ROM Hack First look at Tales of Hearts

psycoblaster

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I've been looking around this ROM.
There seems to be 3 NFTR fonts, 9x9, 11x11, and 3x7.
Many files are compressed with lz77.
Some files are archive files, but even though I am able to split it, it seems that the game also uses the 11 flag compression.
In the item/ directory, there are several files with text in them.
Each file seemed to be a bit different, but they are all viewable with an S-JIS table.

AccessoryShopData.bin
The pointers seem to be divided in 96 byte sections.
There are many data in between the pointers, so I wasn't able to figure out what everything meant.

CureStoneShopData.bin
The pointers seem to be divided in 54 byte sections, each ending with an FF.
Again, there were data in between so I wasn't able to figure out.

MaterialShopData.bin
The pointers were divided in 68 byte sections..

ToolShopData.bin
was basically the same as curestoneshopdat and materialshopdata

others were similar, too.

in the m/ directory, there were m.b, m.dat, etc.
The dat file is the archive and the b file seems to contain the pointer information to split the dat file. The files in the dat files are all compressed.
I didn't look closely at the header portion of the dat though. However the header of the dat was similar to the .b files so I guess they are pointers, too.

in m/misc/ directory, there are other dat files. It is another pointer based archive file, with the pointer data in the beginning. But unluckily, these are the files that are compressed with the flag 11 compression. I'm sure this is similar to LZ77, because the beginning is similar.
These are mostly graphic files, similar to NARC files, as they contain NCBR/NCGR etc files.

the other b/dat files are the same as explained above.
DS3 files seem to have a palette in the beginning, but I don't know the rest. Probably it is a graphic file.

The arm9 binary is compressed, and after decompressing, there were SOME text in it, but not as much.
There were many overlays, also compressed.
I think that the overlay also contains texts.

One thing about this game is that I couldn't find the script. They are either in the overlays or in the files in the s/ directory.
I THINK s can mean either "source" or "script" but not sure.
I remember seeing the header - ÂCRI and the footer AHXEÂCRI somewhere, probably nights in the knightmare (don't remember)
so I'm not sure if that is just codes or the script.



... and after decompressing the first few overlay files, they do contain some text. But no script so far. :|
I'll look into the ROM further with another korean romhacker later when he gets online :\
 
D

Deleted User

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Well, in the small chance you were to translate it
tongue.gif
I'd try and help but atm I'm not very good with hacking :/

Either way thanks for having a look
biggrin.gif
I love this game already
happy.gif
 
D

Deleted User

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psycoblaster said:
warmijwilfaain said:
Well, in the small chance you were to translate it
tongue.gif
I'd try and help but atm I'm not very good with hacking :/

Either way thanks for having a look
biggrin.gif
I love this game already
happy.gif
i quit doing english translations for now :|
Oh I didn't know :/ sorry lol
tongue.gif
 

wl.

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if u want, try to convert some files from /s/ with this program: http://rapidshare.com/files/174532201/adx2wav.zip.html
(it converts C0101 to C0101.wav, but i can't listen the result because i have no speakers on my work PC
frown.gif
)

update: m.dat contains map data.
some .MAPBIN files contains small amount of text, like "???????????????????!?", but... too small i think
 

insider92

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2all
FPS4 header format (m.b and so on)
Code:
DWORD signature // 0x46505334 ("FPS4")

DWORD files_count
DWORD header_size
DWORD files_offset // if == 0, then contents in the other file
WORD block_size
WORD unknown2
DWORD unknown3
DWORD unknown4

:FOREACH( files_count )
ÂÂDWORD file_offset
ÂÂ:IF( block_size == 0x08 )
ÂÂÂÂDWORD file_size
ÂÂ:ELSEIF( block_size == 0x2C )
ÂÂÂÂDWORD sector_size
ÂÂÂÂDWORD file_size
ÂÂÂÂBYTE[0x20] file_name
ÂÂ:ENDIF
:ENDFOR
2wl
I think SCP files looks like map script, ie: show dialog "bla-bla", move "Shing" to x,y point and such
 

wl.

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unknown1 is "header_size" i think.
sector_size - unpacked size maybe?
some headers contains no file_name, offset+size only (if block_size==8)
 

Apex

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Well, if you manage the crack through it and find the script, and someone else decides to do it in english, it isn't much, but I could help with things such as items, magic, locations and names... Seeing that they're in Katakana, and I'm not that educated in a whole lot other than that. (I just finished my first college semester of Japanese.)
 

insider92

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QUOTE said:
sector_size - unpacked size maybe?
unpacked size? FPS4 contents not packed, sector size nearly equal the file size
for example, look on AMUI01_TEX.BIN in m.b
file size = 0x2B7C4
unpacked(?) size = 0x2B7D0
unpacked size is AMUI01_TEX.BIN + null-bytes

another look on FLDM00P.SCP, file size = unpacked(?) size, but he packed
 

Alizor

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I have found some enemies names in the file btl/prm/To9_EnemyData.bin and some skills in the TODS3_SormaSkillData.dat
I could not continue because I don't understand much japanese...
tohxz3.png
 

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