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04-29-24 12:50 AM
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Acmlm's Board - I3 Archive - ROM Hacking - New Super Mario Bros. New poll | |
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Heran Bago

Micro-Goomba








Since: 06-13-06

Last post: 6359 days
Last view: 6359 days
Posted on 06-13-06 01:39 AM Link | Quote
Step one: GET TEH ROM (ohno, we can't discuss this step as decent cart dumpers are not available to the general populace.)

Step two: Decompile the ROM with NDStool, or just use some other thing that can extract/insert the rom's files (NDS roms work much liek ISOs w/ elf bootables etc. Look, I don't need to explain it.)

Step two point five: YNFFAFAFA TRRR

Step three: /data/course/
This is a picture:

This is a picture too:

It's of the same thing.

Step four (!!!): /data/player/. You don't have to be fackin' FuSoYa to figure out this stuff is LZ compressed. "LZ? Limprel-Ziv?" you say? Darn rite. It is just about one of the most basic compressions out there. Find/make a decompressor and RIDE. For every model file there is a texture file. Simple, yes? LZ isquite documented, decompress and blast away, IF YOU DAER.

Step five: /data/script/[any of the three files].bmg. Hey look, it's ASCII! Menus be eeeaaasy to hack. there's already a french translation on the game. (This step brought to you by FAST (http://gbatemp.net/index.php?showtopic=32910)


In case you guys don't remember me, which I'm sure is the case, I introduced you gentlemen to Sonic Advance 3: Extreem Manseckz.

I suppose I should carry on the ROM hacking tradition and make a Nude Super Mario Bros. hack of this game. =)


(edited by Heran Bago on 06-13-06 12:51 AM)
Vangar

Goomba








Since: 06-06-06

Last post: 6424 days
Last view: 6424 days
Posted on 06-13-06 02:59 AM Link | Quote
Hmm, nice work Heran. Did you do anything other then add those '?' Blocks in there?

Maybe make a patch with different textures to resemble an older Super Mario, or use some Sonic tiles in there, that would be cool.

Either way, this is pretty cool.
KP9001

180
I'm going Weasel in 3 months! Where will I end up going?








Since: 01-30-06
From: Show Low, AZ

Last post: 6279 days
Last view: 6279 days
Posted on 06-13-06 03:17 AM Link | Quote
Holy shit. This thread came up right after I said this:

#jzd
"@KP9000: yeah, now we have to put up with n00bs asking where an editor for this game is"

I gather from what you are saying that this game isn't *too* hard to hack, seeing as someone has already did it. Problem is, NDS isn't widely emulatable yet so you need to have a DS to play. Also, you need other tools not discussed here. This is good news, and I'm just waiting for someone to spell "Fuck You" in coins.


(edited by KP9000 on 06-13-06 02:24 AM)
(edited by KP9000 on 06-13-06 02:25 AM)
Jouw

Koopa








Since: 12-03-05

Last post: 6289 days
Last view: 6289 days
Posted on 06-13-06 04:14 AM Link | Quote
Also, IPS patches might be problematic. Changing data might move around other stuff in the ROM.. and that means you're putting a LOT of the rom into the patch.
Maybe, to play, the course files are distributed and you repack them into the ROM?
DJ Bouche

Koopa


 





Since: 11-22-05
From: Bligh Park, NSW, Australia

Last post: 6441 days
Last view: 6441 days
Posted on 06-13-06 06:34 AM Link | Quote
Yeah, I remember looking at this shortly after finishing the game. Messy processes, though simple enough format I'm sure. Just a pain in the fucking ass to test the way I want to, fact that I have a Supercard doesn't help either, with their damn .DSQ format, I can't really write a program to dynamically change crap without much freedom. Perhaps I should reverse engineer that .DSQ format ;

And of course, IPS files should be obsolete, I'm surprised why we aren't using something better, or why no one has come up with a commonplay format for relative data moves (and laugh laugh, something that actually supports > 16MB).

Perhaps to build on Jouw, a patcher made for the game itself, that would take care of replacing the files in the Nitro FAT with an archive of new stuff, which would be the "ROM hack" itself.

Anyhow, nice to know I'm not the only one who's looked at this.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6466 days
Last view: 6466 days
Posted on 06-13-06 10:13 AM Link | Quote
Originally posted by DJ Bouche
And of course, IPS files should be obsolete, I'm surprised why we aren't using something better, or why no one has come up with a commonplay format for relative data moves (and laugh laugh, something that actually supports > 16MB).


NINJA 2.0?

(Anyone who's too lazy to read the whole thread will want to skip to the last page)

Edit: Linked to D's newly created NINJA topic instead.


(edited by Dragonsbrethren on 06-14-06 12:15 PM)
DJ Bouche

Koopa


 





Since: 11-22-05
From: Bligh Park, NSW, Australia

Last post: 6441 days
Last view: 6441 days
Posted on 06-13-06 10:35 AM Link | Quote
I can't find anything on wher NINJA2 supports block moving....

