asm)

cheats is use ar function (baseaddress ,pointer, equal then, reg etc)

here

Tatsunoko vs. Capcom

DO NOT WAIT FOR ASSIST OK ANY TIME

Config->Enable Patches

http://forums.ngemu.com/dolphin-discussion/115681-tatsunoko-vs-capcom-not-playable-13.html

cleverchild

(05-09-2009, 10:39 AM)maiweijie Wrote: [ -> ]
(05-08-2009, 08:46 PM)AyuanX Wrote: [ -> ]
(05-08-2009, 07:05 PM)ector Wrote: [ -> ]
(05-08-2009, 05:16 PM)AyuanX Wrote: [ -> ]Yeah, here is the hack release.
Test passed on 1st & 2nd Endings of Monohime and Kisuke.
Cool but does it really need to be an exe? You could probably have done the same with just game .ini memory edits..

OK, thanks to ector's tip, here is the easy way to deploy this hack:

put the following text

[color=#0000CD][OnFrame] Add memory patches to be applied every frame here.
+$<Pond Scene Hangup Hack>
0x8005B628:dword:0x48000174[/color]

into file User\GameConfig\RSFJ99.ini
and don't forget to turn on "Config->Enable Cheat" in Dolphin.

No need to modify game ISO anymore.Smile

it not Config->Enable Cheat
it is Config->Enable Patches

patch is patch gc/wii memory address value(include power pc asm)

cheats is use ar function (baseaddress ,pointer, equal then, reg etc)

here

Tatsunoko vs. Capcom

DO NOT WAIT FOR ASSIST OK ANY TIME

Config->Enable Patches

http://forums.ngemu.com/dolphin-discussion/115681-tatsunoko-vs-capcom-not-playable-13.html


What are you talking about dude?
(05-09-2009, 10:28 PM)cleverchild Wrote: [ -> ]
(05-09-2009, 10:39 AM)maiweijie Wrote: [ -> ]
(05-08-2009, 08:46 PM)AyuanX Wrote: [ -> ]
(05-08-2009, 07:05 PM)ector Wrote: [ -> ]
(05-08-2009, 05:16 PM)AyuanX Wrote: [ -> ]Yeah, here is the hack release.
Test passed on 1st & 2nd Endings of Monohime and Kisuke.
Cool but does it really need to be an exe? You could probably have done the same with just game .ini memory edits..

OK, thanks to ector's tip, here is the easy way to deploy this hack:

put the following text

[color=#0000CD][OnFrame] Add memory patches to be applied every frame here.
+$<Pond Scene Hangup Hack>
0x8005B628:dword:0x48000174[/color]

into file User\GameConfig\RSFJ99.ini
and don't forget to turn on "Config->Enable Cheat" in Dolphin.

No need to modify game ISO anymore.Smile

it not Config->Enable Cheat
it is Config->Enable Patches

patch is patch gc/wii memory address value(include power pc asm)

cheats is use ar function (baseaddress ,pointer, equal then, reg etc)

here

Tatsunoko vs. Capcom

DO NOT WAIT FOR ASSIST OK ANY TIME

Config->Enable Patches

http://forums.ngemu.com/dolphin-discussion/115681-tatsunoko-vs-capcom-not-playable-13.html


What are you talking about dude?





/////////////////////////////////////////////////////

I mean dolphin svn

Config->Enable Cheat is use game id.ini option
[ActionReplay] Add action replay cheats here.it is like use timer to lock value

it is use ar function to patch ram memory address,(reg etc),it is on game start and when game playing two way

and

Config->Enable Patches is use game id.ini option

[OnFrame] it is direct change ram memory address,(reg etc) ,it is applied every frame........not used ar function,but it is use when u start game,can't not change in game playing,one way only


at finaly post a example : game name call
TATSUNOKO VS. CAPCOM
http://forums.ngemu.com/dolphin-discussion/115681-tatsunoko-vs-capcom-not-playable-13.html
show u memory ram direct change function,applied every frame

there is other game call MONSTER HUNTER 3(tri)(TRIAL)

http://forums.ngemu.com/dolphin-discussion/108204-how-add-cheats-dolphin-6.html

[ActionReplay] Add action replay cheats here.
+$LOCK GAME RUNNING TIME
0449AEF5 008CB0FF

u see ? [ActionReplay] and [OnFrame] is different?

u can use emuhaste to find the game item value...add to [OnFrame]
,but [ActionReplay] ,bacause some ar function not support.....so.......wait.if u want to debug ,add /d to dolphin command line.
if u want to know [ActionReplay] code use which function .....enable ar logging
if u want convert power pc asm code to patches code ar code..........use other tools

interse

(05-09-2009, 10:39 AM)maiweijie Wrote: [ -> ]
(05-08-2009, 08:46 PM)AyuanX Wrote: [ -> ]
(05-08-2009, 07:05 PM)ector Wrote: [ -> ]
(05-08-2009, 05:16 PM)AyuanX Wrote: [ -> ]Yeah, here is the hack release.
Test passed on 1st & 2nd Endings of Monohime and Kisuke.
Cool but does it really need to be an exe? You could probably have done the same with just game .ini memory edits..

OK, thanks to ector's tip, here is the easy way to deploy this hack:

put the following text

[color=#0000CD][OnFrame] Add memory patches to be applied every frame here.
+$<Pond Scene Hangup Hack>
0x8005B628:dword:0x48000174[/color]

into file User\GameConfig\RSFJ99.ini
and don't forget to turn on "Config->Enable Cheat" in Dolphin.

No need to modify game ISO anymore.Smile

it not Config->Enable Cheat
it is Config->Enable Patches

patch is patch gc/wii memory address value(include power pc asm)

cheats is use ar function (baseaddress ,pointer, equal then, reg etc)

here

Tatsunoko vs. Capcom

DO NOT WAIT FOR ASSIST OK ANY TIME

Config->Enable Patches

http://forums.ngemu.com/dolphin-discussion/115681-tatsunoko-vs-capcom-not-playable-13.html

Hey Batman, Why so serious ?

you are misunderstanding something.

Calm down and check my screen shot, say Eureka.
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