ROM Hack [Release] Every File Explorer

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O awesome ! With this we can get/place graphics as well, right? Can't wait to start translations! *w*

Oh yes, there are any pcae with the tools from 3DS rom hacking? I'm starting here and totally lost e3e
 
Interesting project. I'm sure the plugin system will come in handy whenever we run across some less common file formats.

Relatedly, is there any documentation for that?

Thanks!

No, I did not properly document it yet. But by looking at the source of the existing plugins it shouldn't be too hard to figure out.
 
Is there any way you'll be able to implement Ace Attorney: Dual Destinies .arc .mod and .mrl file support?
(Sorry if someone already asked you this, I wasn't able to read the whole thread.)
 
Last edited by , , Reason: lol this post was old af but it stuck out like a sore thumb
Is it possible to edit/create bcmdl files with this tool? If so I can't see how. I exported one to an obj file which gave me textures, I edited those textures and then want to write back the changes so they show up in game.


Not yet, but it will eventually. It'll most likely support extracting model and bone data to a familiar output, along with the textures, and then re-importing them. That'll be a lot of fun.
 
I figure this is the best place to put this. The game "Brunswick Pro Bowling" has an ELF in its RomFS that contains full debugging info. Not only that, but this game also uses moflex videos. So, that means REing the moflex format should be much, much easier than going at it blindly. Hopefully someone can take a look into it.
 
I figure this is the best place to put this. The game "Brunswick Pro Bowling" has an ELF in its RomFS that contains full debugging info. Not only that, but this game also uses moflex videos. So, that means REing the moflex format should be much, much easier than going at it blindly. Hopefully someone can take a look into it.


Interesting find, that's certainly worth looking into. It being left in the game files is a bit peculiar.

Are you just blindly grabbing roms and checking what's in 'em? :P
 
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I figure this is the best place to put this. The game "Brunswick Pro Bowling" has an ELF in its RomFS that contains full debugging info. Not only that, but this game also uses moflex videos. So, that means REing the moflex format should be much, much easier than going at it blindly. Hopefully someone can take a look into it.

Could you send me that elf file? That might be very helpful indeed.
 
Oh yeah, one other thing I wanted to ask, does EFE have BMG file format compatibility like MKDS Course Editor did? For some odd reason, my computer refuses to show me exactly which file formats your program supports.
 
I do not know if anyone else has had this problem, but whenever I try to convert a .wav file to a .bcstm file with the latest weekly build, I get this error instead of a converted file:
Code:
************** Exception Text **************
LibEveryFileExplorer.Files.SignatureNotCorrectException: Signature '
Is there a way to fix this?
 
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Oh yeah, one other thing I wanted to ask, does EFE have BMG file format compatibility like MKDS Course Editor did? For some odd reason, my computer refuses to show me exactly which file formats your program supports.

BMG is not implemented yet.

I do not know if anyone else has had this problem, but whenever I try to convert a .wav file to a .bcstm file with the latest weekly build, I get this error instead of a converted file:
Code:
************** Exception Text **************
LibEveryFileExplorer.Files.SignatureNotCorrectException: Signature '
Is there a way to fix this?

Could you post the whole exception text?
 
BMG is not implemented yet.



Could you post the whole exception text?
Sorry for the late reply.

efe execption.PNG


I also get this message when I close EFE after failed conversions:

efe error.PNG
 
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Sorry for the late reply.

View attachment 13427

I also get this message when I close EFE after failed conversions:

View attachment 13428
The top one seems to be related to your wav file. It can't find a certain signature.

The bottom one has to do with the initialization of the audio player stuff. I don't exactly know how to fix it.
Any updates? The viewer hasn't been compiled since November.

It has been updated (look at github for what was changed), but it was not that special to mention it here.
 
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Coverted a wav to bcstm, and imported using the theme tool. It plays, but does this...
(m4a file)

It's nice that it plays, but it shouldn't have all the weird sounds. For the record, I converted from a mono wav file.

edit:
And rebooting the 3ds fixed it. Odd.

If you could figure out how to set the bcstm's to loop, that would be very nice! I also don't know much about audio compression, but a way to lower the file size would also be amazing. I don't know how any of this works, so if what I ask is impossible, I apologize.
 
Coverted a wav to bcstm, and imported using the theme tool. It plays, but does this...
(m4a file)

It's nice that it plays, but it shouldn't have all the weird sounds. For the record, I converted from a mono wav file.

edit:
And rebooting the 3ds fixed it. Odd.

If you could figure out how to set the bcstm's to loop, that would be very nice! I also don't know much about audio compression, but a way to lower the file size would also be amazing. I don't know how any of this works, so if what I ask is impossible, I apologize.

You can loop bcstms by looping bcwavs and converting them. I made a tool here:http://gbatemp.net/threads/bcwav-to-bcstm-converter.377498/ that converts the header for the most part. You would just need to move the DATA partition. Currently it only works with PCM16, PCM8 is almost supported, which creates a file 1/2 the size of a PCM16.
 

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