Search Results

  1. Majik
    I do share my work, but only with my circle of friends I know. Plagiarism is terrible on this site. Me and plenty of other good people have had their codes stolen here. I'm not the guy to demand credit or expect thanks & gratitude but when someone/I works really hard on a project and to have someone here simply add 1 lines of code (not even a code they made mind you) to a lengthy hacking project me/someone else made and claim it all as their own, that is a huge spit to the face and is downright rude. Be glad I gave it out in C form. I'm not inclined to port it. The fact I gave out how it works is more than enough for someone to put some effort into porting it. I mean seriously, you have a blueprint of how it works down to the bone.
    Post by: Majik, Jul 8, 2014 in forum: Code Vault
  2. Majik
    This is not possible. The PS2 does not have enough RAM to stream at 1080p without reworking how the game handles RAM for other assets. Even then, the PS2 CPU is too weak to decompress HD 1080p video seamlessly. Keep in mind, the PS2 cannot even output HD.
    Post by: Majik, May 1, 2014 in forum: Code Vault
  3. Majik
    Sorry for spam...
    Good job to everyone who worked on this.
    Post by: Majik, Apr 4, 2014 in forum: Code Vault
  4. Majik
    Assembly hack can fix it...
    I actually found the function responsible for creating target mod data last week.
    Post by: Majik, Feb 5, 2014 in forum: Code Vault
  5. Majik
    Wouldn't say "can't be fixed". Any bugs can be fixed in anything. Reason I never fixed it was:
    1) I ran PCSX2 at less that 2fps on my (very) old laptop. Imagine testing at that speed. It's hair-pulling madness. If I did manage to get to a point to test something, I would then hope my laptop wouldn't auto-shutdown from overheating.
    2) I was having some issues in my personal life. Time for hobbies was scarce.


    As for the Keyblade code, I have yet to port it. Mainly because I do not care to really. I do not play on console anymore. Nor do I have any friends that play on console. The code is in C and I doubt anyone here knows how to compile C for hacks instead of using standard cheat device codes.
    Post by: Majik, Jan 15, 2014 in forum: Code Vault
  6. Majik
    It would involve modifying a mset. Which is in a DMA portion of memory. The best method would be to modify the game.
    Post by: Majik, Oct 23, 2013 in forum: Code Vault
  7. Majik
    This was actually my first time using C4D's for effects. You're right though - I still need to play around with them more and use them in different ways.

    Thanks :)
    Post by: Majik, Oct 5, 2013 in forum: Arts & Graphics
  8. Majik
    Sorry, I fixed the link.
    Thanks btw, for the tutorials you provided me with.
    Post by: Majik, Oct 5, 2013 in forum: Arts & Graphics
  9. Majik
    I haven't posted here in eternity.
    CnC please.

    [​IMG]
    Thread by: Majik, Oct 4, 2013, 4 replies, in forum: Arts & Graphics
  10. Majik
    Thanks
    Post by: Majik, Sep 22, 2013 in forum: Code Vault
  11. Majik
    I figured I would ask here since you all seem to be quite familiar with this game.
    Has anyone ever seen these models before in Kingdom Hearts? Obviously, not Sora, Donald, or Goofy.
    Post by: Majik, Sep 22, 2013 in forum: Code Vault
  12. Majik
    Games are only programmed to allocate the amount of RAM the PS2 has. PCSX2 also only allocates this amount. It's not impossible to do what you said, however, you will need a modified PCSX2 and a hacked elf to increase the allocation amount(to say the least without getting technical). It's not gonna be a simple insert and it works unless
    1) The file is still the same format
    2) The data within that file is within PS2 standards.

    You will notice PCSX2 does take up more RAM than the PS2 has, but you must also keep in mind all that it has to do. PCSX2 does more than simply execution like the PS2 console. That's why it uses more RAM.
    Post by: Majik, Sep 4, 2013 in forum: Code Vault
  13. Majik
    If your just looking for audio this old app I made may help...
    If you're trying to understand file structure though, it will not help.

    It can extract .vag (file inside vsb archive) and .at3 from ISO. It will convert .vag to .wav on extraction...
    Post by: Majik, Aug 20, 2013 in forum: Code Vault
  14. Majik
    Hi

    It is possible to play as boss' anywhere with both - codes and modding. The reason they do not work everywhere (with the codes already available) is because they are pointer swaps into dynamic portions of memory. This means the memory is always changing, based on a set number of variables present.

    I was recently looking into getting better play as boss'. Here is results


    As you may see, the way I did it in the video is different from the present way being I do not have to manipulate the data of someone else loaded in the map.
    Post by: Majik, Aug 20, 2013 in forum: Code Vault
  15. Majik
    Simply reversing the way the game process' the data for both model files would suffice to make a converter. No need for reversing the entire game (which is madness).
    Post by: Majik, Aug 16, 2013 in forum: Code Vault
  16. Majik
    I would highly recommend you look into the old PCSX2 0.9.2 with breakpoints and just reverse the hash routine.
    Brute forcing for the entire file list is gonna suck.
    Post by: Majik, Jul 18, 2013 in forum: Code Vault
  17. Majik
    I extracted Japanese voices from the Japanese Kingdom Hearts II. I just inserted into Final Mix.
    My patch is quite broken. Lack of proper testing equipment was part to blame. I had to burn many copies of KH2FM to test when I was working on text patch. Which is far more troublesome that simply running the emulator to see results. But yes, I too liked the font with all caps. It didn't look as bad as people made it to be. In my opinion, at least.
    Post by: Majik, Jun 29, 2013 in forum: Code Vault
  18. Majik
    I have a new very strong PC now. I'm not interested in translating Final Mix now. It's worthless. Xeeynamo did pretty much what I planned to accomplish.
    Their is no need for 2 complete KH2FM English patches.

    The code is still only written in C++. I will need to port it to MIPS before I can release a PS2 version. However, their are still small things I plan to improve on so that it works better. Right now I noticed a few rooms will not allow it to work properly. (Keyblade AI won't attack, they just sit there).
    Post by: Majik, Jun 29, 2013 in forum: Code Vault
  19. Majik


    I created a new youtube account. Here is new code in the works.
    Post by: Majik, Jun 29, 2013 in forum: Code Vault
  20. Majik
    Then it's either made wrong, or you have it disabled.
    Post by: Majik, Jun 27, 2013 in forum: Code Vault