My findings in SSB 3DS models

Discussion in '3DS - ROM Hacking, Translations and Utilities' started by blujay, Feb 20, 2016.

  1. blujay
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    blujay GBATemp's Official Warthog

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    READ ALL EDITS ADDED TO THE POST

    I have been playing around with the Kirby models throughout the last couple for days and have completely turned it into a spike ball. I used a basic hex editor but before you say anything like "Duh! Everybdoy knows you can edit anything in a Hex editor" Yeah I know that. But I failed many times to open it with Ohana 3ds Rebirth, until I realized a pattern. SSB 3DS models (at least the Kirby ones) have a consistent
    Code:
    00 00 64 00 
    or
    Code:
    . . d .
    throughout the majority of them. My findings are that almost everything in between these are vertex coordinates. But later on, they disapear. They are replaced with other characters. Every 14 hex values contains information (As long as you do not change 00 00 64 00).

    I have no idea if this is common knowledge, people do not know it, or if it is just kept secret by those who do but I felt as if it was a good idea to put this out there.

    Just a reminder, please tell me kindly if this does not need to be here. Do not respond with harsh words.

    [​IMG]

    EDIT 1: Do NOT edit anything that is 00 and connected to the original 00 00 64 00 (example: You can edit the 84 in "00 00 64 00 84" but you cannot edit the underlined values in "00 00 64 00 00 00 00 08 80" (These are not meant to actually be part of a model file, they are just examples)
     
    Last edited by blujay, Feb 21, 2016
  2. Damon_girl

    Damon_girl GBAtemp Advanced Fan

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    Can you post a picture of your kirby edit? And are you able to use it in battle?
     
  3. blujay
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    blujay GBATemp's Official Warthog

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    I can post a pic of what I have done. I am still searching for information so it looks really screwed up and I have not tested it in battle