1. Vulpes-Vulpeos

    OP Vulpes-Vulpeos GBAtemp Regular
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    banner1.bcmdl.00.png
    Hello. This is Picross S for Nintendo 3DS.
    Mod is based on Picross E9. Saves from Picross E9 are compatible (clean save with special puzzles unlocked).
    It uses titleID from Picross E (Jap).

    About mod:
    - all puzzles from Picross S for Nintendo Switch.
    - music and sfx from Picross S for Nintendo Switch.
    - all graphics was drawn/redrawn/adapted for Nintendo 3DS.
    - because of limitations, I had to sacrifice look of some elements. For example, to get picross info to look like on switch I had to sacrifice the look of the top screen when you solve the picross.

    Picross E9 has 15 special puzzles and 3 micross puzzles, which Picross S doesn't have. I need advice what to do with them.
    There is a collection of Picross S 1-3 with exclusive puzzles released in China, but I can't find normal info about it or .nsp. If someone has this collection, please, send me screenshots of this exclusive picrosses (complete pictures + picross fields).


    Getting it on 3DS:
    1. You'll need to extract and rebuild the .cia. The loading times with LayerdFS patch are horrible.
    2. You can read how to do it here.
    3. "Romfs" archive has files that go into extracted romfs folder.
    4. "Banner and id change files" archive has banner files and files to change game name and titleid.

    Download:
    MEGA

    1.png
     
    Zense, MattyXB, Borfie and 3 others like this.
  2. Dash_Ravishing

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    Hey, this is fantastic work. I've been a big Picross player for a while now; I find the puzzles are perfect during my commute.
    Did you have much difficulty decompiling the ROM, and figuring out how puzzles are structured?
     
  3. Vulpes-Vulpeos

    OP Vulpes-Vulpeos GBAtemp Regular
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    No, it's easy process. Guide.

    It wasn't that difficult. The structure of picross files is relatively simple: [size][picross body][numbers] and [size][picross body][columns and rows with mega numbers][numbers]. You can edit picross files with any hex editor.
    Also you'll need custom tool to work with .jtex files that contain picorss images, as Kukki from Kuriimu can't open them.

    I wanted to port all picross s games (only modes that are supported by Picross E9), but because of lack of interest I put this project on hold.
     
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  4. CMDreamer

    CMDreamer GBAtemp Maniac
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    Great! This looks fantastic!

    I'm a fan of puzzle games and actually I've been playing Picross for DS on my DSi XL.

    Now I need to get this to work (on my 3DS ofc)... will read the tutorial provided and might post back in here just in case I get stuck at some point.

    Thanks for sharing!
     
  5. Dash_Ravishing

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    I wouldn't mind forward-porting the two Gameboy Picross games, and the 9 SNES Picross games; or perhaps write a puzzle generator that takes 15x15 snippets of sprites from NES spritesheets, and formats them into Picross puzzles. The same could be said for larger sprites and Micross puzzles.
     
  6. Hipcheck7

    Hipcheck7 Member
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    I am unable to recompile the cia.
    If I use packhack 12, I get a "program unable to start" error and no cia is created
    if I used packhack 9, the cia is created, but has an error when installing with fbi

    Any help you can provide is appreciated.
     
  7. MattyXB

    MattyXB GBAtemp Regular
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    Thank you very much for all your english translations from the 3DS Picross games. I like most the Pictlogica Final Fantasy. Never heard from that befor and found it, because of your translation. Thanks.
    Also thanks for this hack.

    I have one small problem with this hack here. Game itself work fine, but it didn't show the Titles from the Levels, when they finished. Your picture shows the Title Key from the first Level, but in Citra (tested more versions) it didn't show them for me, I open some Levels and noone shows the Title after finish. Unfinished its "????????" and finish its empty. Is this an Emulator problem, or did I miss some files?

    The translated e9 Version show the Title (Door is the first). But the hacked Version didn't.
    Also the first Touch screen "Let's play! Let's Smile!" is only white in this hack for me, what is no big problem. Not sure if this is the same problem, or just an Emulator problem?
     
  8. Vulpes-Vulpeos

    OP Vulpes-Vulpeos GBAtemp Regular
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    Sorry, but I have no idea. On real hardware it works perfectly.
     
  9. HelpTheWretched

    HelpTheWretched GBAtemp Regular
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    Thanks a lot for making this mod, I wish I had seen it sooner.

    I got it working as a .3ds file and it plays perfectly in Citra!

    Unfortunately I can't seem to get a working .cia file. I've tried 4 different source copies of Picross e9 (including a GodMode9 dump of my own copy) and every time I compile the .cia, it's completely invalid according to FBI. No title or icon appears, and it always shows this:
    Title ID: 0004000000642000
    Region: Unknown


    It's really weird because your other translation patches worked fine!

    I'm using an older version of HackingToolkit9DS (from when it was still called 3DS), but like I said, it worked for other patches. And when I try using the latest version, it doesn't extract any of the decrypted partitions to "Extracted_____" folders.

    I know you aren't here for HackingToolkit troubleshooting but if you happen to know what would cause either problem, that would be great to know.

    [EDIT]
    Somebody in the HackingToolkit thread reported a similar problem (different game though) and I think it might be the cause. Gonna try with v9.

    [EDIT 2] Yeah it didn't work with v9 either.
     
    Last edited by HelpTheWretched, Jun 29, 2021
  10. HelpTheWretched

    HelpTheWretched GBAtemp Regular
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    Just wanted to report that I got this (mostly) working!

    Could not figure out why HackingToolkit9DS (V12) wouldn't rebuild, but it's apparently a really common problem.

    So I looked at the differences between the various Header .bins dumped by V12 and your edited copies to see what the differences were, then applied those differences to the ones dumped by V9, which it turns out, had a couple bytes different. Notice in my post above, applying your patches previously resulted in a TitleID ending in 00642000, when it should have been 00064200. It probably threw off a few other important things too.

    The only thing that didn't work was the custom banners, but I recall from working on my Tri Force Heroes mod that V9 also requires banner.bin to be edited, so I'll try that soon.

    If anybody else is having trouble compiling this mod due to HackingToolkit9DS being fickle, feel free to message me.
     
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