ROM Hack [HELP] SNES VC Decrypting doesn't work

I cant for the life make banner images.
Im literally confused.
can someone help me please?


All you need is mspaint and "ba-gui-nnertool"

I pointed to FONZD's guide earlier. The hardest thing here is organization. There's a lot of files to modify. But the folders are all set up with his tool.

All you want to do is use ba gui nertool to extract a decrypted snes cia.

Then you have a template for all the files you need. After, you use bannertool to launch ohana and extract the

banner0.bcmdl --> this contains 3 images that show up on the TV screen icon (128x128, 64x64, 32x32)

banner1-banner13 (8 is missing for some reason) are all the title plate and snes cart sticker from region to region. Just edit the one in your region and copy it to any others you want.

These contain a 256x64 runner and the 3d model you have to slap a 44x23 cart sticker on (but it needs to be rotated).

The icon.icn (48x48) is created in ba-gui-nnertool through the SMDH tab.

Then just use the tool to repack it into banner.bnr and replace the old one from the cia you ripped! Same with the icon.icn you created. Then use 3dsbuilder and you're done.
 
All you need is mspaint and "ba-gui-nnertool"

I pointed to FONZD's guide earlier. The hardest thing here is organization. There's a lot of files to modify. But the folders are all set up with his tool.

All you want to do is use ba gui nertool to extract a decrypted snes cia.

Then you have a template for all the files you need. After, you use bannertool to launch ohana and extract the

banner0.bcmdl --> this contains 3 images that show up on the TV screen icon (128x128, 64x64, 32x32)

banner1-banner13 (8 is missing for some reason) are all the title plate and snes cart sticker from region to region. Just edit the one in your region and copy it to any others you want.

These contain a 256x64 runner and the 3d model you have to slap a 44x23 cart sticker on (but it needs to be rotated).

The icon.icn (48x48) is created in ba-gui-nnertool through the SMDH tab.

Then just use the tool to repack it into banner.bnr and replace the old one from the cia you ripped! Same with the icon.icn you created. Then use 3dsbuilder and you're done.
Ok but how do you edit the picture or insert the new pic cause i cant find the option to
 
Does anyone know how to swap the models for the USA SNES and Super Famicom? I have a USA console, and I want to make a few games with the Super Famicom in the 3D banner, but whenever I try to use a different region's banner in place of banner10.bcmdl (the USA model), it won't show on my 3DS. If someone can confirm this is even possible, I'll double check to see if I'm doing something wrong.
 
Last edited by ubergeek77,
Does anyone know how to swap the models for the USA SNES and Super Famicom? I have a USA console, and I want to make a few games with the Super Famicom in the 3D banner, but whenever I try to use a different region's banner in place of banner10.bcmdl (the USA model), it won't show on my 3DS. If someone can confirm this is even possible, I'll double check to see if I'm doing something wrong.

what you mean it wont show up? did you directly just copy another region banner or did you not try editing the banner file itself.

Because EU banners can contain 5 files but the usa banner 10 file contains 3

Here try this file, i know you can force another console to load because somone who made a SNES VC earlier only skinned the USA console and used its file for the entire contents of rom meaning it would only load
 

Attachments

what you mean it wont show up? did you directly just copy another region banner or did you not try editing the banner file itself.

Because EU banners can contain 5 files but the usa banner 10 file contains 3

Here try this file, i know you can force another console to load because somone who made a SNES VC earlier only skinned the USA console and used its file for the entire contents of rom meaning it would only load
Thanks, I'll try that in a little while. Admittedly, yes, I did copy the EUR banner straight over and renamed it, because when I tried extracting the .bcmdl for the actual 3D model of it, and then tried to import it, Ohana 3DS just threw an error.
 
Thanks, I'll try that in a little while. Admittedly, yes, I did copy the EUR banner straight over and renamed it, because when I tried extracting the .bcmdl for the actual 3D model of it, and then tried to import it, Ohana 3DS just threw an error.

