Except the mod tools aren't opening up the romfs to even start looking for said files. Idk what is going on.As I said, figure out the files related to the list of changes you want to make and hack away with a hex editor.
Okay so I tried to open the ExtractedRomFS.bin file using Karameru and it didn't work.As I told you: use the ExtractedRomFS folder created by Asia81’s hack tool to which is the same thing that dasding’s tool would give you.
Okay so I used Karameru to directly open up the .3ds file and that worked.It’s a folder, not a .bin file. ExtractedRomFS folder, created when you extracted the DecryptedRomFS.bin from the game with Asia81’s tool.
Karameru is then used to extract the .arc files inside that folder.
Okay so I used Karameru to directly open up the .3ds file and that worked.
So, does the order of weapons in the game files correspond to the order they are seen in say the weapon crafter?
Dude, hex editing a videogame isn't some easy task everybody can do, there is so much code to read and there is no software that'll go "Motion Value for Charge Blade upswing 24, enter desired value". I don't mean to be rude, but since you don't even know where to get a hex editor, let alone read the code, then I'd say don't bother because you won't get anywhere.
I wish I could just pass said stuff off to someone who knew how to read it, but then all the bull of website rules gets in the mix here.......And there we go, exactly what I told you yesterday.
But they don't allow direct transfer of even pieces of game files I think. I just want to figure out what I'm looking at and edit some features of the weapons.I don’t think GBATemp has anything against modding games, its full of rom hacks on this website.
there is no software that'll go "Motion Value for Charge Blade upswing 24, enter desired value".
Okay, is there any way to give different deviant monsters different themes, or give things that already have common themes unique ones?Only textures and background music.
Okay, is there any way to give different deviant monsters different themes, or give things that already have common themes unique ones?
Having problems with certain edits NOT working when they are rebuilt into a .CIA patch, but ARE working when rebuilt into a .3DS/CIA ROM. I'm using HackingToolkit9DS to extract/rebuild, and mhmodtools to extract/repack arcfs/romfs.
I'm trying to translate MHXX but the only edits that haven't taken effect via a CIA update are tutorial popups and monster intro names, everything else works fine. They do take effect when copied over the original files and rebuilt into a .3DS/CIA ROM but that's not what I want to do. There are also curious side effects when doing that. Rebuilding into a 3DS doubles the filesize of the ROM (not with CIA though) and merging the 1.4.0 + English Patch v5 with the original files lowers the texture resolutions.
Monster intro names in CIA patch:
imgur com/rclXnKl.png
(Haven't yet managed to translate this into English but I got the text to disappear when I rebuilt my edits into a 3DS/CIA ROM)
Tutorial popups not translated in CIA patch:
imgur com/tXN0ACs.png
Tutorial popups translated when edits are rebuilt into a 3DS/CIA ROM:
imgur com/3J3nLs1.png
Any clues as to what's going on?
all: extract
content.0000.*: original.cia
bin/ctrtool --contents=content original.cia
romfs.bin: content.0000.*
bin/3dstool -x -v -t cxi -f content.0000.* --romfs romfs.bin
exefs.bin: content.0000.*
bin/3dstool -x -v -t cxi -f content.0000.* --exefs exefs.bin
ncchheader.bin: content.0000.*
bin/3dstool -x -v -t cxi -f content.0000.* --header ncchheader.bin
exh.bin: content.0000.*
bin/3dstool -x -v -t cxi -f content.0000.* --exh exh.bin
logo.bcma.lz: content.0000.*
bin/3dstool -x -v -t cxi -f content.0000.* --logo logo.bcma.lz
plain.bin: content.0000.*
bin/3dstool -x -v -t cxi -f content.0000.* --plain plain.bin
romfs: romfs.sentinel
@test || true
romfs.sentinel: romfs.bin
bin/3dstool -x -v -t romfs -f romfs.bin --romfs-dir romfs
@touch romfs.sentinel || true
exefs: exefs.bin
bin/3dstool -x -v -t exefs -f exefs.bin --exefs-dir exefs --header exefsheader.bin
bin/3dstool -u -v -f exefs/code.bin --compress-type blz --compress-out exefs/code.bin
extract: romfs exefs
rebuild: romfs exefs ncchheader.bin exh.bin logo.bcma.lz plain.bin
bin/3dstool -z -v -f exefs/code.bin --compress-type blz --compress-out exefs/code.bin
bin/3dstool -c -v -t exefs -f exefs.bin --exefs-dir exefs --header exefsheader.bin
bin/3dstool -c -v -t romfs -f romfs.bin --romfs-dir romfs
test -e plain.bin && bin/3dstool -c -v -t cxi -f contents.0000.00000000 --header ncchheader.bin --exh exh.bin --logo logo.bcma.lz --plain plain.bin --exefs exefs.bin --romfs romfs.bin || true
test -e plain.bin || bin/3dstool -c -v -t cxi -f contents.0000.00000000 --header ncchheader.bin --exh exh.bin --logo logo.bcma.lz --exefs exefs.bin --romfs romfs.bin
bin/makerom -f cia -o rebuild.cia -content contents.0000.00000000:0:$(INDEX) -ver $(VERSION)
Having problems with certain edits NOT working when they are rebuilt into a .CIA patch, but ARE working when rebuilt into a .3DS/CIA ROM. I'm using HackingToolkit9DS to extract/rebuild, and mhmodtools to extract/repack arcfs/romfs.
I'm trying to translate MHXX but the only edits that haven't taken effect via a CIA update are tutorial popups and monster intro names, everything else works fine. They do take effect when copied over the original files and rebuilt into a .3DS/CIA ROM but that's not what I want to do. There are also curious side effects when doing that. Rebuilding into a 3DS doubles the filesize of the ROM (not with CIA though) and merging the 1.4.0 + English Patch v5 with the original files lowers the texture resolutions.
Monster intro names in CIA patch:
imgur com/rclXnKl.png
(Haven't yet managed to translate this into English but I got the text to disappear when I rebuilt my edits into a 3DS/CIA ROM)
Tutorial popups not translated in CIA patch:
imgur com/tXN0ACs.png
Tutorial popups translated when edits are rebuilt into a 3DS/CIA ROM:
imgur com/3J3nLs1.png
Any clues as to what's going on?