Modding/Extracting Mario & Luigi Bowser's Inside Story (3ds remake)

Discussion in '3DS - ROM Hacking, Translations and Utilities' started by jfmherokiller, Jan 27, 2019.

  1. jfmherokiller
    OP

    jfmherokiller Member

    Newcomer
    2
    Jan 6, 2017
    United States
    I just want to share my progress on modding this game:

    found but not working tools:
    http://pikmintkb.shoutwiki.com/wiki/Yoshi's_New_Island_decompress
    partially working tools:
    http://aluigi.altervista.org/bms/mario_luigi_paper.bms
    https://github.com/gdkchan/SPICA

    Interesting information:
    The game seems to store some data in plaintext utf8 csv files under the HB\param HB\event HB\bparam folders
    Almost all files seem to start with the BG4 header

    Situation so far:
    Im unable to figure out how to decompress or decrypt the files that end in .z in the HB folder.
    Im able to extract a large collection of textures and models
    Some models/files crash SPICA
    Even tho im able to extract alot of the data some of it seems to be missing or atleast hidden inside of those .z files.

    Other bits:
    If anyone could possibly point me in the right direction in terms of decrypting or atleast decompressing the .z files id be greatful.
    2 extraction examples below
    [​IMG]
    [​IMG]
     
    Last edited by jfmherokiller, Jan 27, 2019
  2. jfmherokiller
    OP

    jfmherokiller Member

    Newcomer
    2
    Jan 6, 2017
    United States
    .z file studies:

    so far all the files seem to start with this charater @.
     
  3. CHEMI6DER

    CHEMI6DER Advanced Member

    Newcomer
    5
    Feb 3, 2016
    Russia
    Houen Chihou
    I bet .z files might have some additional compression applied(strange, considering that BG4 already has BLZ compression by default). Can't say which compression exactly. As for some models crashing spica: some model files aren't bch, but rather ptx files. We don't know the purpose of these yet, but they seem like a container of sorts(or maybe tney contain additional data about the map, IDK). If you open them in a hex editor you'll see that the first three bytes are "PTX" in ascii. Then you can just search for "BCH" and delete everything before it.
    Another thing to remember about textures in these bch files(especially the one from the battle map you have on the screenshot) is that when you extract the texture it's mostly transparent only with some parts visible...but the model rendered in spica has the full texture applied so why is it? Well, as I've found out, pixels with 100% transparency still have assigned rgb values, and so by stripping away the alpha channel the full proper image can be obtained(actually it's not just this game, Dream Team also has the same issue, but instead it's just annoying because transparent areas contain colours but not the actual image which makes the model viewing in spica somewhat messed up)(you can strip away the alpha channel by using GIMP, decomposing the colours into rgb and then recomposing them).
    Btw, if you are going to rip level models from the game, do you know how to fix the improper textures?(It's just that I tried this with Dream Team and the usual 3ds thing of "textures are misapplied with export", but I can't seem to fix it by flipping or mirroring the image to the side, it just get's messed up even more)
     
  4. CountHomer69

    CountHomer69 Member

    Newcomer
    1
    May 11, 2019
    United States
    I'm interested in modding the game as well. It's a shame the original is all encrypted and can't be edited.
     
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