Homebrew Since Mario Maker 3ds doesn't have online sharing like the wii u...

AyanamiRei0

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Here is a simple guide
Step 1: Extract your game
Step 2: Open the Model folder
Step 3: Open M1_Player_MarioMdl.szs in EveryFile Explorer
Step 4: Extract the model
Step 5: Rename .bin to .bcmdl
Step 6: Open it in Ohana3DS(Not rebirth)
Step 7: Extract then edit Textures
Step 8: Re-import textures
Step 9: Rename .bcmdl to .bin
Step 10: Re-import .bin
Step 11: Rebuild game

I'll give that a try on friday when the game is released.
 
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jaku

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@jaku I'd love to host the levels. I'm happy to write whatever php pages are needed for a 3DS homebrew app to communicate with my website/database and download/upload the files and store and retrieve info like the original author, upload time, etc.

I am thirsty for more projects so please consider it :-)

Hey, so we have a server and a site that is 95% ready for this https://makersofmario.com. Just with additional work we can get it ready to start hosting the files. If you have Discord reach out to me, jaku#5640 and we can try and work together.
 

Priw8

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I did some research today and I mostly know how level saving works (I used JKSV to extract exdata/save):
-All level related things are in exdata.
-Exdata is made of 221 files, 220 of them are actual levels and 221st one is like an index/table of contents thing, idk how it is in English (and I'll be calling it index from here).
-All exdata files have 8 byte long signature thing at offset 0x10, both levels and index
-The same signature also exists at the beginning of the save, and it's most likely compared to the one from index. However the game apparently also has some other way of checking if exdata is connected to the save, because it threw an error about invalid exdata even if the values were the same (or maybe I did something dumb)
-Editing first 3 bytes of the save file makes the game throw "save data is corrupted and will be reset" so don't do that
-index is responsible for storing where you put the level in the level list. Basically there are 220 bytes at offset 0x2C that tell the game from what file it should read the level data, for example if 0x2C is 0x00, first level in the first world will be read from file 000, 0xFF means the level slot is empty. That said, it can't be easily edited and it actually reverted any changes I had done to it! It most likely has something to do with 4 bytes at 0x24, as they seem to change.

Injecting levels is easy tho (at least on the same console?). Just replace file of an existing level with a new one, and change signature thing at 0x10 so it matches the one from index file (I mean, I didn't check what happens if you don't do that but it probably won't work).
 

SaffronXL

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We should probably just wait up to a year for the game's release... I'm sure they get tired of having to patch so many tricks and shortcuts, so upsetting them just might put this game in an even worse position.
I'm sure I've read something dumber in my life, but I can't think of it now. If anything, pushing forward with a homebrew level sharing tool would encourage Nintendo to officially add online sharing. It was certainly a deliberate decision to omit it in the first place, the only way I could see them changing their mind is if they get swamped by calls from plebs asking how they can share levels just like their cfw friends. Legitimate customers being told that ability is only available to people who hacked their 3DS and probably didn't pay for the game will be... interesting, to say the least. I support this project proposal 100%,even though I doubt I'd have much use for it myself.
 

AyanamiRei0

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Now this is something I found interesting these are cape sprites why are they in the Small Mario model for SMW there's also a Big fire Mario sprite

7w7fX3F.png
 

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