How to interpret FST "Memory data"

Started by live2play, August 20, 2012, 01:27:38 AM

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live2play

How do you interpret the information displayed in Gecko.Net's "Memory data" section of the FST tab?  For instance, what does the following mean?

077FD63C 00000008
2ABE5B96 0009F1E0


CrimsoN@DC

I personally prefer wiird, so I'm not exactly sure on your question, however hearing FST and seeing a code like that rings file replacement in my mind.

So, say your browsing the FST and you see a file named "opening.bnr", so you went there and you can se 23456789 00012345, this is what tell the game to load opening.bnr.

So, let's say you look further and see an "alt opening.bnr", you can go to that part of the memory and write 23456789 00012345 to it, and when you play the alt opening, it will load the priginal opening.

However, the only game I got an FST replacement code working on, was because I did a break point on it and looked at the address in r5/r3, and took that info.  Any games besides that one, I have no luck with.  Perhaps I'm using the wrong technique, however that's my expierence.
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dcx2

Crimson is on the right track.

I'm not well versed on the layout of the FST (I'm sure you could glean that information from the old Gecko.NET source), but ultimately the FST is a table that points to all the files on disc.  I think the values are offsets from the beginning of the disc but I'm not sure.

Anyway, the point is that at e.g. 817FD63C, there are 8 bytes that point to some file.  If you find some other file, and take its 8 bytes, and place them at 817FD63C, then whenever the game goes to get the first file, it will be given the offset for the second file instead.  You can use this to e.g. swap music for different stages.