Ok thanks.lorenzo wrote:As far as I know the .ips format is the most popular.
I'll be working on the last feature that is creating the patches. But that'll be finished later.
Ok thanks.lorenzo wrote:As far as I know the .ips format is the most popular.
zucca@wren ~/psbuild/mdps-asm-builder $ ./build.sh ../ps2disasm/ps2.asm /tmp/ps2.bsdiff /tmp/ps2.bin /tmp/ps2.xdelta
Path patch applied...
Source compiled...
Succesfully created the binary.
Binary header left unfixed.
BSDiff created to '/tmp/ps2.bsdiff'...
Xdelta created to '/tmp/ps2.xdelta'...
Binary created to '/tmp/ps2.bin'.
lea (ItemUsedIndex-$5C).l, a2
cmpi.w #ItemID_AmberRobe, d0
bcs.s loc_25FA
beq.w ItemUsed_GiresGear
cmpi.w #ItemID_Crystanish, d0
beq.w ItemUsed_GraGear
cmpi.w #ItemID_CrystCape, d0
beq.w ItemUsed_GraGear
cmpi.w #ItemID_CrystChest, d0
beq.w ItemUsed_GraGear
cmpi.w #ItemID_Aegis, d0
beq.w ItemUsed_GiresGear
cmpi.w #ItemID_GrSleeves, d0
beq.w ItemUsed_GrSleeves
cmpi.w #ItemID_TruthSlvs, d0
beq.w ItemUsed_GiresGear
cmpi.w #ItemID_FireStaff, d0
beq.w ItemUsed_FireStaff
; ---------------------------------------------------------------
ItemUsed_NoEffect:
Doctor Hooves wrote:Ah, yeah, I managed to make it work, by giving a new headgear for Nei (Lacon Ribbon) the effect of Sar. I also plan on giving some other items new abilities, but nothing extreme.
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