ROM Hack [WIP] Ohana3DS tool

CuriousTommy

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Please Mac version
Not going to happen, the requirement for DirectX prevents it from being portable to other platforms (also if the GUI uses WPF that is going to be another problem). And I don't think gdkchan is going to add OpenGL support (cross-platform alternative to DirectX).
 

mariosonicds

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gdkchan, are you eventually going to get vertex injection added to this new version? If its not for awhile, I'm slowly making headway to mbn vertex injector, since there is some demand for it.
 

gdkchan

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The Old Ohana Sucks
It sucks indeed. That's why I made a new version and deleted the old repository. And looking back there are a lot of stuff that I regret doing on this new version aswell. I guess it's just how life works... You live, make mistakes, and learn with them.

gdkchan, are you eventually going to get vertex injection added to this new version? If its not for awhile, I'm slowly making headway to mbn vertex injector, since there is some demand for it.
There's no plans in doing a "vertex injector", as the only advantage of this feature is the fact that it is easy to implement. But it also have lot's of issues that make it almost useless. Full model creation is the way to go.
 
Last edited by gdkchan,
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Manito

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I changed a couple of bytes in Links model and it stretched out part of his leg.
 

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Demonslayerx8

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I put Gokus head over Ryu's but it crashes in game.View attachment 46400
thats cause the model importing script in Ohana Rebirth isnt fully complete yet.

@mariosonicds , you should tell gdkchan bout the mbn model import script, like about how it doesn't rebuild it all the way or something like that in ur python script test..
 
Last edited by Demonslayerx8,

CHICAGO-lollie

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I'm having issues with animations ripped from Badge Arcade (same model as before) using Ohana3DS. Ohana gives me the error "One or more bones uses an animation type unsupported by Source Model!", and it seems that only the bones without the offending animation type are exported. Even then, when importing SMD files to Blender or 3DS Max, there doesn't appear to be any animation in the remaining bones.

Is there anything I should know about importing animations exported by Ohana? Or am I out of luck here, for now?
 

Razor1993

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What do i have to do now to extract/export the Animation files of Pokemon X?
I Decrypted the Cia Game version of Pokemon X and extracted it. When i try to open the File located in a/0/0/8 nothing happended...
 

Harvest God

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Is there a reason I'm getting this error? I'm trying to open up a 3d model im the b folder ofr FE: A. How come I can't open the Ubody and Uhair models, but the rest work?
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Ohana3DS_Rebirth.Ohana.TextureCodec.etc1Decode(Byte[] input, Int32 width, Int32 height, Boolean alpha)
at Ohana3DS_Rebirth.Ohana.TextureCodec.decode(Byte[] data, Int32 width, Int32 height, OTextureFormat format)
at Ohana3DS_Rebirth.Ohana.Models.CGFX.load(Stream data)
at Ohana3DS_Rebirth.Ohana.FileIO.load(Stream data)
at Ohana3DS_Rebirth.Ohana.FileIO.load(Stream data)
at Ohana3DS_Rebirth.Ohana.FileIO.load(String fileName)
at Ohana3DS_Rebirth.FrmMain.open(String fileName)
at Ohana3DS_Rebirth.FrmMain.MenuOpen_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8669 (QFE.050727-8600)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Ohana3DS Rebirth
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Karl/Downloads/Ohana/Ohana3DS%20Rebirth.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8662 (QFE.050727-8600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8662 (QFE.050727-8600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8681 (QFE.050727-8600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8662 (QFE.050727-8600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.8679 (QFE.050727-8600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.8674 built by: QFE
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
Microsoft.DirectX.Direct3D
Assembly Version: 1.0.2902.0
Win32 Version: 9.05.132.0000
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll
----------------------------------------
Microsoft.DirectX.Direct3DX
Assembly Version: 1.0.2911.0
Win32 Version: 9.12.589.0000
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.Direct3DX/1.0.2911.0__31bf3856ad364e35/Microsoft.DirectX.Direct3DX.dll
----------------------------------------
Microsoft.VisualC
Assembly Version: 8.0.0.0
Win32 Version: 8.00.50727.9185
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualC/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 

Thelostrune

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Smealum updated his user library with "Fix ETC1 texture format enums and add A4". Maybe this can be used to solve the size/quality issues we've had?

or i might be completely wrong here actually as i dont even know what im looking at oh well

What do i have to do now to extract/export the Animation files of Pokemon X?
I Decrypted the Cia Game version of Pokemon X and extracted it. When i try to open the File located in a/0/0/8 nothing happended...

This is something I don't get either. Maybe we'll have to unpack those files through pk3DS or something
 
Last edited by Thelostrune,

tomx86

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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.
Hi, I'm trying to edit "Nintendo 3DS Camera" banner1.bcmdl, and COMMON1.png is shown corrupted and is not supported for importing in Ohana L4(grayscale) format, and in Rebirth shows OK, but COMMON1.png and COMMON2.png, are not supported for importing. Please add support:bow:
 

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