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Porting Codes

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Apr 2nd, 2016
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  1. Porting Codes - Basic Tutorial
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  3. This will not work all the time. This is an extremely basic method of porting codes.
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  5. ~~~~~~~~~~~~~~Chapter 1 - What you will need~~~~~~~~~~~~
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  7. 1. A code that you want to port
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  9. 2. A RAM Dump from both regions - The region the code is in, and the region you want to port it to.
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  11. 3. Basic knowledge of how a hex editor works and how to use a hex calculator.
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  15. ~~~~~~~~~~~~~~Chapter 2 - Finding Address~~~~~~~~~~~~~~~
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  17. If code is 1 line, that is your address.
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  19. If code has D3000000 XXXXXXXX in it, add XXXXXXXX to the following line. That is your address.
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  21. If code has BXXXXXXXX, go to offset 0XXXXXXX and take the value. Add that value to the following line. The new offset is your address.
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  25. ~~~~~~~~~~~~~~~Chapter 3 - Porting~~~~~~~~~~~~~~~~~~~~~~
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  27. 1. Go to the address that you found in Chapter 2 in the corresponding regions RAM dump (Using CTRL+G) (If the code is EUR, you will need an EUR RAM Dump). Look for a "landmark" such as English text. It makes it a lot easier if your landmark comes before the codes address and not after it. Random hex digits are not a landmark. This could take quite a while to find. The longer the word (or string of words), the easier it will be to port in the future!
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  29. 2. Once you've found your landmark, hit CTRL+E to get the address of it.
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  31. 3. In a hex calculator, do {original address} minus {landmark}. This number will be referred to as the "difference."
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  33. 4. Open up a RAM dump of the region that you want to port it to (If the original code is EUR and you want to port it to USA, you will need a USA RAM Dump).
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  35. 5. Search for the landmark's hex values (The text that you found in Step 1 - NOT the "difference"). Make sure to delete spaces between the bytes.
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  37. 6. Make sure it is in a logical memory region. You will never start out with a 14XXXXXX code and end up with a 16XXXXXX code. It will always be in the same memory region.
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  39. 7. If the surroundings look similiar to the original RAM dump, that is a good sign you found the right landmark. If not, press F3 to see if there is a landmark that better fits. If there is not a better landmark, or no more results, then you got the right one.
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  41. 8. Once you've found the corresponding landmark, hit CTRL+E to get the address of it.
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  43. 9. In a hex calculator, do {new, corresponding landmark address} plus {difference}.
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  45. 10. This is the ported address! Next, you will need to reverse the steps you did in Chapter 2. Chapter 4 will explain this.
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  47. ~~~~~~~~~~~~~~Chapter 4 - Undoing Changes~~~~~~~~~~~~~~~
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  49. If code was originally 1 line, then the new address found in Chapter 3 (Step 10) is your new, ported code.
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  51. If code originally had D3000000 XXXXXXXX in it, subtract XXXXXXXX from the new address found in Chapter 3 (Step 10). Put this in the same spot as the original address. It should be pretty easy, use your brain. Don't delete lines.
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  53. If code has BXXXXXXXX, then wait for this tutorial to get completed.
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