ROM Hack FE Fates USA: Custom Playable Characters DLC

DarkVador

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Copy and paste their text contents here to be sure, because I'm not sure why else it would give that error.

Here's DLC.rsf:

BasicInfo:
CompanyCode : 00
ProductCode : CTR-M-BFXE-00
ContentType : Application # Application / SystemUpdate / Manual / Child / Trial

TitleInfo:
UniqueId : 0x01794
Category : AddOnContents # Application / SystemApplication / Applet / Firmware / Base / DlpChild / Demo / Contents / SystemContents / SharedContents / AddOnContents / Patch / AutoUpdateContents

-----

And rom.rsf:

Option:
MediaFootPadding: true
EnableCrypt: false
SystemControlInfo:
SaveDataSize: $(SaveSize)K
 

Omegablu

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Looks like it was my fault. Some of the formatting was lost in my copying and pasting. Use these instead.

Edit: No underlines. GBATemp is being a bit of a pain right now.
  1. DLC.rsf:
    Code:
    BasicInfo:
      CompanyCode             : 00
      ProductCode             : CTR-M-BFXJ-00
      ContentType             : Application # Application / SystemUpdate / Manual / Child / Trial
    
    TitleInfo:
      UniqueId                : 0x01794
      Category                : AddOnContents # Application / SystemApplication / Applet / Firmware / Base / DlpChild / Demo / Contents / SystemContents / SharedContents / AddOnContents / Patch / AutoUpdateContents
    rom.rsf:
  2. Code:
    [/LIST]
    Option:
    [LIST=1]
    [*]  MediaFootPadding: true
      EnableCrypt: false
    SystemControlInfo:
      SaveDataSize: $(SaveSize)K
[/USER]
 
Last edited by Omegablu,

Omegablu

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Use these, the ones above are bad.
Here's how I rebuilt the DLC:

  1. Extract the content of the DLC CIA file:
    Code:
    ctrtool -p --content=c DLC.cia
  2. Decrypt the content you need using your favorite decryptor. In this case, c.0003.00000019 and c.0004.0000001a contains Invisible Kingdom files. They are the same, so you only need to decrypt and rebuild one of them.
  3. Extract the content.
  4. Replace the original files with your modified ones.
  5. Rebuild the RomFS, using RomFS Builder.
  6. Rebuild the content file.
    Code:
    makerom -f ncch -target t -rsf DLC.rsf -romfs romfs.bin -o c.0003.00000019
    DLC.rsf:
    Code:
    BasicInfo:
      CompanyCode             : 00
      ProductCode             : CTR-M-BFXJ-00
      ContentType             : Application # Application / SystemUpdate / Manual / Child / Trial
    
    TitleInfo:
      UniqueId                : 0x01794
      Category                : AddOnContents # Application / SystemApplication / Applet / Firmware / Base / DlpChild / Demo / Contents / SystemContents / SharedContents / AddOnContents / Patch / AutoUpdateContents
    For other games, just replace the UniqueID. Editing Product Code is recommended.
  7. Rebuild the CIA file
    Code:
    makerom -f cia -rsf rom.rsf -o 0004008c0012dc00.cia -ckeyid 0 -major 0 -minor 10 -micro 0 -DSaveSize=0 -dlc -i c.0000.0000005b:0x0000:0x0000005b -i c.0001.00000017:0x0001:0x00000017 -i c.0002.00000018:0x0002:0x00000018 -i c.0003.00000019:0x0003:0x00000019 -i c.0004.0000001a:0x0004:0x0000001a -i c.0005.00000005:0x0005:0x00000005 -i c.0006.00000006:0x0006:0x00000006 -i c.0007.00000007:0x0007:0x00000007 -i c.0008.00000025:0x0008:0x00000025 -i c.0009.0000001c:0x0009:0x0000001c -i c.000a.0000001d:0x000a:0x0000001d -i c.000b.00000042:0x000b:0x00000042 -i c.000c.0000001f:0x000c:0x0000001f -i c.000d.00000020:0x000d:0x00000020 -i c.000e.00000029:0x000e:0x00000029 -i c.000f.0000003f:0x000f:0x0000003f -i c.0010.00000040:0x0010:0x00000040 -i c.0011.0000002c:0x0011:0x0000002c -i c.0012.0000002d:0x0012:0x0000002d -i c.0013.0000002e:0x0013:0x0000002e -i c.0014.0000002f:0x0014:0x0000002f -i c.0015.00000030:0x0015:0x00000030 -i c.0016.00000031:0x0016:0x00000031 -i c.0017.00000032:0x0017:0x00000032 -i c.0018.00000033:0x0018:0x00000033 -i c.0019.00000034:0x0019:0x00000034 -i c.001a.00000035:0x001a:0x00000035 -i c.001b.00000036:0x001b:0x00000036 -i c.001c.00000037:0x001c:0x00000037 -i c.001d.00000038:0x001d:0x00000038 -i c.001e.00000039:0x001e:0x00000039 -i c.001f.0000003a:0x001f:0x0000003a -i c.0020.00000043:0x0020:0x00000043 -i c.0021.00000044:0x0021:0x00000044 -i c.0022.00000045:0x0022:0x00000045 -i c.0023.00000046:0x0023:0x00000046 -i c.0024.00000047:0x0024:0x00000047 -i c.0025.00000048:0x0025:0x00000048 -i c.0026.00000049:0x0026:0x00000049 -i c.0027.0000004a:0x0027:0x0000004a -i c.0028.00000057:0x0028:0x00000057 -i c.0029.0000004c:0x0029:0x0000004c -i c.002a.0000004d:0x002a:0x0000004d -i c.002b.0000004e:0x002b:0x0000004e -i c.002c.0000004f:0x002c:0x0000004f -i c.002d.00000050:0x002d:0x00000050 -i c.002e.00000051:0x002e:0x00000051 -i c.002f.00000052:0x002f:0x00000052 -i c.0030.00000053:0x0030:0x00000053 -i c.0031.00000059:0x0031:0x00000059 -i c.0032.0000005c:0x0032:0x0000005c -i c.0033.0000005a:0x0033:0x0000005a
    rom.rsf:
    Code:
    Option:
      MediaFootPadding: true
      EnableCrypt: false
    SystemControlInfo:
      SaveDataSize: $(SaveSize)K
    If you want to build the DLC for testing, just remove the unnecessary arguments. Version options (-major, -minor, -micro) is optional and don't matter much for DLC.

