Yea they released on a really short notice.. game sucks tho so meh no loss.
Dont remember asking for your opinion but im glad you like it hope it does well in the states so more games comeIMO it's a really good game.
So it looks like the US release of this game has been censored http://www.kanzenshuu.com/2016/12/0...ds-american-release-changes-swords-to-sticks/
Would this be an easy thing to fix with a ROM hack?
u are really worried about such a small thingSo it looks like the US release of this game has been censored http://www.kanzenshuu.com/2016/12/0...ds-american-release-changes-swords-to-sticks/
Would this be an easy thing to fix with a ROM hack?
u are really worried about such a small thing
The QuickBMS script works.Seems like it would be easy, I believe I found the files affected but I've no clue on how to repack the .cpk
The QuickBMS script works.
#!/usr/bin/env python
import binascii
import re
def reCalcCRC32(fileNameIn = 'character.jprm'):
fileContent = open(fileNameIn,'rb')
fileText = fileContent.read()
fileContent.close()
bkp = open(fileNameIn+'.ori','wb')
bkp.write(fileText)
bkp.close()
crc = "%08X" % (binascii.crc32(fileText[0:-4]) & 0xFFFFFFFF)
reverseCRC = re.findall('..?',crc)[::-1]
finalCRC = ''.join([chr(int(reverseCRC[i],16)) for i in range(4)])
fileContent = open(fileNameIn,'wb')
fileContent.write(fileText[0:-4]+finalCRC)
fileContent.close()
return ''.join(reverseCRC)
#fileNameInput=raw_input("file to open : ")
print reCalcCRC32()#fileNameInput,"out.bin"
Hi, I'm working on a special moves editor.
I think I've located the 30 slots for saved moves and I was going to run some tests to see if I'm right but it would seem that there is a checksum.
I noticed that the 4 last octets change significantly from one save to another so I guess this is it but I'm far from being an expert. Anyone knows which algorithm is used ?
Naturally, if anyone is interested, I can indicate what I found out.
edit : ok, I found my answer on 4chan, here are my notes...
"The dragonball fusion checksum turned out to be a very straightforward crc32.
Starting from 0x0 -> eof - 4 (where the checksum is stored).""
character.jprm :
character (0x100 -> 0x15F)
0x101 : character rank (0:C 1:B 2:A 3:S 4:G)
0x102 : character race (0:saiyan,1:earthling,2:outworlder,3:alien,4:namekian)
0x104 : character sex (1: female,0 otherwise)
0x11C : modified to 0x11F, no visible change
0x13C : abilities (d3fd a31e : mood maker; f40d 598a : fight maniac; 7cfb f162 : acrobat; 63c4 e569 : regeneration)
0x150 : first special move (see move section)
0x1BC -> 0x2B5 : general appearance, repeated 3 times for base, current and whatever. unless you are in a fusion, change the 3 at once to see the change.
0x1BC -> 0x1BF : Default top clothing (68e0 2348 : c18 - no logo)
0x1C0 -> 0x1C3 : Default bottom clothing (49c0 0d48 : pilot2)
0x1C4 -> 0x1C7 : ears (fa01 2000 : saiyan; 4a02 a003 : kai)
0x1C8 -> 0x1CB : hair (6b53 0100 : child bulma; 9b16 0000 : supreme loli)
0x1D0 -> 0x1D3 : character face (9c13 0000 : grumpy saiyan; ac16 0000 : jolly kai)
0x20C 0x260 0x2B4 : your size (0->3) and putting 05 after give you a saiyan tail (also, last item before repeat)
colors (litteral web colors) :
0x1D4 -> 0x1D6 : skin color (yellow : f7f5 bf; violet : ead0 ff; vanilla : f6d3 b8)
0x1DC -> 0x1DE : main hair color (broly green : f2ff a1; ssg red : e52b 6f)
0x1E0 -> 0x1E2 : hair highlight (dark green : 0074 28; ss blue : 00d4 f1)
0x1FC -> 0x1FE : tail color (brown : 5f34 11)
0x200 -> 0x202 : eye color (light green : 8eef 17)
0x4D7C : special moves count
0x4D80 -> 0x4DBB : special moves inventory, value -2 vs equiped one
0a04 : max kame -1 ki (inventory) -> 0c04 : max kame -1 ki ( equiped )
moves : (9c0d 9704 6e02)
980d : ssj (only legit one); 990d : ssj2; 9a0d : ssj3; 9b0d : ssj4;
9c0d : ssg (best usable one); 9d0d : ssgss (unused useless);
9704 : prelude (wis +75kiko);
a504 : prelude (vados -1 ki);
7e02 : angry rush(max dmg);
6e02 : time slip smash (-1 ki);
710a : botamo beam (-1 ki);
b80c : heal shout (-1 ki);
be0d : time skip (-1 ki);
a608 : ult maid burst (-1 ki);
ad0a : Lightning Shower Rain (-1 ki);
a300 : quick rush;
6906 : Galaxy Assault Rain (-1 ki);
0c04 : max kame (-1 ki);
well, you must understand this : there is no graphical help for this, we are talking about hex editing, it is as plain as opening your save with any hex editor and overwriting stuff.So how would I be able to add ssj onto my character's moveset? Any screenshots for visuals would be very helpful
well, you must understand this : there is no graphical help for this, we are talking about hex editing, it is as plain as opening your save with any hex editor and overwriting stuff.
you must also make a backup before any attempt at anything, better safe than sorry.
The process is fairly simple : look for the address I identified as "moves section" (0x150) and then put the value you want (here 980d).
the real problem for you might be to then recalculate your checksum so that your game don't consider your save corrupted and delete it. it is a crc32 sum of the whole file minus the 4 last words, don't forget to write it in the 3DS big endian way (57 05 0d 76 become 76 0d 05 57). I had a script for this but I don't have it here.
note that, even if my end goal is to make an editor on the 3DS, the project is just started and may never actually produce anything. I also don't intend to help loosers who only want easy wins in multi; I am however willing to help anyone who want to understand how this thing works since this game's character system is way more powerful than the character creation allows you to do. for example, look at my character (the values are in my notes) :
and, I guess, you could make a fridge the same way, your character's appearance is completely separated from its race or anything.