Sierraffinity
Desperately trying to retire from ROM hacking
- 1,069
- Posts
- 17
- Years
- Age 28
- she/her
- Somewhere the rains of Africa can be blessed
- Seen Jan 21, 2025
What I did to fix the hack was twofold. The biggest problem was that two titlescreen assets (an image and a tilemap) were compressed with a faulty LZ77 algorithm, meaning that the game didn't allocate the right amount of space to uncompress the data into and it overflowed and wrote over the malloc header. When the game wanted to allocate more space for another asset, it couldn't validate the header and so jumped to a special section of code that's never run in the retail games which has a leftover assertion. In development kits, this would allow the computer to stop at a certain area of code to do some testing; in retail units, this just crashes the system. What I did was use gbagfx in order to properly recompress the assets, then reinserted them. The hardest part was figuring out which assets were broken in order to fix them.I've been trying to get it to run on one of my own devices for a while now and this patch did the trick! Thanks! I just wish I knew how you did it so I can do the same for some other hacks haha.
Very excited to start playing this game in earnest I love fakemon.
There was also a second minor issue. At some point, the creators of Vega just did a find and replace in the ROM for a pointer, and that ended up affecting code that wasn't actually a pointer; I also went and fixed that.