ROM Hack [Release] 3DS_CTR_Decryptor-VOiD

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Reisyukaku Psh, don't even bother starting to work on it, that'll probably take, like, months.



But do repackaged roms run?

Well I'm trying to get them to work...

tumblr_ldymwqc26H1qz9twio1_500.jpg
 
By the way guys, I just got this Un-generic message on Miiverse for all my stupid posts:

Repeated violations from this device may result in the device being blocked from accessing Miiverse. For information on the proper use of Miiverse, please see the Miiverse Code of Conduct.

So don't overdo it.
 
Can anyone here let me know when you figure out how to decrypt/reencrypt monhun 4g? I'd like to do some menu and skill translation patch for it and I dont mind doing that part of the work.
 
So, I wonder: What's the current state of 3DS ROM re-compilation/re-decryption? Apparently there is a way to create modified working ROMs as the video shows -- but is this method available to the public yet or compiled in some comprehensive tutorial?
I haven't really been keeping up with the thread tbh, will eventually check the pages I missed out on until my Micro SD cards arrive.
 
So, I wonder: What's the current state of 3DS ROM re-compilation/re-decryption? Apparently there is a way to create modified working ROMs as the video shows -- but is this method available to the public yet or compiled in some comprehensive tutorial?


For most roms, no. There isn't really a "Public" way to re-encrypt roms and actually run them. Decrypting roms is easy for all games up to 7.x. There isn't yet a public way of decrypting 7.x games.

I'm hoping the first issue can be resolved soon. I'm getting ancy for Mario Kart mods.
 
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I don't know if the updated padgen which does away with the byte padding grabs 0x400 bytes for the extended header xorpad or 0x800, but it should actually be 0x800. Just a heads up, because I verified this by reading the 3dbrew page on the extended header and checking for myself by trimming the original, padded xorpad for OoT3D to 0x800 bytes and looking at the decrypted data.

So, if the updated padgen grabs 0x400 bytes for the extended header, it should be corrected to be 0x800. Everyone will have to generate their xorpads again if they have the wrong size. :)

EDIT: I MEANT THEY SHOULD CORRECT THEIR ncchinfo.bin, BECAUSE THAT HAS THE SIZE FOR THE XORPAD. THE PADGEN DOESN'T CALCULATE THE SIZE.
 
You can rebuild runnable ROMs right now with the latest version of makerom. You don't need other tools, and you don't need to manually fuck with hashes. You just need to set up the RSF properly. The main thing in there being the info and signatures from the game's exheader.
 
You can rebuild runnable ROMs right now with the latest version of makerom. You don't need other tools, and you don't need to manually fuck with hashes. You just need to set up the RSF properly. The main thing in there being the info and signatures from the game's exheader.

PMing you for more info.
 
I don't know if the updated padgen which does away with the byte padding grabs 0x400 bytes for the extended header xorpad or 0x800, but it should actually be 0x800. Just a heads up, because I verified this by reading the 3dbrew page on the extended header and checking for myself by trimming the original, padded xorpad for OoT3D to 0x800 bytes and looking at the decrypted data.

So, if the updated padgen grabs 0x400 bytes for the extended header, it should be corrected to be 0x800. Everyone will have to generate their xorpads again if they have the wrong size. :)

EDIT: I MEANT THEY SHOULD CORRECT THEIR ncchinfo.bin, BECAUSE THAT HAS THE SIZE FOR THE XORPAD. THE PADGEN DOESN'T CALCULATE THE SIZE.
It always generates 1MB xorpads for the exheader... how could it miss the padding?
(xorpad size is defined in MB anyway)
 
Just asking is it possible cheat's could be found in the disassembled game/files ?

I know it not possible to use a cheat file of any type, so maybe cheat's could be assembled into the compiled game it's self and tested...

Just a thought.. are is it not possible ?.

Then again... RAM search would be hard without the game in action , nor program could use a file alone.
 
Just asking is it possible cheat's could be found in the disassembled game/files ?

I know it not possible to use a cheat file of any type, so maybe cheat's could be assembled into the compiled game it's self and tested...

Just a thought.. are is it not possible ?.

depends on your definition of "cheats" like you can change what pokemon appear in X&Y....that could be classed as a cheat.....and i imagine if you know what your doing/looking for you could edit stuff like kart speeds in mario kart for example
 
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depends on your definition of "cheats" like you can change what pokemon appear in X&Y....that could be classed as a cheat.....and i imagine if you know what your doing/looking for you could edit stuff like kart speeds in mario kart for example


Action replay / Code breaker . type I should have mention .

I get you're point, but I edited my post on page 68 just be four you posted .

My 3DS xl firmware is beyond GW sadly got updated by mistake , so will need to look out for other 3DS .

Just anyone else who knows, but as in my edited post mention that , A program would be useless with RAM search because a game will need to be running, still file will be no good.
 
Just anyone else who knows, but as in my edited post mention that , A program would be useless with RAM search because a game will need to be running, still file will be no good.


Pretty sure Action replay and such work by temporarily modifying the rom itself (In memory, of course). Not by directly editing the ram.

It would be pretty tough to find exact sections of the ram every time the game starts, as specific data is usually stored in completely different locations on every reset. If you wanted a ram editor for cheating, you'd need some type of program that works like Cheat Engine. Scan for a value, change it in game, scan for the new value.
 

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