ROM Hack Smash3DS - Updated ROM Hacking Guide

  • Thread starter Thread starter Yudowat
  • Start date Start date
  • Views Views 64,213
  • Replies Replies 247
  • Likes Likes 17
So did you switch to an installed smash?

At first I tried with a installed version of the Japanese version of Smash 4 and I just tried my european cart and loaded pretty much like if it was running normally the installed version loaded custom stuff faster though to what I can tell.
 
At first I tried with a installed version of the Japanese version of Smash 4 and I just tried my european cart and loaded pretty much like if it was running normally the installed version loaded custom stuff faster though to what I can tell.
Alright, my speeds seem to be fine now, but I'm still doing more testing, thanks for your help!
 
@ih8ih8sn0w If it isn't too much trouble, do you mind running H2testw on your SD card so you can compare with my speeds? (make a backup first, you might lose stuff on there because it writes stuff)
Code:
Warning: Only 3000 of 61151 MByte tested.
Test finished without errors.
You can now delete the test files *.h2w or verify them again.
Writing speed: 26.3 MByte/s
Reading speed: 42.9 MByte/s
H2testw v1.4
As you can see, I only tested 3000MB instead of my full 64, but my read speeds seem fine to me, and saltySD doesn't write.
Code:
Warning: Only 256 of 121371 MByte tested.
Test finished without errors.
You can now delete the test files *.h2w or verify them again.
Writing speed: 15.0 MByte/s
Reading speed: 29.3 MByte/s
H2testw v1.4
fsr it went down in speed from when I backed up my nand and moved a large cia (doing these had similar read/write speeds as yours). I would have used a larger block to test, but I didn't want to wait that long.

Sorry it took me so long to respond. I did notice the sample header at the bottom. I am just confused because I did the following:
1. Exported all textures, edited all textures, and then imported them all back in.
2. Did the math with the offsets. (First: 0x4500 Last: 0x1E77F Difference: 0x1A27F Rounded: 0x20000)
I am stuck on the part with the 80 byte header. Maybe I am just stupid and don't understand.

And thanks for you help through this process
To completely edit textures, you need to generate your own mipmaps (otherwise, you get graphical issues with the original textures trying to be rendered). Since there is no easy way to just edit tex files, you need to open them in smashtex. The only way to do that is to create your own tex file with a header for etc1, import a smaller size of your modified texture, then edit it into the bch. Hopefully this will be something that is included in ohana3ds, but that won't be for a while :(.
 
Code:
Warning: Only 256 of 121371 MByte tested.
Test finished without errors.
You can now delete the test files *.h2w or verify them again.
Writing speed: 15.0 MByte/s
Reading speed: 29.3 MByte/s
H2testw v1.4
fsr it went down in speed from when I backed up my nand and moved a large cia (doing these had similar read/write speeds as yours). I would have used a larger block to test, but I didn't want to wait that long.


To completely edit textures, you need to generate your own mipmaps (otherwise, you get graphical issues with the original textures trying to be rendered). Since there is no easy way to just edit tex files, you need to open them in smashtex. The only way to do that is to create your own tex file with a header for etc1, import a smaller size of your modified texture, then edit it into the bch. Hopefully this will be something that is included in ohana3ds, but that won't be for a while :(.
Sweet! Thank you!
 
  • Like
Reactions: ih8ih8sn0w
Do you guys think it would be worthwhile to put my .mbn research into a tool to convert edited .obj versions of the exported models into in-game usable models? Or should I wait for someone more professional to do something better? (serious question)
 
  • Like
Reactions: Manito
Do you guys think it would be worthwhile to put my .mbn research into a tool to convert edited .obj versions of the exported models into in-game usable models? Or should I wait for someone more professional to do something better? (serious question)
Please do
Any step closer to vertexing and model importing is appreciated
 
I made a quick Python script to change the hand and coin color. It should be released by the end of the week if testing is successful.
Just curious, have you found what determines the color in chara_down? I haven't looked into it yet, but it would be sorta annoying to have just those changing.
 
Just curious, have you found what determines the color in chara_down? I haven't looked into it yet, but it would be sorta annoying to have just those changing.
You mean like this?
48301291867aaa5eeba75f9c471fe41b.jpg
 

Site & Scene News

Popular threads in this forum