![mega man x4 ultimate armor mega man x4 ultimate armor](https://64.media.tumblr.com/02ea994947fa72845fba7ca55fb0714d/tumblr_mvc9u7MC6w1r5sbufo1_r2_1280.jpg)
G) Then you can enable "asm log" to get all the instructions.ģ) Use AdisasM to disassemble the RAM that was previously dumped and search for the final snippet of code that was executed in the assembly log. Tracing: Use the emulator's Save(F1),load(F3) + debugger's "total inst."Ī) Emulator F1 then F3 (set "total inst." to 0).ī) Break on Memory Write ($8016DEA8 in this case).ĭ) When break point occured, remember current "total inst." value.Į) Emulator F3 (set "total inst." to 0 again). I figure I better make sure I even found the correct routine before I start trying to figure out what it all does.ġ) Use GPU upload breakpoint to find where X's graphics are loaded into VRAM from and then dump the RAM.Ģ) Use tracing and assembly logs to find the code being executed. I've been messing around with PCSX Agemo Debugger and pSX's built in debugger the past couple of days and want to make sure I did everything correctly. Here are the files, perhaps someone recognizes the compression method and/or a tool exists already that would work on them.Īt any rate, I'll probably be stuck using a debugger and figuring out the decompression routine myself. ROCK_X6.DAT > ROCK_X688.BIN > ROCK_X68803.BIN = X (Shadow Armor) ROCK_X6.DAT > ROCK_X687.BIN > ROCK_X68703.BIN = X (Falcon Armor) ROCK_X6.DAT > ROCK_X686.BIN > ROCK_X68603.BIN = X (Ultimate Armor) ROCK_X5.DAT > ROCK_X594.BIN > ROCK_X59403.BIN = X (Falcon Armor) ROCK_X5.DAT > ROCK_X593.BIN > ROCK_X59303.BIN = X (Ultimate Armor) ROCK_X5.DAT > ROCK_X592.BIN > ROCK_X59203.BIN = X (Force Armor) - DUPLICATE
![mega man x4 ultimate armor mega man x4 ultimate armor](https://news.toyark.com/wp-content/uploads/sites/4/2013/09/D-Arts-Mega-Man-X-Ultimate-Armor-01.jpg)
PL02_U.ARC > PL02_U02.BIN = X (Ultimate Armor) Looking at the palettes stored in the files, I was able to determine what the compressed graphics were, despite not being able to view them. I found a tool called BioFAT that was able to split the game archives into parts. I know I can dump them with a VRAM viewer, but I'd like to increase my knowlegde and skills by figuring out the decompression routine I just need a bit of guidance on what I'm doing. The player sprites and weapons seem to be the only things that are compressed fortunately.
![mega man x4 ultimate armor mega man x4 ultimate armor](https://showzstore.com/u_file/2008/photo/f3e2ba9a7f.jpg)
Of course this means dealing with compression at times, and the game I'm currently working with is Mega Man X4 (X5-6 look to use the same compression method just by looking in Tile Molester). I'm spearheading the complete re-rip of graphic archives and replacing everything with data rips.