ROM Hack [MH4U/MHX] ROM Hacking Guide

Kibido

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As I said, figure out the files related to the list of changes you want to make and hack away with a hex editor.
 

Kibido

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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.
 

Deleted member 414661

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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 tried to open the ExtractedRomFS.bin file using Karameru and it didn't work.

It said "none of the installed plugins are able to open the file"
 
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Kibido

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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.
 

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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?
 

Kibido

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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?

As with any game, of course not. Everything is pretty criptic, and it’s up to you to find the corresponding files to edit for the changes you want. Some files are pretty easy to identify, like sounds or monster textures/models, others aren’t.
 

Deleted member 414661

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Okay I managed to extract the weapon data for w13 (which if the order in the files matches the order in the crafter that would be heavy bowgun), but when I open things in the hex editor program its an unintelligible string of code that I have no idea what to look for, nevermind edit.
 

Kibido

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And there we go, exactly what I told you yesterday.

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.
 

Kibido

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I don’t think GBATemp has anything against modding games, its full of rom hacks on this website.
 

Deleted member 414661

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I don’t think GBATemp has anything against modding games, its full of rom hacks on this website.
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.

Hell if I could just figure out where the hunter arts are located to alter the charge times of a couple good ones that would be enough.
 

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Basically what I'm wondering - is there a tool that can both read the raw hexadecimal files AND translate them so non-programmers can even attempt modding their game, just like what APM's save editor did for MH4U? Because I have no idea what I'm even looking at to be honest here.
 

Kibido

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Okay, is there any way to give different deviant monsters different themes, or give things that already have common themes unique ones?

The deviant theme is only one file, so you change it for one, you change it for all. Some monsters (like Valstrax) have their own unique themes, others just use have the generic battle theme from the map they're in.
 
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Vangormel

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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?
 

dasding

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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?

sorry i assume it's the tools fault and with that i cant help. i use commandline tools for my stuff, like ctrtool, 3dstool and makerom.

Code:
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)

this is how i extract and repack with a Makefile
 

Kibido

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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?

Just a thought which might be very dumb: since rebuilding into a .3ds doubles the filesize but not with .cia, why don't you just rebuild a .cia and then convert it to .3ds with one of the many tools? Same effect?
 

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