ROM Hack Inazuma Eleven 2 (EN) - Romhacking for Creativity!

Lvutir

Member
OP
Newcomer
Joined
Jul 15, 2020
Messages
11
Trophies
0
Age
19
XP
73
Country
Netherlands
:nds:Hi there!:nds:
Recently I've been messing around a lot with all the possibilities in Inazuma Eleven 2: Firestorm/Blizzard (EN) for the DS on my own, but I've decided it's better to instead share it with everyone so nothing gets lost again like it last time. You can still find a lot of threads on this forum about the old translation/undubbing projects with tools and knowledge that have now gone lost. So, with this project I hope to achieve the perfect compilation of all tools and info around this one thread to never have these get lost again.

I'm currently already working on a Google Docs which has the goal of containing all information about the editing possibilities within this game.
https://docs.google.com/document/d/1ufYRE5lJjP0-flrwZoUcfgeqSXdJbUA555qTtZfeutk/edit?usp=sharing
I will try to add more as quickly as possible, but doing everything in one go is just not human.
At this moment in time I know how to:
-Edit Character Data
-Swap Character Appearance Data
-Change uncompressed English text
-Swap files from the other games in the series that are formatted similarly
-Configure the INAZUMA.INI to change settings

This might not sound like a lot but it can bring you decently far with creating some fun edits of your favourite characters. However when it comes to my progress in discovering new things, I've kind of been put at a halt. Even with a lot of the data in the English files being logical, there's still a lot of compressed/encrypted data which I have a hard time to understand. I know this might not be the time anymore for people to be interested in romhacking old games and whatever, but if anyone wants to pick up the challenge to create tools for any of this data, or somehow dig up the tools that are now lost.
Roxas75's player edit tool is still around, but unfortunately hex editing gives way more freedom in changing character data. Other than that, all tools have led to dead ends. Including the script text encyption/decription tool noted on https://gbatemp.net/threads/inazuma-eleven-e-full-project.276441/page-13
I hope to reignite interest in romhacking for this game with the effort I'm putting into the availability. If you have any questions about the Google Docs, or if you want to help, reply here or send me a PM!

Thanks for reading!:)

BIG UPDATE: It seems I was using an old version of Tinke this entire time, and a lot of new features have been added in the newer one. A lot of my knowledge is still applicable but I am now in a phase where I'm testing out all the possibilities this new version has. I won't be updating the Google Docs for a bit.
 
Last edited by Lvutir,

Hexakis

New Member
Newbie
Joined
May 28, 2020
Messages
2
Trophies
0
Age
21
XP
29
Country
Netherlands
Awesome thread! I read through the Google Doc and saw that you mentioned 2D sprites I am actually looking for a way to rip the overworld sprites from IE2/IE3, because I and a whole lot of other people are making a Inazuma Eleven fangame (which you can find back on the Inazuma Eleven subreddit on the sidebar) so send me a quick message/join the Discord server or add me on Discord at
Wesley#3187
 
  • Like
Reactions: Lvutir and Milozaki

Hexakis

New Member
Newbie
Joined
May 28, 2020
Messages
2
Trophies
0
Age
21
XP
29
Country
Netherlands
You can use Tinke to extract files like the head sprites, body sprites, general game assets such as the 2d stadions, 3D models of overworld things like the vehicles

for more complicated models like The Inazuma School you can use Apicula just type "Apicula Github" on Google and then the first result which will then rip 3D models from IE1-3 which you can then convert to files that can be opened in Blender using the same tool
 
  • Like
Reactions: Lvutir and Milozaki

Lvutir

Member
OP
Newcomer
Joined
Jul 15, 2020
Messages
11
Trophies
0
Age
19
XP
73
Country
Netherlands
Hey guys, thank you for answering to the thread. Sorry for not reacting earlier, had a bit of a lack of interest the weeks and was addicted to Hades. I sent you a friend request on discord to discuss more stuff.

At the time that I started the Google Docs I was using an older version of Tinke as it was the one provided by a 3rd-party website. Didn’t know it was on GitHub. I’ve indeed found out that Tinke can now decompress a lot of the things that it used to be unable to, and got a bit overloaded.

I’ll be sure to check out what you guys have done so far. (My discord is Elroy#4043)
 
Last edited by Lvutir,
  • Like
Reactions: Milozaki

SwareJonge

Member
Newcomer
Joined
Jul 23, 2020
Messages
8
Trophies
0
Age
18
XP
74
Country
Netherlands
You can take a look at the code for my program to extract stats from the players, i know how the struct works for unitstat.dat, it's basically (PlayerID + 1) * 0x50

I've also made some writeups about structs in the repo but i can't send a link unfortunately

The repo is called "Inazuma Eleven Stats extractor"
 
  • Like
Reactions: Lvutir and Milozaki

Lvutir

Member
OP
Newcomer
Joined
Jul 15, 2020
Messages
11
Trophies
0
Age
19
XP
73
Country
Netherlands
Just discovered how to replace members in teams and editing their level to a certain extent. Trying to change Raimon is very buggy and I haven't tested on Story, yet. But regular teams seem to fully working!

