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Nintendo 3DS
Kid Icarus Uprising false JSON file parsing
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<blockquote data-quote="Master Knight DH" data-source="post: 10324770" data-attributes="member: 355161"><p>Hi. I've been wanting to extract data from Kid Icarus Uprising for documentation and discussion, especially with Kid Icarus Uprising's still shaky balancing that a remaster could stand to improve upon. I am able to dig up any relevant values, but it's a completely inefficient process. Here's a sample pic of what I am talking about:</p><p>[ATTACH=full]411522[/ATTACH]</p><p></p><p>This displays an example where I have the keyboard highlight on the 4 bytes for Float value 127.72, which is the base damage of Skyscraper Club's Forward Shot. It is marked with a 03 right before to indicate that it would be using a Float value. I will state that the 02 marker would be marking an Integer value, I assume int32, as would be indicated by "thrustLevel" being $00000014, or 20, and then the 01 marker would be a String value starting with the length in 4 bytes and then the string text. Of course, I can tell that this is the sort of thing that should get to be handled more efficiently.</p><p></p><p>I talked to a user on the Super Mario RPG speedrun Discord, Echocolat about this, but I don't know how things would go with this. At the very least, she did tell me that this is false JSON and that there would need to be parsing to make this readable on Notepad++ rather than Hex Workshop. But since she is likely handling Super Mario RPG for the Switch (solid remaster, by the way), I may as well ask around at this point, and see if I can get something going.</p><p></p><p>Is anybody able to help with this, perhaps with creation of a program that can parse this stuff? If so, please let me know. I wouldn't have a hard time sending a sample file or two if prompted, just that I'm not attaching anything directly in case it's clashing with the rules.</p></blockquote><p></p>
[QUOTE="Master Knight DH, post: 10324770, member: 355161"] Hi. I've been wanting to extract data from Kid Icarus Uprising for documentation and discussion, especially with Kid Icarus Uprising's still shaky balancing that a remaster could stand to improve upon. I am able to dig up any relevant values, but it's a completely inefficient process. Here's a sample pic of what I am talking about: [ATTACH type="full" width="960px" height="540px"]411522[/ATTACH] This displays an example where I have the keyboard highlight on the 4 bytes for Float value 127.72, which is the base damage of Skyscraper Club's Forward Shot. It is marked with a 03 right before to indicate that it would be using a Float value. I will state that the 02 marker would be marking an Integer value, I assume int32, as would be indicated by "thrustLevel" being $00000014, or 20, and then the 01 marker would be a String value starting with the length in 4 bytes and then the string text. Of course, I can tell that this is the sort of thing that should get to be handled more efficiently. I talked to a user on the Super Mario RPG speedrun Discord, Echocolat about this, but I don't know how things would go with this. At the very least, she did tell me that this is false JSON and that there would need to be parsing to make this readable on Notepad++ rather than Hex Workshop. But since she is likely handling Super Mario RPG for the Switch (solid remaster, by the way), I may as well ask around at this point, and see if I can get something going. Is anybody able to help with this, perhaps with creation of a program that can parse this stuff? If so, please let me know. I wouldn't have a hard time sending a sample file or two if prompted, just that I'm not attaching anything directly in case it's clashing with the rules. [/QUOTE]
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