Hacking ROMs inside Amiibo tap: Nintendo's Greatest Bits

asper

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The title "Amiibo tap Nintendo's Greatest Bits" contains 32 rom from NES&SNES (game roms start with "WUP-" prefix).
\Amiibo tap Nintendo's Greatest Bits [AAVE01]\content\SystemData\VcRomDataUs.szs (SZS/SARC archive).

NES games need to be adjusted to be played with emulators (tested with NESTopia 1.40):

1 - remove 1st 48 bytes
2 - replace at the now-offset 0x000003 the value 00 with value 1A (1A is the correct NES header value according to this).
3 - (optional) you can also remove last 32 bytes of the rom file; it is not needed, the game will start in the emulator even without removing them.

I also found a .fds rom [WUP-FA9E - Super Mario Brothers 2]but I was not able to understand what is wrong with it (there seems to by some "0000" in addition somewhere inside the rom).

For SNES games simply remove the 1st 48 bytes: you will get a checksum error but the game will be loaded (tested with ZSNES 1.51).
 
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asper

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Well, surprisingly it seems that Nintendo used roms found on the web (we are almost certain for some Sega Master System titles inside old Wii VC titles). Roms stored inside that game are not exactly the same as the ones you can find "into the wild", you need to tweak them a bit (or a lot) to make them playable into common emulators.

@Sonic_Cee_Dee: you are right about the title, I forgot to update it with the title name before posting it, i'm sorry... if some mod can come in help I will be grateful ;) It is only for curiosity purpose ;)
 
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xtheman

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Well, surprisingly it seems that Nintendo used roms found on the web (we are almost certain for some Sega Master System titles inside old Wii VC titles). Roms stored inside that game are not exactly the same as the ones you can find "into the wild", you need to tweak them a bit (or a lot) to make them playable into common emulators.
Ninty pirating romz?!? Well i would have never tought of that.

Actually it isn't piracy as they own copyright to it
 

GreyRogue

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I also found a .fds rom [WUP-FA9E - Super Mario Brothers 2]but I was not able to understand what is wrong with it (there seems to by some "0000" in addition somewhere inside the rom).
Here's what I found for the famicom game on the Gamecube Animal Crossing disc:
http://gbatemp.net/threads/nintendont.349258/page-1176#post-5314478
I'd guess its similar for this one. Most of the differences don't matter (number of writes, date written, etc), but for some reason, the fds file format decided to remove the checksums (which can be calculated from the rest of the data). Having these present causes problems for emulators.
The specifics of the file format are linked in that post.
 

asper

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Here's what I found for the famicom game on the Gamecube Animal Crossing disc:
http://gbatemp.net/threads/nintendont.349258/page-1176#post-5314478
I'd guess its similar for this one. Most of the differences don't matter (number of writes, date written, etc), but for some reason, the fds file format decided to remove the checksums (which can be calculated from the rest of the data). Having these present causes problems for emulators.
The specifics of the file format are linked in that post.

If you can send me the file i will compare it with the one i found. My fds has couple of 00 bytes (0000) scattered around comparing it with the real dump you can find on the web.
 

GreyRogue

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If you can send me the file i will compare it with the one i found. My fds has couple of 00 bytes (0000) scattered around comparing it with the real dump you can find on the web.
You shouldn't need mine. The link to the fds format shows where the checksums will be. There is one after each block. The first one is at bytes 56-57 (0 indexed). If I'm reading it correctly and adding correctly, the next will be at 60-61 (end of block 2). The third is at 78-79 (end of block 3). The rest will depend on the number of files and the file sizes, but will be at the end of each block 3 and block 4. Filesizes are at bytes 13-14 of each block 3. Number of files (and therefore number of block 3 and block 4 sections) is byte 1 of block 2.
 

IronShovelGaming

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I know that this thread is super old, but I'm having trouble getting the super metroid (WUP-JAJE) to work. It looks like there are extra bytes in the front, does anyone know how to properly trim the unnecessary bytes out?
 

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