You can take a look at the code for my program to extract stats from the players, i know how the struct works for unitstat.dat, it's basically (PlayerID + 1) * 0x50

I've also made some writeups about structs in the repo but i can't send a link unfortunately

The repo is called "Inazuma Eleven Stats extractor"

Nice, previously I was doing it manually by checking what Special Moves were assigned to what players and checked on Special Move ID. But this is going to be way faster.
 
  • Like
Reactions: Milozaki

PedroAstro

New Member
Newbie
Joined
Aug 6, 2020
Messages
2
Trophies
0
Age
23
XP
26
Country
Spain
Hello, I am having problems when I want to export the nbsxx files (the 3D models of the faces and hair of the characters), I have downloaded the Apicula program on my pc but when I want to start it immediately it closes without even giving you an option to see what is what the command console gives you when you run the program, so I can't enter the extraction and conversion codes to collada to be able to open them in blender, I'd really appreciate if you could help me, greetings and thanks in advance.

I quote screenshot of the mentioned error:

error apicula.png
 
  • Like
Reactions: Lvutir and Milozaki

PedroAstro

New Member
Newbie
Joined
Aug 6, 2020
Messages
2
Trophies
0
Age
23
XP
26
Country
Spain
Hello, I would like to get in touch with Lvutir or someone who knows about IE rom hacking to know if he could help me with the above mentioned by me in the thread of this post about the Apicula program, thanks.
 
Last edited by PedroAstro,
  • Like
Reactions: Lvutir and Milozaki

Lvutir

Member
OP
Newcomer
Joined
Jul 15, 2020
Messages
11
Trophies
0
Age
19
XP
73
Country
Netherlands
I'm unfortunately unfamiliar with apicula, the tool I've used is Tinke 0.9.2
That one worked fine for me.

Hello, I am having problems when I want to export the nbsxx files (the 3D models of the faces and hair of the characters), I have downloaded the Apicula program on my pc but when I want to start it immediately it closes without even giving you an option to see what is what the command console gives you when you run the program, so I can't enter the extraction and conversion codes to collada to be able to open them in blender, I'd really appreciate if you could help me, greetings and thanks in advance.

I quote screenshot of the mentioned error:

View attachment 220449
 
  • Like
Reactions: Milozaki

JakxvL

Member
Newcomer
Joined
Sep 3, 2020
Messages
6
Trophies
0
Age
19
XP
38
Country
Italy
Hey, what you managed to do is really awesome, i just have one question, do you know if any of this can this be appicable to IE3 games for 3ds, the EUR versions ?
 
Last edited by JakxvL,

Lvutir

Member
OP
Newcomer
Joined
Jul 15, 2020
Messages
11
Trophies
0
Age
19
XP
73
Country
Netherlands
Hey, what you managed to do is really awesome, i just have one question, do you know if any of this can this be appicable to IE3 games for 3ds, the EUR versions ?

I haven’t explored the IE3 versions too much, but one of the more notable differences is that unitbase.dat is in a different format. It leaves less space between players and data making it harder to read but a lot more compact, giving the ability to add all those players. All of the same elements mentioned in my Google Document are still there, they’ll be on coordinates however.
 
  • Like
Reactions: Milozaki

Lvutir

Member
OP
Newcomer
Joined
Jul 15, 2020
Messages
11
Trophies
0
Age
19
XP
73
Country
Netherlands
does anyone know how to extract the .pkb files to edit some texts?

Make sure you are using the latest version of Tinke if that's what you're using (0.9.2), any older version might no be able to unpack some files. I only use the old version to read Japanese hexadecimal text now.

Hey, what you managed to do is really awesome, i just have one question, do you know if any of this can this be appicable to IE3 games for 3ds, the EUR versions ?

A lot of techniques mentioned here are also applicable to the IE3 games, the most notable difference I know of is the way unitbase.dat is written. It's more compressed to save one line of hexidecimals (mostlikely done because of the increase of players), I currently don't plan on writing IE3 specific stuff, yet, so you'd have to figure out what is in what place exactly yourself. Just know that it is possible, and others have done it, too.
 
  • Like
Reactions: Milozaki
General chit-chat
Help Users
  • No one is chatting at the moment.
    ShadF0x @ ShadF0x: Pretty sure that is not a thing yet