BH/RECV/X SCD SCRIPTING
Moderators: pcwzrd13, deluxux, VasiliyRS
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- fragger
- Posts: 252
Re: BH/RECV/X SCD SCRIPTING
The code strikes back whit another bunch of random numbers once more as nothing of the folowing numbers seems to have an order... but the code dont knows we have the ability to find patterns, what have in common 10 apples, 10 pineaples, 10 pears and 10 grapes? Yes! All of them are grouped as 10 pieces of each kind (and yes! Im just teached you using apples and pears! )
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- fragger
- Posts: 252
Re: BH/RECV/X SCD SCRIPTING
Loking at the number we have in this line we can see that despite to have diferent numbers, we can sort them out as we did whit the firs couple of numbers, the initial line is diferent, but the rest of numbers seems to match similarieties too and grouping them in the same length as the first lines of 12 numbers each one we form another set of instructions to split in single lines.
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- fragger
- Posts: 252
Re: BH/RECV/X SCD SCRIPTING
The last line we face now seems to show no patterns but have something in common, the number 25 repeats once wich could means we facing two lines holding diferent values each one, lets split the line where that second 25 is located and check it up.
Both lines now show some kind of similariti but one is longer than the other and the values are completelly diferent between each other, altough there is something interesting we can detect if we look a our previous splitted code... and is that there is a line of 4 zeroes afther the 050700000001 line... this could mean there can be code wich occupies 4 numbers of length too.
Both lines now show some kind of similariti but one is longer than the other and the values are completelly diferent between each other, altough there is something interesting we can detect if we look a our previous splitted code... and is that there is a line of 4 zeroes afther the 050700000001 line... this could mean there can be code wich occupies 4 numbers of length too.
Last edited by cbnj on Fri Jan 19, 2024 9:50 pm, edited 4 times in total.
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- fragger
- Posts: 252
Re: BH/RECV/X SCD SCRIPTING
Very well our code is almost completelly split into single opcodes and some opcodes sentences, still yet is not quite simetric so... there must be something else we can do, and whit the theory about opcodes of four digits length we can browse around our dissasembled code and start to make some fixes to it to make it more readable and get all of its segments...
So trying to find more patterns we can see some 0300 scattered around here and there, this 0300 appears at the end of some lines, and this lines are diferent fom each other, that 0300 must mean something so we will split them too.
So trying to find more patterns we can see some 0300 scattered around here and there, this 0300 appears at the end of some lines, and this lines are diferent fom each other, that 0300 must mean something so we will split them too.
Last edited by cbnj on Thu Jan 18, 2024 4:58 am, edited 1 time in total.
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- fragger
- Posts: 252
Re: BH/RECV/X SCD SCRIPTING
Once the 0300 values are split too into its own lines we can see the second line of 25 got shorter but the first one dont, if we assume both lines have the same length, then we have 0000 020c extra values, we can see a little bit upwards we have a sole line of 0000 after the 050700000001 one, so following the logic we gathered until now the 0000 and the 020c are two separate lines more, lets split them to get the following layout
Last edited by cbnj on Fri Jan 19, 2024 9:53 pm, edited 3 times in total.
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- fragger
- Posts: 252
Re: BH/RECV/X SCD SCRIPTING
The only thing left now is to clean up the code a little more trying to fing more similar lines to form complete opcodes in the 2 middle lines starting whit 011e, there are 4 single opcodes there to join, in the case of the 0E00 0000 one since all the other lines are 8 numbers length we join this two to form 0E000000 and match the rest of the lines.
Last edited by cbnj on Fri Jan 19, 2024 3:33 am, edited 6 times in total.
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- fragger
- Posts: 252
Re: BH/RECV/X SCD SCRIPTING
And ... done! Our code now got split into many small unstructions and some opcode "sentences" wich seems to be complete opcode instructions. This is how you search and split the code from the cv scripts, dissasembleing it into single opcodes as much as you can, the next thing to do is to change some of those values one by one and check the changes in game or change values in sevelar similar lines and check what changed in game, this will be up to you to find out for opcodes on diferent scripts.
- fafadou
- Gold Lion
- Posts: 1665
Re: BH/RECV/X SCD SCRIPTING
If i understand well, it's a tutorial for .rdx files ?
When I translated RECV kazenban in french, I'll try the files from ps2 and gamecube, the files have different content but there are compatible and the room is the same...
do you know why ?
When I translated RECV kazenban in french, I'll try the files from ps2 and gamecube, the files have different content but there are compatible and the room is the same...
do you know why ?
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- fragger
- Posts: 252
Re: BH/RECV/X SCD SCRIPTING
(Asnwered to fafadou by PM)
Now that you have a little tutorial about how to find opcodes, you can start to find them by your own in any room you desire so, from my part ill start to put scripts examples for battle game rooms, this are basic and easy rooms as the one of the example, ill implement the already found opcodes on them and give a short description of the code and the subfiles of the rdx it work whit.
If you find opcodes by your own feel free to share them too, i have made a special section for it here:
https://www.dreamcast-talk.com/forum/vi ... 65#p182665
the opcodes will be added to the top list of this treaht incuiding the author of those findings, you can also ask about the tool usage or about specific things related to the rooms.
The tool for extract/repack the rooms will be avaible there too.
Now that you have a little tutorial about how to find opcodes, you can start to find them by your own in any room you desire so, from my part ill start to put scripts examples for battle game rooms, this are basic and easy rooms as the one of the example, ill implement the already found opcodes on them and give a short description of the code and the subfiles of the rdx it work whit.
If you find opcodes by your own feel free to share them too, i have made a special section for it here:
https://www.dreamcast-talk.com/forum/vi ... 65#p182665
the opcodes will be added to the top list of this treaht incuiding the author of those findings, you can also ask about the tool usage or about specific things related to the rooms.
The tool for extract/repack the rooms will be avaible there too.
-
- fragger
- Posts: 252
Re: BH/RECV/X SCD SCRIPTING
Game: RECV US D1
BM Room: R0_5530
Modification: Change BGM music
Files to modify: R0_5530.bin_4_01.yxy
Opcodes to modify: 95xx0000
Max track for both discs is 78hex (120dec)
Tracks not present in document are dummy,
you can put custom adx tracks in bgm.afs
dummy slots and call them trough the opcode
in the rooms.
Custom bgm will shift back to original if the
room you enter have already a bgm opcode,
this way you can identify wich rooms you need
to modify their script bgm opcode.
This exsample show the track 25hex (37dec)
replaced whit track 0Ahex (10dec), only hex
values are supported by the BGM opcode.
BM Room: R0_5530
Modification: Change BGM music
Files to modify: R0_5530.bin_4_01.yxy
Opcodes to modify: 95xx0000
Max track for both discs is 78hex (120dec)
Tracks not present in document are dummy,
you can put custom adx tracks in bgm.afs
dummy slots and call them trough the opcode
in the rooms.
Custom bgm will shift back to original if the
room you enter have already a bgm opcode,
this way you can identify wich rooms you need
to modify their script bgm opcode.
This exsample show the track 25hex (37dec)
replaced whit track 0Ahex (10dec), only hex
values are supported by the BGM opcode.