Yeah, I used cmd.
[Tools] Etripator
Re: [Tools] Etripator
I just ran a test under Windows 10 and... nothing happened.
Congratulations! You found a bug
[edit] I pushed a quick fix. A new binary will be available here https://ci.appveyor.com/project/BlockoS ... /artifacts
I'll try to work on a safer/cleaner fix next week.
Congratulations! You found a bug

[edit] I pushed a quick fix. A new binary will be available here https://ci.appveyor.com/project/BlockoS ... /artifacts
I'll try to work on a safer/cleaner fix next week.
Re: [Tools] Etripator
0.7 is on its way.
Re: [Tools] Etripator
I'm little bit late...
Here's the v0.7 : https://github.com/BlockoS/Etripator/releases/tag/v0.7
Here's the v0.7 : https://github.com/BlockoS/Etripator/releases/tag/v0.7
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- Posts: 1
- Joined: Sat Jan 25, 2020 3:39 am
Re: [Tools] Etripator
Hey Mooz,
I'm gonna try to give your PC Engine disassembler a shot finally. I'm trying to track down the print function in Emerald Dragon to make a minor change that'll let me compress new English text blocks better by not constantly have to switch back to 8x12 font mode versus 16x16 S-JIS Japanese being the default. I haven't had much luck with Mednafen, BizHawk debuggers any time I've tried, been pretty frustrating...
I wish there was a runtime emulation/disassembler concept to trace through the whole game to separate out code, text, adpcm, image/sprite assets out to some extent. That would really help narrow down searches like this.
Anyway, I'd like to see what improvements you have over David Shadoff's simple DISASM which is what I'm currently using. I was updating it to produce comments next to assembly code since I'm not as familiar with it and having to look up every PCE instruction is more time-consuming grunt work.
Here's a progress thread on the localization project so far.
I'm gonna try to give your PC Engine disassembler a shot finally. I'm trying to track down the print function in Emerald Dragon to make a minor change that'll let me compress new English text blocks better by not constantly have to switch back to 8x12 font mode versus 16x16 S-JIS Japanese being the default. I haven't had much luck with Mednafen, BizHawk debuggers any time I've tried, been pretty frustrating...
I wish there was a runtime emulation/disassembler concept to trace through the whole game to separate out code, text, adpcm, image/sprite assets out to some extent. That would really help narrow down searches like this.
Anyway, I'd like to see what improvements you have over David Shadoff's simple DISASM which is what I'm currently using. I was updating it to produce comments next to assembly code since I'm not as familiar with it and having to look up every PCE instruction is more time-consuming grunt work.
Here's a progress thread on the localization project so far.