Homebrew Discussion Confirmed: Mario All Stars 3D Collection have 3 emulators

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Okay, I did a bit of testing. What someone said earlier is correct, exe, full, and media are completely useless. Only DOLHASH is important. If we can figure out how to get the correct hash for that, then that'll be the next step towards emulating GameCube games on the Switch.
The game crashes if DOLHASH is edited, but does not care if exe, full, or media are edited. I believe these might be leftover files from compilation.
 
Last edited by RyanB,
I mean have we only tried sha-1 so far? Maybe we're using the wrong method

This:
I said that but nobody understood:



Also the nro have the dolhash hardcode but patched that and i still dont working.

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and exe, full and media i think is never checked. (i dont found references to that)
 
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Working on replacing GCM files at the moment. I don't recall who said that removing the first 100 bytes of the file should generate the same dolhash, but for me its generating something completely different.
Full GCM hash = 651AF1295D6874102B276A264B0DA37AB38303F7
100 byte removed hash = 5C211DBA8C35CE0C6ADAAC48D4296D3812250B7C
Official hashes:
"hash": {
"exe": "f4425036b50590ea5c9357580abe922decf72012",
"media": "763cae402272dd4fc428f45238c3ae040d6cb1a2",
"full": "b23b9b9ee9365e26f8159c36ae80981412bf7372"
}
dolhash: 4e10808fdbd8a8beefab38163bb43a5002f60d63

i think it was *bits* not bytes.
 
People have been using a tool that checks in all kinds of ways. None have matched so far. Not SHA-1, not MD5, and not a few others.
It's probably a custom hash that Nintendo made and would require reverse engineering to figure out how it is decrypted.

i think it was *bits* not bytes.
They said bytes.
 
I said that but nobody understood:



Also the nro have the dolhash hardcode but patched that and i still dont working.

unknown.png

unknown.png



and exe, full and media i think is never checked. (i dont found references to that).
soooooooooooooooooo

as someone said in previous post these jsons are the minimum requirements

rom.json:
Code:
{
  "UID": "MarioSunshine",
  "DolHash": null, // this does not matter
  "ROM": [
    "rom:/MarioSunshine/Super_Mario_Sunshine_Stardust-trimmed.gcm" // editable
  ]
}

MarioSunshine.config:
Code:
{
    "Hagi" : {
        "Boot" :
        {
            "LoadBios" : false
        }
    }
}

MarioSunshine.json
Code:
{
    "Info": {
        "GCM": {
            "Name": "Super Mario Sunshine", // editable
            "CountryCode": "EU", // editable
            "GameID": "GMSP",
            "DVD": 0,
            "ROMVersion": 0,
            "GCMID": "GMSP.0.0" // editable
        },
        "Hashes": {}, // this does not matter
        "UID": "MarioSunshine",
        "ShortName": "MarioSunshine" // editable
    },
    "Mxic": { } // this does not matter
}

Can I ask you how did you get the .dol file, the one I have still doesnt give the correct results for some reason.
 
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Can I ask you how did you get the .dol file, the one I have still doesnt give the correct results for some reason.
is just a normal iso, you can use any tool to extract gcm/iso files.
I am especially using a tool called "GameCube Files Tools 1.7.0"

Edit:

I don't know why I think people are ignoring my post asking himself questions that I have already answered
 
Last edited by D3fau4,
It's probably a custom hash that Nintendo made and would require reverse engineering to figure out how it is decrypted.


They said bytes.

ah they did too, apologies. No idea why the results are varied in that case.
 
It's probably a custom hash that Nintendo made and would require reverse engineering to figure out how it is decrypted.


They said bytes.
Is that something you figure out or brute force? I have a computer to share.
 
Wonder what would happen if you used all the same files from the built in iso, EXCEPT for swapping out the boot.dol file from a legacy gcm.
 
Is that something you figure out or brute force? I have a computer to share.
It would be impossible to brute force from just one or even a handful of hashes. We'd have to reverse engineer the code that is checking the hashes to either bypass it or detect how the hash is computed.
 
It would be impossible to brute force from just one or even a handful of hashes. We'd have to reverse engineer the code that is checking the hashes to either bypass it or detect how the hash is computed.
Unless we're all missing something obvious, this is the only option that remains and work should start on that immediately. I'll take a look at doing it tomorrow but I don't have much experience in reverse engineering Nintendo Switch executable formats.
 
Unless we're all missing something obvious, this is the only option that remains and work should start on that immediately. I'll take a look at doing it tomorrow but I don't have much experience in reverse engineering Nintendo Switch executable formats.
Well I have no idea how to do any sort of reverse engineering so you have a leg up on me
 
If I could extract the files without needing my switch (in another house, in storage), I'd try my hand at helping out. Anyone know how to extract the files without a switch? Google provides very little.
 

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