The modified DLC doesn't work on Gateway 3DS (atm), because it can't handle unsigned CFA files.
 

DarkVador

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Use these, the ones above are bad.

Back.

So, I managed to fulfill all the steps mentioned and rebuild a CIA.

However, upon loading the ''Awakening Character Assets''... the game crashes. Ugh.

I've been redoing things over and over again in the following order:

1- Extracted the original CIA (EnglishV6) using ctrtool, and obtained contents.0000.0000006e and contents.0020.0000bb00. Renamed to (c.XXXX.XXXXXXXX) in both cases.

2- In order to obtain the actual folders to edit, I had to add the extension CXI to both files and run the CXI extractor in Hackingtoolkit3DS. Obtained a empty ExtractedExeFS, in addition to ExtractedRomFS with the expected data inside to be edited.

3- Decompressed the character files in global/GameData/Person and made my changes (in my case, only the personal skills).

4- Recompressed everything using BatchLZ77 and deleted all non-.bin.lz files remaining that were used for editing, in addition to copying the first four bytes of each newly compressed file over to the next four and changing the first byte to 13.

5- Rebuilt the RomFS using the RomFS builder (targeting the ExtractedRomFS folder) in Hackingtoolkit3DS, resulting in my romfs.bin file.

6- Ran the following command in makerom:
makerom -f ncch -target t -rsf DLC.rsf -romfs romfs.bin -o c.0020.0000bb00

(resulted in a new ''c.0020.0000bb00'' file that was used in the next command)

7- Ran the CIA-building command in makerom, as follows:
makerom -f cia -rsf rom.rsf -o EnglishV6New.cia -ckeyid 0 -DSaveSize=0 -dlc -i c.0000.0000006e:0x0000:0x0000006e -i c.0020.0000bb00:0x0020:0x0000bb00

(resulted in my final CIA file to install on my 3DS)

...is there something I'm missing here? Let me know, because right now, my DLC isn't working.
 
Last edited by DarkVador,

Omegablu

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Back.

So, I managed to fulfill all the steps mentioned and rebuild a CIA.

However, upon loading the ''Awakening Character Assets''... the game crashes. Ugh.

I've been redoing things over and over again in the following order:

1- Extracted the original CIA (EnglishV6) using ctrtool, and obtained contents.0000.0000006e and contents.0020.0000bb00. Renamed to (c.XXXX.XXXXXXXX) in both cases.

2- In order to obtain the actual folders to edit, I had to add the extension CXI to both files and run the CXI extractor in Hackingtoolkit3DS. Obtained a empty ExtractedExeFS, in addition to ExtractedRomFS with the expected data inside to be edited.

3- Decompressed the character files in global/GameData/Person and made my changes (in my case, only the personal skills).

4- Recompressed everything using BatchLZ77 and deleted all non-.bin.lz files remaining that were used for editing, in addition to copying the first four bytes of each newly compressed file over to the next four and changing the first byte to 13.

5- Rebuilt the RomFS using the RomFS builder (targeting the ExtractedRomFS folder) in Hackingtoolkit3DS, resulting in my romfs.bin file.

6- Ran the following command in makerom:
makerom -f ncch -target t -rsf DLC.rsf -romfs romfs.bin -o c.0020.0000bb00

(resulted in a new ''c.0020.0000bb00'' file that was used in the next command)

7- Ran the CIA-building command in makerom, as follows:
makerom -f cia -rsf rom.rsf -o EnglishV6New.cia -ckeyid 0 -DSaveSize=0 -dlc -i c.0000.0000006e:0x0000:0x0000006e -i c.0020.0000bb00:0x0020:0x0000bb00

(resulted in my final CIA file to install on my 3DS)

...is there something I'm missing here? Let me know, because right now, my DLC isn't working.
Check all the files you edited to make sure that they are all perfect. Any bad file can cause a crash like that. Also, did you rename the .compressed files to .lz?
 

