it might be full-width latin characters. possibly encoded in shift-jis.
sadly ghidra doesn't know how to find that
Turns out the text IS in ascii, it's just in a datafile and not the executable.
so that doesn't help me
it was a good idea of them to put all the strings in a datafile instead of the executable! really handy for localization.
oh, this game was only ever released in japan? huh
why the heck does the PS1 have a "NoFunction" syscall?
I know about NOPs, by why a NOP syscall?
ahh, fucking MIPS.
How do you get a full 32bit address into a register?
MOV EAX,800771DC ?
NO GET THAT X86 BULLSHIT OUT OF HERE.
lui v0,0x8007
addiu v0,v0,0x6e50
addiu v0,v0,0x404
that's an address encoding that'll put some hair on your chest!
or... every callback is registered in pairs, and the second callback is at the same number as the first, +16, and in all cases, it's set to NULL?
WHAT EVEN IS THIS
it does decode as shift-jis (which the text file was encoded as) but turns into:
ウ・」イ・エー。」
which I don't think makes any sense
and if you decode it as utf-16, the most reasonable encoding for windows computers at the time, you end up with ꖳ늣뒥끮ꎡ, which makes even less sense.
I'm pretty sure they didn't name the files in their Azumanga Daioh game in a mix of Mande, Korean, and Sino-Tibetan scripts
@foone TAR, except with (aspirational?) support for per-file compression?
No idea what the “-not- (16)” might be.