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

RedBlueGreen

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I don't get the hate for it being an emulated title. This is one of the only legal ways to play Super Mario Sunshine that doesn't require you to play the legit GameCube disc or dump it, and the game itself sells for $40 (and Galaxy sells for like $15). So $60 for SM64, Sunshine, and Galaxy isn't too bad.
 
Last edited by RedBlueGreen,

peteruk

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Not quite a replacement of ISO yet, but I've managed a replacement of an MP4 file. Also, I have texture tools for replacing the modified textures(extracting the archives they were in, and rebuilding them), rebuilding them and using them causes the game to crash at the moment, I'll try to figure out why.

You can find the video at my twitter account(cant post here due to post requirement for links) @RyanBevins_
You can also find some tools for 3D All Stars (Sunshine/Galaxy) at my GitHub ryanbevins.
Once I fix the rebuilding, I'll work on some more tools for modifying the game. Likely going to see if theres an easy way to inject ISO files.

 

TeddyBearYoshi

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I don't get the hate for it being an emulated title. This is one of the only legal ways to play Super Mario Sunshine that doesn't require you to play the legit GameCube disc or dump it, and the game itself sells for $40 (and Galaxy sells for like $15). So $60 for SM64, Sunshine, and Galaxy isn't too bad.
It's not simply that it's emulated, it's that "This is one of the only legal ways to play Super Mario Sunshine" is absolutely intentional by Nintendo, forced scarcity doesn't make it a legitimate deal. We could have had these games and much more being re-released as VC but they chose not to, opting to make it exclusively for a limited $60 collection.

The collection makes sense if they're ports, those generally require more work and aren't as difficult to run as we would imagine GC to be. Not if SM64 and Sunshine are glorified VC releases while Switch has a very noticeable lack of any form of N64 or GC VC.

For modding them being emulated is of course good, but the fact we even have to be figuring out modding them at all to play other GC games is exactly the issue.
 
Last edited by TeddyBearYoshi,

ombus

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Ninendo did this 1 because anniversary and 2 because i think they will release gc/wii vc and put mario galaxy 2 there.
 

ShortFuse

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I tried replacing the GCM with the Service Disc and it still didn't work. I don't think straight GCM replacement is going to be possible.
 

Quarions

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THE GOAT!!!

SOOOONIC HEROESSS!!!! SOOOOOOOOONIC HEROEEEEEEEEESSSS!!!!!



I really hope it's possible to spoof games, imagine Sonic Heroes and Sonic Adventure 1 and 2 and Sonic Riders and Shadow The Hedgehog on Switch
5729-full.png
 

Basketto

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Ninendo did this 1 because anniversary and 2 because i think they will release gc/wii vc and put mario galaxy 2 there.

Sounds more like a fantasy than a reality.
We don’t even have n64 emulation yet and your talking about gc/wii :P.
The fact nintendo had to use some messing around with the galaxy 1 iso itself pretty much already sums up native wii emulation being out of the picture.
If galaxy 2 does come, odds are much higher it comes sold seperate as a hybrid port/emulation iso, or bundled into some other game.
Plus nintendo already mentioned they are not doing VC years ago.
 
Last edited by Basketto,
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Quarions

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Hey everyone who is busy complaining about the game or complaining about complainers. Politely screw off somewhere else. We are trying to figure out how to play children's games thanks
Normies:
upload_2020-9-16_16-18-49.png

"Oh no the games are emulated, Nintendo what the fuck why are you scamming us"

Switch Scene:
upload_2020-9-16_16-19-42.png

"Haha thank you Nintendo for providing us with official emulators, can't wait to modify it and run Sonic Heroes on it"
 

RyanB

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I've managed to completely reverse the entire upgraded texture container(har archive file), but it still crashes after inserting custom textures. Works fine to rebuild the original textures into a new har archive. Anyone know if these files are hashed as well, and if so, where?
I'll post an upgraded version of harchive to my github in a minute(ryanbevins)

--------------------- MERGED ---------------------------

I've managed to completely reverse the entire upgraded texture container(har archive file), but it still crashes after inserting custom textures. Works fine to rebuild the original textures into a new har archive. Anyone know if these files are hashed as well, and if so, where?
I'll post an upgraded version of harchive to my github in a minute(ryanbevins)
Latest release is now up on my Github(ryanbevins), if anyone wants to help figure out why custom textures using my tool won't load, please help out!

--------------------- MERGED ---------------------------

HARchive creates the file. You must first extract the PNG's using HARToMultiPNG, and then replace the textures in that directory. Once you do that, use HARchive to archive the textures into an HAR archive file.
 
D

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The game is not yet released (at least in my country) so it's difficult to buy it and dig inside...
 

RyanB

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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
 
Last edited by RyanB,
D

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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
That's really strange how absolutely no hashed are even coming close to matching. Something is missing, but where....
 

D3fau4

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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 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
}
 
Last edited by D3fau4,

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