DarkVador

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Check all the files you edited to make sure that they are all perfect. Any bad file can cause a crash like that. Also, did you rename the .compressed files to .lz?

I did change their extension from .compressed to .lz, and then changed the bytes as described at 4-
 

Omegablu

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I did change their extension from .compressed to .lz, and then changed the bytes as described at 4-
My only suggestion now is to comb over every file you edited to make sure that they are flawless. I know I have gotten crashes just like yours from a single bad file in my dlc before.
 

DarkVador

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My only suggestion now is to comb over every file you edited to make sure that they are flawless. I know I have gotten crashes just like yours from a single bad file in my dlc before.

Just found out that two things were incorrect in my setup.

-Rather than inserting the first 4 bytes (and as such have an extra set of those bytes, expand the compressed file by 4 bytes), I overwrote the next 4 with the first 4. In both cases, the very first byte started with a 13, so I was still confused until I noticed my compressed file was smaller than the original one by about 16 bytes, despite changing only three bytes per character in editing. I bolded that whole sentence for a reason...

-BatchLZ77 was apparently the wrong compression program to use. It compressed my files in LZ7, whereas Fates uses LZ11. Had to download Puyo Tools to correct this.

And thus, I managed to repair my DLC. Huzzah, it works now :3

Thanks for the big help throughout the process, by the way. I'm gonna have fun with this.
 

Omegablu

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Just found out that two things were incorrect in my setup.

-Rather than inserting the first 4 bytes (and as such have an extra set of those bytes, expand the compressed file by 4 bytes), I overwrote the next 4 with the first 4. In both cases, the very first byte started with a 13, so I was still confused until I noticed my compressed file was smaller than the original one by about 16 bytes, despite changing only three bytes per character in editing. I bolded that whole sentence for a reason...

-BatchLZ77 was apparently the wrong compression program to use. It compressed my files in LZ7, whereas Fates uses LZ11. Had to download Puyo Tools to correct this.

And thus, I managed to repair my DLC. Huzzah, it works now :3
BatchLZ77 has an option to switch to lz11. It does default to lz10 though. I use it for all of my Fates modding.
 

DarkVador

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BatchLZ77 has an option to switch to lz11. It does default to lz10 though. I use it for all of my Fates modding.

Ahh, I must've missed it. I noticed the compression problem from watching a pictured guide on how to insert custom portraits into the game.

It's all good though, everything works either way. xD
 

DeathChaos

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Ahh, I must've missed it. I noticed the compression problem from watching a pictured guide on how to insert custom portraits into the game.

It's all good though, everything works either way. xD

Yeah BatchLZ77 works, it's just that most people miss the option to switch to lz11
8CnuTum.png


I just recommend Puyo tools since it's multi purpose and not just lz compression.
 

Grima

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Does anyone know the name of Arfoire's model files, like her hair and face model? Like what are the names of the files, if they're even in the base game.
 

Koko-Kun

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Does this work for GW? I personally tried it though it didn't work...

The modified DLC doesn't work on Gateway 3DS (atm), because it can't handle unsigned CFA files.
Nope. Unless GW did update their CFW to handle custom unsigned CFA. You might as well use GW as secondary CFW. Also, Hi Jellal >///<
Does anyone know the name of Arfoire's model files, like her hair and face model? Like what are the names of the files, if they're even in the base game.
That's not in the game's assets or romfs. DeathChaos used some of the Witch's Trial DLC to make the files. DeathChaos can tell you that.

Edit: Oops the body files are in the base game, not the portrait tho. As said, DeathChaos can tell you.
 
Last edited by Koko-Kun,

Omegablu

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Nope. Unless GW did update their CFW to handle custom unsigned CFA. You might as well use GW as secondary CFW. Also, Hi Jellal >///<

That's not in the game's assets or romfs. DeathChaos used some of the Witch's Trial DLC to make the files. DeathChaos can tell you that.

Edit: Oops the body files are in the base game, not the portrait tho. As said, DeathChaos can tell you.
Actually, Deathchaos was a bit lazy and used the default female head/body models instead of the ones seen in the dlc. For the portrait it is in the custom dlc and named pretty obviously @Grima .
 

Grima

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Actually, Deathchaos was a bit lazy and used the default female head/body models instead of the ones seen in the dlc. For the portrait it is in the custom dlc and named pretty obviously @Grima .
Portraits I have, I was just curious what model for her that he used. There's a thing I want to try but I don't have a working model for it. So I was going to use the models that were assigned to her by DeathChaos's DLC. But I can't install it bc I'm on 11.0.
 

DeathChaos

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Actually, Deathchaos was a bit lazy and used the default female head/body models instead of the ones seen in the dlc. For the portrait it is in the custom dlc and named pretty obviously @Grima .
I actually had the correct head and hair with a new AID, but apparently I released the version before I implemented it and haven't bothered to fix that.
 
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