Hacking Megaman 9: Rom extraction, .BRSAR files, .BRFNA files, and MM9 Emu dis

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elenar

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Doesn't seem likely that it would work on gamecube emu, but I suppose you never know. Wii can run Gamecube software after all. Doesn't even seem to be changing hardware modes to do it, a la NDS. I'm unable to pay enough attention to the screen right now to find the wad unpacker. Maybe if there were some Gamecube VC games available....you could compare their structure to the Mega Man 9. I'm going to have to go ahead and point out that the WiiMote seems to be an exception to "GameCube Mode" compatability with the Wii hardware, and the fact that MM9 uses the WiiMote makes it seem more likely to be Wii software. Sure, I suppose they could have made it a gamecube game and then included libs for the WiiMote connectivity, I can't rule that out as a possibility. But, it seems that it would be odd for them to do that.

On the other hand, if you have any proficiency at programming emulation software, maybe you can discover that WiiWare games, hell maybe even all Wii games, are just dressed-up gamecube games with some libs to run hardware added in. A comparison of the information on the GC and Wii discs for Twilight Hacksess could shed some light on this, but who can say?

For a start, I wonder if anyone has tried to run a GC backup with Waninkoko's backup loader. I also wonder if anyone's tried to run a wii game burned to a mini-dvd on a GameCube. Come to think of it, it would be nice if i could just pirate Paper Mario: Thousand Year Door on the Wii with the backup loader instead of trying really hard to find a real copy of it for my girl to play.

Research time.
 

jinnai3k

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Miles said:
jinnai3k said:
Something tells me the answer as to whether the game can be compiled into a readable format for say a gamecube or lower emulator (I know of no Wii ones yet.) is a legitimate question to pose, the information is there, in the .wad, and the game itself is not terribly extensive. I really could see a person of comp-sci knowledge able to create a 'ROM-dump' is it?
Not possible, never will be possible.
If you don't have a Wii, PS3, or 360, the best you can hope for is that someone will port the game as an NES hack.

Well with teams like the guys who made that 8-bit Megaman 7 port (who I believe are working on Megaman 8?) maybe creating a port of Megaman 9 is the way to go. I guess I just thought that it seemed as though since Megaman 9 was primitive looking in its design that it would be easier to move it over to the pc world then anything else and maybe in doing so would give us a glimse as to how to do it for Wiiware games in general. Thats all, its not even about the game to me, played it, beat it, have it, just a random thought which popped into my brain, I still think im having trouble properly describing it. Ah well.
 

jinnai3k

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elenar said:
Doesn't seem likely that it would work on gamecube emu, but I suppose you never know. Wii can run Gamecube software after all. Doesn't even seem to be changing hardware modes to do it, a la NDS. I'm unable to pay enough attention to the screen right now to find the wad unpacker. Maybe if there were some Gamecube VC games available....you could compare their structure to the Mega Man 9. I'm going to have to go ahead and point out that the WiiMote seems to be an exception to "GameCube Mode" compatability with the Wii hardware, and the fact that MM9 uses the WiiMote makes it seem more likely to be Wii software. Sure, I suppose they could have made it a gamecube game and then included libs for the WiiMote connectivity, I can't rule that out as a possibility. But, it seems that it would be odd for them to do that.

On the other hand, if you have any proficiency at programming emulation software, maybe you can discover that WiiWare games, hell maybe even all Wii games, are just dressed-up gamecube games with some libs to run hardware added in. A comparison of the information on the GC and Wii discs for Twilight Hacksess could shed some light on this, but who can say?

For a start, I wonder if anyone has tried to run a GC backup with Waninkoko's backup loader. I also wonder if anyone's tried to run a wii game burned to a mini-dvd on a GameCube. Come to think of it, it would be nice if i could just pirate Paper Mario: Thousand Year Door on the Wii with the backup loader instead of trying really hard to find a real copy of it for my girl to play.

Research time.

See now THAT is exactly the kind of thinking I was going for, right on, thanks for renewing my faith in the value of rational conversation over the internet.
 

Miles

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jinnai3k said:
Well with teams like the guys who made that 8-bit Megaman 7 port (who I believe are working on Megaman 8?) maybe creating a port of Megaman 9 is the way to go. I guess I just thought that it seemed as though since Megaman 9 was primitive looking in its design that it would be easier to move it over to the pc world then anything else and maybe in doing so would give us a glimse as to how to do it for Wiiware games in general. Thats all, its not even about the game to me, played it, beat it, have it, just a random thought which popped into my brain, I still think im having trouble properly describing it. Ah well.
They could probably do it, but I'm sure Capcom would try to take it down.
MM7 was long out of print when the fan made remake came out.
Porting Megaman 9 to the PC would just be asking for trouble.
I do think that there will be a MM9 NES ROM hack though, it'll just take awhile.
In fact, I hope there is so I can have Megaman 1-9 on my PSP.
 

