ROM Hack Megaman ZX NDS program file support

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Lunarskies

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so I extracted the Megaman zx files to see what i can rom hack but unfortunately doesn't seem to be a .CARC or a NARC can someone assist me I want to see if i can find model zx's sprites
 
NARC is just an archive format, CARC being the compressed version of it. They don't just house graphics in games that feature them and can house just about anything the game might use (they will tend not to house CPU code or sounds but at the same time there is nothing to say they can't). Formats that Nintendo made available and some devs used are
NCGR = which is the tiles tiles
NCLR = the palettes available.
NSCR = the way to arrange the tiles.
NSBMD = 3d models which some games use despite appearing 2d (New Super Mario Brothers being a popular example). These are flanked by NSBTX (textures) and NSBCA (animations).

Key word about those is some as not all devs use the provided formats and often cooked up their own. Sometimes they will be compressed ( https://www.romhacking.net/utilities/826/ ) but sort any of that and tile editors might start showing you things. Crystaltile2 is my preferred editor for basic stuff here.

What do you want to do with the sprites? If it is just dump them then an emulator's OAM and BG viewers are often the better move, possibly assisted with cheats too (if you can go to any level, use any power, fight any enemy or play as any player character...).

Beyond that if your goal is to make changes then time for proper ROM hacking.
I usually start by looking at extensions, first for any of the obvious stuff above but also to eliminate things -- sound_data.sdat is most likely what it says and the sound data (though if memory serves this game also used another sound format which was rare in earlier DS titles, and not common in later ones either), a folder called DWC or utility.bin is probably the download play component, file sizes (a 10 byte file is probably not going to be a glorious 16 bit colour image the size of the screen).
Some like corruption. If you rename files and overwrite them with other files, or open them with a program like a hex editor and fiddle with their innards a bit what breaks in the game (assuming it does not outright crash)? If you remember what you edited then you now have some idea what it does. Others consider corruption crude but I still find it has its methods.
You can compare between regions -- a game being translated usually only has limited aspects of the game changed. Whatever changed in the game between regions is what is changed here.
You can do big boy tracing as well. Back to the tile viewer stuff above you can note where it lands in memory, and then with a debugging emulator like no$gba's debug version you can follow (trace if you will) it all back up to see where it came from in the ROM. Here is a version for an older GBA emulator but it works much the same on any system https://www.romhacking.net/documents/361/ . A cruder method here is to take copies of the stuff from OAM viewers/memory of said areas and search the game for that -- compression might get in the way or it might in turn pop up.
 

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