Hmm copying the EU banner and renaming it to bcmdl10 shoudl work. the cia which was all US was copied over to ever single bcmdl file so maybe try replaing all the ones from 10 upwards?
 
I made a guide on how to make banners for first timers using illusion of gaia. It's not efficient. Also, ironically, I can't seem to get illusion of gaia to stop crashing after the title screen :P

http://wololo.net/talk/viewtopic.php?f=80&t=45593

What is EN2 meant to be i know its not the original banner text and its also BMP dafuq?

also yeah your guide is flawed for one COMMON 1-2-3 Are not actually 128x128 - 64x64 -32x32. Look at your Banner on the 3DS notice your image is now clipping under the TV, if you compare your original Banner.cfxg with the original you will see the size difference.

Also mspaint lol? thre are plenty of free solutions out there such as gimp



49aa7c052d56cca5bec09e6516169be8.png



Also your important Step is Really bad and contributes to poor quality injects

you see how we're not touching banner1-9 or 11-13? That's because those aren't our region.


You could also copy banner10.mcdl and replace all others with that one.

So nice of you to recommend everyone either doesnt get their console/banner skinned except your Region even though its distributed a Region Free CIA inject.

Or you force everyone to use the 3D model console of your region
 
Last edited by izy,
I made a guide on how to make banners for first timers using illusion of gaia. It's not efficient. Also, ironically, I can't seem to get illusion of gaia to stop crashing after the title screen :P

http://wololo.net/talk/viewtopic.php?f=80&t=45593
Why you don't use the Build .cia function of my tool ?
No need to build a .3ds or rename banner.bnr/icon.icn to banner.bin/icon.bin
 
Why you don't use the Build .cia function of my tool ?
No need to build a .3ds or rename banner.bnr/icon.icn to banner.bin/icon.bin

You tools Build Cia function is not available until you extract a CIA like i already said it only gives the option to browse for a Cia to extract.
Even then you cannot change the folder to compile from other than the select extracted CIAs location.

Though the Version Info option is very nice, though 3DS builder lets me edit the Unique ID without having to hex edit another file also and it lets me select folders easily. Also Building and i would still need to rename Icon.icn because in the Romfs folder KTR-UAEE.icn exists which needs to be copied to also
 
You tools Build Cia function is not available until you extract a CIA like i already said it only gives the option to browse for a Cia to extract.
Even then you cannot change the folder to compile from other than the select extracted CIAs location.
Yes, it's like a template you use as a base, just need to replace modified files and hexedit ncch.header and exheader.bin for ID
 
Yes, it's like a template you use as a base, just need to replace modified files and hexedit ncch.header and exheader.bin for ID
yeah but if you constantly wanted to keep using the Same Base folder you still need to extra a CIA to gain the build function
 
I still cant get Treasure of the Rudras to work (I even tried the jap. Version to make sure its not the translation patch messing things up. But there are the same graphic errors and no textboxes)

Did anyone try to inject the game and was successful?
 
I still cant get Treasure of the Rudras to work (I even tried the jap. Version to make sure its not the translation patch messing things up. But there are the same graphic errors and no textboxes)

Did anyone try to inject the game and was successful?
I had something similar when I injected EarthBound Halloween Hack into genuine Earthbound one. The hack is ExHiRom 64MB (as opposed to HiRom 32MB) and I managed to make it work by changing the value at offset 0x33 from 0x30 to 0x64 (I guess 0x40 could work though, I was too tired and didn't even convert to hexa).
 
I had something similar when I injected EarthBound Halloween Hack into genuine Earthbound one. The hack is ExHiRom 64MB (as opposed to HiRom 32MB) and I managed to make it work by changing the value at offset 0x33 from 0x30 to 0x64 (I guess 0x40 could work though, I was too tired and didn't even convert to hexa).

Thanks!
Am I understanding correctly you mean the offset 0x33 in the data.bin file? (which already is 40 in my case since the snes injector tool made it that way :-) ) I also tried with 64 but its still the same.

Heres a screenshot (and no the pic is not upside down thats how the name menu shows up ^^)
totr.jpg
 

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