WiiCrazy

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Another option, to simplify development they may have done a theoretical emulation of extended-nes console... of course such an extended-nes console doesn't exist but if the game coded really well then this is an approach that developer can make.

1. Theoretically improve nes hardware
2. Implement theoretical hardware with emulation
3. Modify game so that it makes use of the extended hardware

Say capcom wants to throw more than a few games out like this then it would be a wise choice to make it this way.

It's better to look at the main.dol of the game (probably in the 1.app) and see if it contains any of the original code.
 

HowardC

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jinnai3k said:
I have become generally curious as to how one could go about extracting Megaman 9 from its .WAD file, it's a NES game technically (or is it?), so I wouldn't mind figuring out if emulators can run it properly.

My problem stems from the files inside the .WAD, once its extracted, i've found the 00000002.app to be the largest file, and i've taken a look inside of it using u8tools, but no luck finding the rom itself, this lead me to try the other files all leading to various interesting things that seem to have no thing to do with the rom save an interesting folder containing wbf1.brfna and wbf2.brfna -- I have no idea what these files do, could they possibly be the rom?

Questions I guess:

1. What is a .BRSAR file? I've found it in the 00000002.app and it seems interesting at a meaty 3000+ kbs, I hear in the google waves that it has something to do with sound, music?

2. What could these .brfna files be? (I should mention i've tried running rockman9.brsar in an emu and no luck what so ever.)

3. Has anyone else opened this .WAD up? I want to know if this game could potentially be emulated but I don't really know which file is rom actually is.

I wanted to get a topic going on this because I think its an interesting one to raise, i've heard of people extracting .rom files from other VC releases, what of WiiWare titles? I think MM9 is simple enough to be a good starting ground for WiiWare experimentation... And it just happens to be a great VC game to play!

Since nobody actually bothered to answer your questions.....

1. .brsar is a sound file..... you often find them in the 0.app as they are used for the looping bg music. Never heard of them in the 2.app though

2. .brfna files are animation files that work with the banner. again... should be in 0.app

3. I'm sure they have, but as the others have so "kindly" stated this isn't a real nes game and thus there isn't any rom. From what I've played thus-far, graphically the game is probably too large to fit on the chips of a real nes cart anyway and that'd be the only real reason to extract it. We already have a really good nes emulator with the virtual console, and playing it on the wii woudl DEFINATELY be better than on your pc so other than pure curiosity there isn't any point in continuing further.


p.s. From those of your who complained about calling it a rom and not a "rom image" you are quite anal and I'm sorry just plain rude. Being someone that's actually old enough to remember the origins of console and arcade emulation, I know that originally the dumped files actually used a .rom file extension and thus the term stuck. It has absolutely nothing to do with the fact that the games were dumped from a rom at this point, especially considering (if you want to get that anal) that most carts and pcbs used eprom chips instead.
 

marioxb

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I wonder if there's any way to hack in GameCube controller support? I really want to use these. But I suppose if worse comes to worse, I'll have to order one of these babies:
sfcclassic.jpg
 

retrospect

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It was a perfectly reasonable question. One of the best I've seen on these boards - yet look at the responses that were made!

Wiiware games are of course coded for Wii, but the Mega Man 9 download could have easily contained the NES emulator with a new NES binary. Those of you who are shouting with absolute certainty that this is not the case should check the HEX code first and see what's going on there.

Capcom would have been foolish to use this method (an game coded for the NES) as there are many more piracy possibilities for NES games. Writing a new Wiiware game from scratch helps ensure that piracy of the title is limited to the Wii.

These points may have already been made. I wouldn't know as I stopped reading the idiotic replies to this thread somewhere on page 1 - far too many 'people' aggressively stating their thoughts as facts. Sometimes you can write 'I think that... / I don't think that'. IMO this forum would be a better place without those people. Maybe it's age-related and they'll grow out of it. In my school, only the little shits cared about piracy and the world would still be better off without the adults that those people became. I doubt much has changed.
 

ciper

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JimmyBobAlex said:
This quote from a thread yesterday sums it up pretty well.

ciper said:
Grow a thicker skin. The ratio of morons to intelligent members on this forum is EXTREMELY high due to its nature as a romkiddy hangout.