However, XRIF which was mentioned early in that thread, seems like a nice solid implementation. Just a matter of getting an automated patch-maker it into action. I also remember a patch format called VEN that Vagla/Parasyte/et. al were planning back in the day, spec-wise on top of IPS it featured file-sizes of up to 2GB iirc, and data block moving. However, this XRIF seems far better than that in having so many more manipulation commands if needed. Of course there would be many ways to write a patcher for this, and different optimal ways for different uses/systems.
The Kins

Hoarder








Since: 11-18-05
From: Hurf.

Last post: 6293 days
Last view: 6279 days
Posted on 06-14-06 02:07 AM Link | Quote
Hmm, what's a good quick LZ decompressor? I don't currently have the programming ability to make one myself (lol visual basic lol) but I'm interested in poking around.

Also, do the tilesets use the same compression, or haven't you poked around those yet?
Vangar

Goomba








Since: 06-06-06

Last post: 6424 days
Last view: 6424 days
Posted on 06-14-06 04:27 AM Link | Quote
Originally posted by The Kins
Also, do the tilesets use the same compression, or haven't you poked around those yet?


Tilesets? This game is 3D, so it uses textures and models.
The Kins

Hoarder








Since: 11-18-05
From: Hurf.

Last post: 6293 days
Last view: 6279 days
Posted on 06-14-06 05:53 AM Link | Quote
Originally posted by Vangar
Originally posted by The Kins
Also, do the tilesets use the same compression, or haven't you poked around those yet?


Tilesets? This game is 3D, so it uses textures and models.
Isn't the level geometry 2D?
Jouw

Koopa








Since: 12-03-05

Last post: 6289 days
Last view: 6289 days
Posted on 06-14-06 06:28 AM Link | Quote
Blocks, ground, etc, are 2D.
I'm not sure about the wavy mushroom platforms, though.
The Kins

Hoarder








Since: 11-18-05
From: Hurf.

Last post: 6293 days
Last view: 6279 days
Posted on 06-14-06 07:28 AM Link | Quote
Originally posted by Jouw
Blocks, ground, etc, are 2D.
Yeah, I'm currently most interested in how I can access these.
Jouw

Koopa








Since: 12-03-05

Last post: 6289 days
Last view: 6289 days
Posted on 06-14-06 08:21 AM Link | Quote
What we need is a way to read the .bin files used. Get that, and it's possible.
DJ Bouche

Koopa


 





Since: 11-22-05
From: Bligh Park, NSW, Australia

Last post: 6441 days
Last view: 6441 days
Posted on 06-14-06 12:01 PM Link | Quote
Those whacky wavy mushrooms things are likely sprites and may therefore be 3D (seeing as pretty much all of the sprites are now 3D models).
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6279 days
Last view: 6279 days
Posted on 06-14-06 12:17 PM Link | Quote
I don't think there's anything 3D in the game besides Mario 'n' Luigi.
Heran Bago

Micro-Goomba








Since: 06-13-06

Last post: 6359 days
Last view: 6359 days
Posted on 06-14-06 01:01 PM Link | Quote

Tilesets? This game is 3D, so it uses textures and models.


Those whacky wavy mushrooms things are likely sprites and may therefore be 3D (seeing as pretty much all of the sprites are now 3D models).


I don't think there's anything 3D in the game besides Mario 'n' Luigi.

Umm, are you guys high?
Most of the game is 2D. All the levels and almost all of the objects, "wavy musrooms" included. Most of the game's enemies (koopas, goombas) are pre-rendered sprites that look 3D, like Donkey Kong Country.

What's 3D:
Mario
Luigi
Peach
Every Boss
Baby Bowser
Punching ghost
Air-sucking ghost
Swimming dinosaur you ride
1-hit kill fish
Skeleton koopas
*MAYBE the other fish, I forget
*The hopping block enemy is not using 3D, it's a scaling trick.


Also, notice in my screenshot, I didn't change the level/BG layout. Just the object layout. Didn't you notice there are two files for each level?


(edited by Heran Bago on 06-14-06 12:02 PM)
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6279 days
Last view: 6279 days
Posted on 06-14-06 01:19 PM Link | Quote
Baby Bowser 3D??
Gime evidence plz
dcahrakos

490


 





Since: 11-17-05

Last post: 6496 days
Last view: 6496 days
Posted on 06-14-06 02:47 PM Link | Quote
am I the only one who cant find a LZ decompressor? lol anyone know where to get one....I searched google and couldnt find anything

Good work Heran....

also, I found an emulator that can run some commercial games, although not New Super Mario Bros.

( http://www.desmume.com/ )
Heran Bago

Micro-Goomba








Since: 06-13-06

Last post: 6359 days
Last view: 6359 days
Posted on 06-14-06 11:17 PM Link | Quote
Originally posted by Raccoon Sam
Baby Bowser 3D??
Gime evidence plz

Bowser Jr. Not Baby Bowser, sorry.

Play any half-way-through-a-world castle.
Techokami

Porcupo








Since: 12-03-05
From: Mass-uh-chew-sits USofA

Last post: 6294 days
Last view: 6280 days
Posted on 06-15-06 01:59 PM Link | Quote
Damn, nicely done Heran.

To all you people asking about an LZ decompressor: Try Googling for specs. You may have to make your own decompression tool (like myself).
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