ROM Hack [Smash 3DS] Complete ROM Hacking guide (Textures, music, SFX/voice clips)

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Halvorsen

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If I
take Fox's Fox.mbn
rename it Bayonetta.mbn
Take Bayonetta's Bayonetta.mbn and rename it Fox, then swap the models to the respective folders, rebuild the game...
will I be seeing some interesting stuff?
 

supermariorick

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He's the same announcer for the Japanese version.
I mean how do you get the announcer to say Kamui and have the text in English?

If I
take Fox's Fox.mbn
rename it Bayonetta.mbn
Take Bayonetta's Bayonetta.mbn and rename it Fox, then swap the models to the respective folders, rebuild the game...
will I be seeing some interesting stuff?
no it's not that simple
 

Blazingflare

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So you could give Mario 8 Doctor Mario costumes for the people who want to play Doc without playing a lower tier character?
Yes, but know that using extra costume slots is not wifi or multiplayer safe and will desync.
I'm sorry if I sound demanding, but how would I make the mii slots visible on the css?
I'm still working on that. I have a good feeling for what I need to do, but I haven't tried it yet. I'm trying to find out what all the important bytes in the character slots are first before I move on.
By character name text on the victory screen, do you mean the text that flies in from the side on the top screen? If so I can tell you how to change it.
I'm not talking about editing the actual text string. I meant changing which character text string is loaded by the game on the victory screen.
 

daniel26150

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oh right. my bad. i think you only did that on the Wii U version, right?

how do you get the English victory announcer on the Japanese version for the 3DS?

I'm almost finished my undub version the only problem are the assist trophies and pokemon, I will upload a video soon, but you can see the other videos, and if you want different anouncer in different languages I (WE) can do that too, well only with the english anouncer for example: French language with English announcer
 

SD_DS

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I have most of the important bytes nailed down for the CSS. The only things I have left is changing the announcer call on the CSS and finding exactly what byte or bytes changes the character name text that shows on the victory screen.
I also need to find out the character IDs and the cosmetic IDs.
I think the announcer call on the CSS is controlled by a different file, probably narration_param.bin, because of the character alts. I replaced every single one of Mario's bytes with Donkey Kong's except for the one that determines the slots position on the CSS, and the announcer would still call out Mario on the CSS.

Code:
0x00-01 - Start
0x03 - Mystery byte (some characters have it and some don't)
0x05 - mystery byte (some characters have it and some don't)
0x09 -
0x4E - Cosmetics and icon ID
0x50 - mystery byte(fighter files exist?)(0 on slots like masterhand/crazyhand ect. 1 on most everything else)
0x52 -
0x54 -
0x59 - series icon
0x5E -
0x63 - character ID
0x68 - number of selectable costumes
0x6D - announcer call? Character victory screen name?
0x6f -
0x71 - Page number
0x77 -
0x79 - CSS position
0x7B -
0x7D-7E - end

Here's what I consider a character slot so my offsets make sense.
Code:
FF FF 02 01 02 00 02 00 02 00 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 00 05 00 00 00 04 02 01 02 01 02 01 05 00 00 00 09 06 00 00 00 01 05 00 00 00 03 06 00 00 00 08 06 00 00 00 19 02 00 02 00 02 00 02 00 02 01 02 01 02 01 05 FF FF
That's Mario

You can set each character's costume amounts to 10 to give them 16 different costume slots as opposed to the regular 8. If the game can't find the files for a costume slot, the game will instead load the character's default costume and use the general placeholder cosmetic files. I don't know what will happen if you try to increase Bowser Jr's costumes.

The way the character slots are set up, I don't think it will ever be possible to make any special characters besides the mii fighters selectable online. The mii fighters have the slot fully set up like every other fighter in the game and only need the slot made visible on the CSS. The rest of the special character slots are mostly dummied out and will probably never work online.


So far I created the best CSS ever, but I can't change the DLC fighters. I tried switching some of the 00s to 01s and vice versa but that just makes me lose the ones in 01. I tried adding the CSS Position to the dlc ui thing but that just made it so my roster is the Melee starting roster with Marth and Game & Watch unlocked.
 

Damon_girl

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What's the path to get to the files where you can edit music descriptions/sources, and CSS text?
 

Yudowat

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What's the path to get to the files where you can edit music descriptions/sources, and CSS text?
I think music descriptions and stuff was posted a bit back, but by CSS text if you mean the text that is under the character's image that is picked on the bottom screen, that is actually a .tex file found at ui/replace/chr/chrn_00/chrn_00_[character]_01.tex
 
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Baggy Scraggy

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Color swapping is such a pain for me. Trying to make an electric blue Donkey Kong, but not having much luck.
 

Jonna

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Ok, it's definitely broken.
Pressing R to go into training room triggers an infinite loading screen.
1QtOfxQ.png
Quoting this post to say I also came across this similar result using Ohana Rebirth's replacement function for the textures.
 

Pib

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Last edited by Pib,

soneek

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Thanks, I owe you one :)

Is there any way to change a song from Original to Remix (or vice versa) in Sound Test? I don't really need it (seeing as changing song names works fine), but you know, for completion's sake.

It's in param/ui/ui_sound_db.bin. I haven't looked too much at the 3DS format for the sound database structure, but there's a byte value 02 xx that will either be 02 00 (new song made specifically for Sm4sh), 01, 02, 03. The other 3 are "Original", "Remix from past Smash game", and "New Remix". I'm working with someone on a sound modifier for Sm4sh, so I'll actually verify values when we get to it. It's something to play around with though.
 
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