LOL you quoted me
smile.gif


In the effort to standardize software I wouldn't be surprised to find the MM9 software sharing code with other projects. Who knows, it could be a SNES or Genesis game underneath since Capcom was good at releasing multi game packs.


jinnai3k Your question peaked my interest even though it seems the game can't be converted to run on an emulator. Now we need a "WiiWare" Emulator to play MM9 on the PC.
 

elenar

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marioxb said:
I wonder if there's any way to hack in GameCube controller support? I really want to use these. But I suppose if worse comes to worse, I'll have to order one of these babies:
sfcclassic.jpg

ohmy.gif
ohmy.gif
Where in the hell did you find that and where in the hell can I get one, right now.
ohmy.gif
ohmy.gif
 

ciper

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elenar said:
ohmy.gif
ohmy.gif
Where in the hell did you find that and where in the hell can I get one, right now.
ohmy.gif
ohmy.gif


Something way better has been out since forever and a day...

http://www.retrousb.com/index.php?categoryID=80

wiiretroport1_med.jpg
wiisuperretroport1_med.jpg


Its better because you could theoretically use ANY controller instead of being hard wired like the one previously pictured. Since it's a "gamecube" controller there are more possibilities for use than the barely support classic.
 

9thSage

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jinnai3k said:
1. What is a .BRSAR file? I've found it in the 00000002.app and it seems interesting at a meaty 3000+ kbs, I hear in the google waves that it has something to do with sound, music?

http://www.hcs64.com/in_cube.html

Use brsar_unpacker. it is some sort of an archive, with SFX. brsar_unpacker doesn't seem to be working on it though, it tries to extract an SFX (something to do with the Mega Buster, going by the filename) but chokes on it.
 

marioxb

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ciper said:
elenar said:
ohmy.gif
ohmy.gif
Where in the hell did you find that and where in the hell can I get one, right now.
ohmy.gif
ohmy.gif


Something way better has been out since forever and a day...

http://www.retrousb.com/index.php?categoryID=80

wiiretroport1_med.jpg
wiisuperretroport1_med.jpg


Its better because you could theoretically use ANY controller instead of being hard wired like the one previously pictured. Since it's a "gamecube" controller there are more possibilities for use than the barely support classic.

Well, those are better, (I have an SNES version) and I wasn't going to buy a SNES Classic Controller from eBay, until Capcom decided to make Mega Man 9 NOT SUPPORT GAMECUBE CONTROLLERS. So now I HAVE to buy the imported controller.
 

Knocks

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It is indeed a NES game, not just coded to look like one. However, as a couple of people have already mentioned, Capcom probably extended the functions of the original NES, which may have included overclocking, adding more RAM, new mappers, non-standard battery, and who knows what else.

Long story short, you are unlikely to be able to emulate this beast. And I personally wouldn't want to--the Wii seems to handle it pretty well
wink.gif
.
 

outphase

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ciper said:
elenar said:
ohmy.gif
ohmy.gif
Where in the hell did you find that and where in the hell can I get one, right now.
ohmy.gif
ohmy.gif


Something way better has been out since forever and a day...

Its better because you could theoretically use ANY controller instead of being hard wired like the one previously pictured. Since it's a "gamecube" controller there are more possibilities for use than the barely support classic.

I prefer my SNES/SFC classic controller tethered to the wii remote. When I played MM9 on the Wii, it was pure awesome (on ps3 now). In fact, any SNES game I played with it was magnified in awesomeness due to the controller alone.
 

alucard77

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I actually do think the response to the initial questions were extremely rude. The fact is that people are pissed by all the newbies that come aboard, that they backlash against perfectly good questions.

While it was common knowledge to myself that the game is infact not a NES "Rom Dump", it is easier to answer with. The game is not a NES Rom. Not this whole long rude discription of things. Also, the only reason I knew this was not a NES Rom, is because I read an interview with the developer.

People start somewhere, and I could see why this forum would only get newbie questions, if only these responses are returned to good question. Just my 2 cents on that one. You get back what you put out.
 

celebi23

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I apologize for bumping a somewhat old topic but, I was wondering something.

Is it possible to find the url to the MM9 instruction manual? On the "Operations Guide" menu, it says that you can "view more detailed instructions on the Wii Shop Channel" so, it must have a url, right?

I used u8tools6.5 to unpack all of the .app files within the MM9 .wad file. I think the url to the instruction manual may be in either the "gm_menu.bin" file or in the "gm_menu_en.bin" file within the "00000002_app_OUT" folder. Problem is that when I tired opening those files using the "U8Tool" app, I get the message "Run-time error '52': Bad file name or number". Any help would be greatly appreciated. Reason that I'm asking this is because I'm working on a NES-era game manual for MegaMan 9 as a small project & here's a WIP of the manual cover.

MM9-ManualCover.png
 
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