ROM Hack [WIP] Ohana3DS tool

gdkchan

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What is:
This is a small tool I've been working for some time. The goal is to open/edit the common files used on 3DS games, for now it only support viewing and exporting bch files, and other basic stuff.

Screenshots:
iz1MVK4.gif

EqAHvyx.gif

P0qB6gn.gif

TZhbL30.gif

Source can be found on the following repository, for anyone willing to help or try it out:
https://github.com/gdkchan/Ohana3DS-Rebirth

To build/run it, is necessary to have .NET Framework 3.5 (already shiped with win), Managed Directx dlls (already shiped with win too, I think...), and a video card with support to Shader Model 3.0+. I didn't tried to build with Mono, but it probably wouldnt work due to DX dependency. Also, to run on 64 bits system, it's necessary to build it with x86 target platform.

Build:


You can download a compiled build here:

Lastest version:

https://www.dropbox.com/s/ch5oultgbic8d7o/o3ds_16_04_2016.zip?dl=0

The github repository is always more up-to-date than those builds, so if you can compile it directly from the sources, do it!

OLD, OUTDATED builds:
(only use those if something was broken on a newer build, also please report any regressions so it can be fixed)
https://www.dropbox.com/s/8w870oyy0h5one2/o3ds_24_02_2016.zip?dl=0
https://www.dropbox.com/s/y6556kzrrfy5cav/o3ds_22_02_2016.zip?dl=0
https://www.dropbox.com/s/0ahvw2mc17p521p/o3ds_09_12_2015.zip?dl=0
https://www.dropbox.com/s/zufr21nnkxs8bpm/o3ds_19_11_2015_#2.zip?dl=0
https://www.dropbox.com/s/b3200ai7yiur22s/o3ds_19_11_2015.zip?dl=0
https://www.dropbox.com/s/cmdy5gceeftj7ov/o3ds_18_11_2015.zip?dl=0
https://www.dropbox.com/s/ws1b46rj3t8krog/o3ds_11_11_2015.zip?dl=0
https://www.dropbox.com/s/20uo2919a7j3mbk/o3ds_10_11_2015.zip?dl=0

Please note that the tool is still WIP, so expect lots of issues.
Note: The fragment shader can be toggled on/off using the Settings window inside the menu. Is necessary to re-open the model to make changes take effect.
Some users had problems with it, this is why the fshader is disabled by default.
This program is distributed as-is, I don't take any responsibility for possible damage or data loss it may cause.

Features:
- Load pretty much everything from BCH files (but not everything is current implemented on the UI or the RenderEngine, only model, textures, some animations...)
- Load model, textures and skeleton animations from CGFX files (.bcres/.bcmdl/.bctex/.bcskla and such extensions)
- Load ZMDL/ZTEX models from Fantasy Life
- Load MBN models from Super Smash Bros for 3DS
- Load DMP textures from... err... I forgot the game.
- Load PACK container from Dragon Quest VII
- Load some compressed files (like .lz, .cx, .cmp (used on Stella Glow))
- Some custom containers from games like Pokémon and Forbidden Magna are also supported.

Note: All model formats can be exported to SMD, DAE or OBJ. It have original skeleton and rigging too (except on .obj that doesn't support it). Skeletal animations can also be exported as SMD.

For the lastest changes please see to the github repository.

NOTE: This tool can't create/modify 3ds files. It is a viewer/exporter only!
Ill let you guys know when and if, any creator is added.
 
Last edited by gdkchan,

Kliffcom

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"Will be pushed to the old repository when it is usable"
I think Rei work in the moment mostly on reinand so i dont think the repository will change much.
gdkchan will add the stuff that he created to the orginal repository when it is usable.
 

DSoryu

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"Will be pushed to the old repository when it is usable"
I think Rei work in the moment mostly on reinand so i dont think the repository will change much.
gdkchan will add the stuff that he created to the orginal repository when it is usable.

Well that makes this even more clear, thank you, looking forward to this project, it will be VERY usefull for romhacks.
 

Kaphotics

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"Will be pushed to the old repository when it is usable"
I think Rei work in the moment mostly on reinand so i dont think the repository will change much.
gdkchan will add the stuff that he created to the orginal repository when it is usable.
Contribution volume (lines of code) shows that gdkchan is the person behind both the original and the rewrite; Rei is only helping with Map Properties and other various things.

I am glad to see the BCH animations!
 

gdkchan

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Wasn't this from Reisiukaku? I feel confused now.
No, I created it. Rei joined after I released the first versions of "Ohana3DS". He only works on the small stuff through, like the Pokémon Tile Map editor on the old version of the tool.

Well that makes this even more clear, thank you, looking forward to this project, it will be VERY usefull for romhacks.
Contribution volume (lines of code) shows that gdkchan is the person behind both the original and the rewrite; Rei is only helping with Map Properties and other various things.

I am glad to see the BCH animations!
Thanks :)
 
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gdkchan

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Just a quick update, I recently added support for ZMDL (models) and ZTEX (textures) used on Fantasy Life, if anyone is interested.
 
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TheMaxynator

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Awesome! Could you release a compiled version? Also, maybe you should make a changelog/features list somewhere so people know what this is capable of doing :) Keep up the good work!
 

Demonslayerx8

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yeah im lost... idk what program ur using to do that... and most likely i dont have it :|

edit:
seems like exporting as dae's doesn't store its objects or something.. makes noesis crash when opening, and vertex colors doesn't get exported inside SMD either. Had my friend export some .gr files for me due to his 32bit pc.
 
Last edited by Demonslayerx8,
D

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yeah im lost... idk what program ur using to do that... and most likely i dont have it :|

edit:
seems like exporting as dae's doesn't store its objects or something.. makes noesis crash when opening, and vertex colors doesn't get exported inside SMD either. Had my friend export some .gr files for me due to his 32bit pc.

You don't need to run a 64bit program on a 64bit OS, you can just run the 32 bit exe linked in the original post.
The program being used there is Visual Studio 2013 (0r another year).

If you're unsure how to build software, then you'd be best off grabbing the exe.

it appears DAE exports are broken, 1 from popolocrois causes an out of index error in the program and another I tried from Bravely Default causes noesis to crash.

SMD opens in Noesis but noesis itself doesn't support vertex colouring anyway, you'd be best off trying another piece of software that supports SMD files. This aside, outside of Fantasy Life, all the other games that've stated to be supoorted, don't really make any use of the vertex colours


That goes for Bravely Default, Dragon quest VIII, Forbidden Magna, Attack of the Friday Monsters, Stella Glow, Dragon Quest Monsters and Dragon Quest Slime. I can't say anything about more than that though as I don't know.
 

gdkchan

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You don't need to run a 64bit program on a 64bit OS, you can just run the 32 bit exe linked in the original post.
Yes, it works fine on bot x86 and x64 systems, as long you build in as x86.

The program being used there is Visual Studio 2013 (0r another year).
I use Visual Studio 2012, any latter version is fine through.

it appears DAE exports are broken, 1 from popolocrois causes an out of index error in the program and another I tried from Bravely Default causes noesis to crash.
Rei started to implement the DAE format, but didn't finished it yet. So it dont actually export anything relevant. I may take a look at it soon.

SMD opens in Noesis but noesis itself doesn't support vertex colouring anyway, you'd be best off trying another piece of software that supports SMD files.
The SMD format doesn't support Vertex Colors, idk about Noesis through.

This aside, outside of Fantasy Life, all the other games that've stated to be supoorted, don't really make any use of the vertex colours
Actually maps from most games does use Vertex Coloring to do some fancy effects, like projected shadows and whatnot.

How do I extract the models & textures from banners?
This is not supported yet. Since it uses CGFX for model and textures, should be easy to implement through. If someone send a cbmd file to me, I can add support soon.

and vertex colors doesn't get exported inside SMD either.
Ill implement OBJ export today, it does support vertex colors, and should be compatiblee with most 3D related softwares out there. It doesnt support bones through, but should be alright for maps.

@gdkchan : Could you add a support for bclim files (like mugshot a160 in Pokémon) ?
The old Ohana have the support.
Yes, its a simple format, Ill try to add viewer/exporter for it soon.

 

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