ROM Hack [WIP] Ohana3DS tool

  • Thread starter Thread starter gdkchan
  • Start date Start date
  • Views Views 351,995
  • Replies Replies 858
  • Likes Likes 40
When I try to go in the texture replacer:
1456167429-sans-titre.png
 
  • Like
Reactions: Thelostrune
Also note that I didn't added support for the 14241342435365346439 different container formats used on Pokémon.

So, you're probably not willing to add extra support for just .154 / .mm files? It's a shame, really, because that's kinda exactly where the original Ohana3DS has huge compression issues.
In short; adding support for those overworld model formats would make all texture edits better.

.133 / .ad support would be great as well ;_;
 
So, you're probably not willing to add extra support for just .154 / .mm files? It's a shame, really, because that's kinda exactly where the original Ohana3DS has huge compression issues.
In short; adding support for those overworld model formats would make all texture edits better.

.133 / .ad support would be great as well ;_;
I will add support for it soon. They are BCH files inside a simple container, the only thing that Ill need to think about is what I will do for containers with more than 1 bch. Also the format of the file isn't .154 or .133.
 
They are BCH files inside a simple container, the only thing that Ill need to think about is what I will do for containers with more than 1 bch.

The two starting letters in hex refer to their filetype, right? Then, .ad files, they contain only textures, but they do also have BCH in hex. I find it kinda weird, but I'm not an expert.

Also the format of the file isn't .154 or .133.

Well, I use GARCTool without holding ctrl, so I was mistaken.
0d1a9dbb35.png
 
The two starting letters in hex refer to their filetype, right? Then, .ad files, they contain only textures, but they do also have BCH in hex. I find it kinda weird, but I'm not an expert.
They are containers with BCH files (used for models, sometimes textures and some types of animations aswell) inside, and also other data related to the content inside.

Well, I use GARCTool without holding ctrl, so I was mistaken.
Well I don't use garctool, but afaik the old version had a bug that made it append those numbers to the files instead of the actual name from the signature. So those numbers are nothing but a bug on the program.
 
Is there a way to get the textures within a *.bch file or is it impossible at the moment?
I'm trying to use the Sm4sh model creator and I'm left with a pure white character which was kinda saddening.
 
Using the model converter kind of works. I got the model of duck hunt's can to be exported, and imported over samus' missiles without textures.

Everything else I try just ends up crashing the game though. Except a random model of Bart Simpson which didn't show up, but didn't crash.

We're one step closer to Bart simpson in smash...
 
Last edited by kangaroogreen,
Using the model converter kind of works. I got the model of duck hunt's can to be exported, and imported over samus' missiles without textures.

Everything else I try just ends up crashing the game though. Except a random model of Bart Simpson which didn't show up, but didn't crash.

We're one step closer to Bart simpson in smash...
I'm trying to use the model converter but I can't find the obj file I need. :/
 
Tried to replace textures in Smash .bch files; all textures were the original size.
Pressing R to go into training room triggers an infinite loading screen.
Can you send me the original and modified bch files?

Using the model converter kind of works. I got the model of duck hunt's can to be exported, and imported over samus' missiles without textures.

Everything else I try just ends up crashing the game though. Except a random model of Bart Simpson which didn't show up, but didn't crash.

We're one step closer to Bart simpson in smash...
Can you give a list of the files that works and the ones that doesn't? That is, the relevant paths to the files.

Well there be a Linux build? Or will Wine work?
No because it uses DirectX. And I don't think it would work with Wine either.
 
Last edited by gdkchan,
Can you give a list of the files that works and the ones that doesn't? That is, the relevant paths to the files.

Duck Hunt's can:
\data\model\fighter\duckhunt\can\c00\normal.mbn

Over Samus' missle:
\data\model\fighter\samus\missile\c00\normal.mbn

It didn't work using other models over:
Villager's bowling ball: \data\model\fighter\murabito\bowlingball\c00\normal.mbn
Pac man's fire hydrant: \data\model\fighter\pacman\firehydrant\c00\normal.mbn

But no matter what I do, textures won't show up in-game when a model has been imported.
 
Last edited by kangaroogreen,

Site & Scene News

Popular threads in this forum