PSP Coding


 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 Call text Help

Go down 
AuthorMessage
EternalDarkness



Posts : 16
Points : 22
Reputation : 0
Join date : 2010-09-29
Age : 26

PostSubject: Call text Help   Thu Sep 30, 2010 1:08 am

i juz found the text address... n if im not wrong the hex of it must have two 0's hex(00) between each character

for eg.
4C4C4548 -->"HELL" in normal imposter

it became this in MOHH2 for Call text
00450048
004c004c


so how should i change the characters from a name imposter to Call text?
Back to top Go down
View user profile
-LeetGamer-
Admin


Posts : 247
Points : 397
Reputation : 4
Join date : 2010-09-29
Age : 25

PostSubject: Re: Call text Help   Thu Sep 30, 2010 5:52 am

Okay, I have never really worked with text in this game (But I know what to do) but I looked at the code I told you about to get exactly what you are supposed to do, first thing you want to do is make the next pop up on the screen. To do that use this:

Code:

#Call Text DragonZero
;MJKT For Call Text
;Value's by DragonZero
0x01401DEC 0x00720044
0x01401DF0 0x00670061
0x01401DF4 0x006E006F
0x01401DF8 0x0065005A
0x01401DFC 0x006F0072

Make sure to give credits to the makers if you use them and release them.

Now you might want to change the location and the size of the next, here is an example of that:

Code:

#Call Text Control
;L + Dpad Left = Text Go Left
;L + Dpad Right = Text Go Right
;L + Dpad Up = Text Go Up
;L + Dpad Down = Text Go Down
;L + Triangle = Text Becomes Bigger
;L + Cross = Text Become Smaller
;Control The Whole Text
;MOHH2
;Made By DragonZero
0x00080CBC 0x0a2001c0
0x00000700 0x3c0808dd
0x00000704 0x8d083068
0x00000708 0x3c0909c0
0x0000070c 0x240a0180
0x00000710 0x240b0120
0x00000714 0x240c0110
0x00000718 0x240d0140
0x0000071c 0x150a0008
0x00000724 0x3c0e4327
0x00000728 0x25ce8000
0x0000072c 0x8d2e1d70
0x00000730 0x3c0f0010
0x00000734 0x25ef0000
0x00000738 0x01cfc022
0x0000073c 0xad381d70
0x00000740 0x150b0008
0x00000748 0x3c0e4327
0x0000074c 0x25ce8000
0x00000750 0x8d2e1d70
0x00000754 0x3c0f0010
0x00000758 0x25ef0000
0x0000075c 0x01cfc020
0x00000760 0xad381d70
0x00000764 0x150c0008
0x0000076c 0x3c0e4278
0x00000770 0x25ce0000
0x00000774 0x8d2e1d74
0x00000778 0x3c0f0010
0x0000077c 0x25ef0000
0x00000780 0x01cfc022
0x00000784 0xad381d74
0x00000788 0x150d0008
0x00000790 0x3c0e4278
0x00000794 0x25ce0000
0x00000798 0x8d2e1d74
0x0000079c 0x3c0f0010
0x000007a0 0x25ef0000
0x000007a4 0x01cfc020
0x000007a8 0xad381d74
0x000007ac 0x03e00008
0x001bf714 0x0a2001ed
0x000007b4 0x3c0808dd
0x000007b8 0x8d083068
0x000007bc 0x3c0909c0
0x000007c0 0x240a1100
0x000007c4 0x240b4100
0x000007c8 0x150a0008
0x000007d0 0x3c0c3f80
0x000007d4 0x258c0000
0x000007d8 0x8d2c1de0
0x000007dc 0x3c0d0010
0x000007e0 0x25ad0000
0x000007e4 0x018d7020
0x000007e8 0xad2e1de0
0x000007ec 0x150b0008
0x000007f4 0x3c0c3f80
0x000007f8 0x258c0000
0x000007fc 0x8d2c1de0
0x00000800 0x3c0d0010
0x00000804 0x25ad0000
0x00000808 0x018d7022
0x0000080c 0xad2e1de0
0x00000810 0x03e00008

Look at the code in the decoder, I hope you can figure out what is the size, x axis, and y axis of the text. Try editing the code to find out. Check the controller address and button values against the branches in the code to find out where the things are.
Back to top Go down
View user profile
EternalDarkness



Posts : 16
Points : 22
Reputation : 0
Join date : 2010-09-29
Age : 26

PostSubject: Re: Call text Help   Thu Sep 30, 2010 6:49 am

ya i found that when you told me that time

This print "DragonZero" text on screen
Code:
#Call Text DragonZero
;MJKT For Call Text
;Value's by DragonZero
0x01401DEC 0x00720044
0x01401DF0 0x00670061
0x01401DF4 0x006E006F
0x01401DF8 0x0065005A
0x01401DFC 0x006F0072

but a player name is
Code:
#"DragonZero" name
;srry no offense
0xXXXXXXX 0x67617244
0xXXXXXXX 0x655A6E6F
0xXXXXXXX 0x00006F72

"D" is 44 in hex, "r" is 72 in hex, "a" is 61 in hex...
for Call Text code there is a 00 hex between each character

so how can i transfer for a player name to Call text?
im quite blurred right now...

sorry im a slow learner Surprised
Back to top Go down
View user profile
-LeetGamer-
Admin


Posts : 247
Points : 397
Reputation : 4
Join date : 2010-09-29
Age : 25

PostSubject: Re: Call text Help   Thu Sep 30, 2010 7:05 am

Store the names to the values of the call text addresses. The enemy pointer has a name offset at 0x4C8 I think it is (Log it to make sure) so you can increase the enemy pointer by 0x4 each time you press a button and it will display the next enemy's name. Now, what if you go to far and you log an enemy that doesn't exist? Well make a check in your subroutine to see if the enemy is in the game. (Using the pointers for an enemy that is not in the game might freeze you) Here is how:

Check to see if enemy is in game:
Code:

Lui t0 $XXXX // Upper enemy pointer
Lw t0 $XXXX(t0) // Lower enemy pointer
Beq t0 zero $XXXXXXXX // If pointer = 0 go to jr ra or where ever
Nop
// Then if the pointer = 0 that means that is the last enemy in the game so
// You will not want to reset the enemy  pointer to
// Enemy one.
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Call text Help   

Back to top Go down
 
Call text Help
Back to top 
Page 1 of 1
 Similar topics
-
» WINFROTZ!! The best way to play... and FREE!!
» A SLOTH EMOTICON!
» How to bring out Phenomena
» Finally an XP Fix for the Missing Text in Dark Side of the Moon
» Get a Hugtime call from Bearemy!

Permissions in this forum:You cannot reply to topics in this forum
PSP Coding :: PSP Section :: PSP Chat :: PSP Coding Help-
Jump to: