ROM Hack [Smash 3DS] Complete ROM Hacking guide (Textures, music, SFX/voice clips)

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RetroGamer732

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Thanks, I owe you one :)

Is there any way to change a song from Original to Remix (or vice versa) in Sound Test? I don't really need it (seeing as changing song names works fine), but you know, for completion's sake.
Sorry, I don't know at the moment, but I'll look later and see what I can find.
 

Blazingflare

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I have most of the important bytes nailed down for the CSS. The only things I have left is changing the announcer call on the CSS and finding exactly what byte or bytes changes the character name text that shows on the victory screen.
I also need to find out the character IDs and the cosmetic IDs.
I think the announcer call on the CSS is controlled by a different file, probably narration_param.bin, because of the character alts. I replaced every single one of Mario's bytes with Donkey Kong's except for the one that determines the slots position on the CSS, and the announcer would still call out Mario on the CSS.

Code:
0x00-01 - Start
0x03 - Mystery byte (some characters have it and some don't)
0x05 - mystery byte (some characters have it and some don't)
0x09 -
0x4E - Cosmetics and icon ID
0x50 - mystery byte(fighter files exist?)(0 on slots like masterhand/crazyhand ect. 1 on most everything else)
0x52 -
0x54 -
0x59 - series icon
0x5E -
0x63 - character ID
0x68 - number of selectable costumes
0x6D - announcer call? Character victory screen name?
0x6f -
0x71 - Page number
0x77 -
0x79 - CSS position
0x7B -
0x7D-7E - end

Here's what I consider a character slot so my offsets make sense.
Code:
FF FF 02 01 02 00 02 00 02 00 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 00 05 00 00 00 04 02 01 02 01 02 01 05 00 00 00 09 06 00 00 00 01 05 00 00 00 03 06 00 00 00 08 06 00 00 00 19 02 00 02 00 02 00 02 00 02 01 02 01 02 01 05 FF FF
That's Mario

You can set each character's costume amounts to 10 to give them 16 different costume slots as opposed to the regular 8. If the game can't find the files for a costume slot, the game will instead load the character's default costume and use the general placeholder cosmetic files. I don't know what will happen if you try to increase Bowser Jr's costumes.

The way the character slots are set up, I don't think it will ever be possible to make any special characters besides the mii fighters selectable online. The mii fighters have the slot fully set up like every other fighter in the game and only need the slot made visible on the CSS. The rest of the special character slots are mostly dummied out and will probably never work online.
 
Last edited by Blazingflare,

ArcPh1r3

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You can set each character's costume amounts to 10 to give them 16 different costume slots as opposed to the regular 8.
So you could give Mario 8 Doctor Mario costumes for the people who want to play Doc without playing a lower tier character?
 

RetroGamer732

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I have most of the important bytes nailed down for the CSS. The only things I have left is changing the announcer call on the CSS and finding exactly what byte or bytes changes the character name text that shows on the victory screen.
I also need to find out the character IDs and the cosmetic IDs.
I think the announcer call on the CSS is controlled by a different file, probably narration_param.bin, because of the character alts. I replaced every single one of Mario's bytes with Donkey Kong's except for the one that determines the slots position on the CSS, and the announcer would still call out Mario on the CSS.

Code:
0x00-01 - Start
0x03 - Mystery byte (some characters have it and some don't)
0x05 - mystery byte (some characters have it and some don't)
0x09 -
0x4E - Cosmetics and icon ID
0x50 - mystery byte(fighter files exist?)(0 on slots like masterhand/crazyhand ect. 1 on most everything else)
0x52 -
0x54 -
0x59 - series icon
0x5E -
0x63 - character ID
0x68 - number of selectable costumes
0x6D - announcer call? Character victory screen name?
0x6f -
0x71 - Page number
0x77 -
0x79 - CSS position
0x7B -
0x7D-7E - end

Here's what I consider a character slot so my offsets make sense.
Code:
FF FF 02 01 02 00 02 00 02 00 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 00 05 00 00 00 04 02 01 02 01 02 01 05 00 00 00 09 06 00 00 00 01 05 00 00 00 03 06 00 00 00 08 06 00 00 00 19 02 00 02 00 02 00 02 00 02 01 02 01 02 01 05 FF FF
That's Mario

You can set each character's costume amounts to 10 to give them 16 different costume slots as opposed to the regular 8. If the game can't find the files for a costume slot, the game will instead load the character's default costume and use the general placeholder cosmetic files. I don't know what will happen if you try to increase Bowser Jr's costumes.

The way the character slots are set up, I don't think it will ever be possible to make any special characters besides the mii fighters selectable online. The mii fighters have the slot fully set up like every other fighter in the game and only need the slot made visible on the CSS. The rest of the special character slots are mostly dummied out and will probably never work online.
I'm sorry if I sound demanding, but how would I make the mii slots visible on the css?
 
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Yudowat

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I have most of the important bytes nailed down for the CSS. The only things I have left is changing the announcer call on the CSS and finding exactly what byte or bytes changes the character name text that shows on the victory screen.
I also need to find out the character IDs and the cosmetic IDs.
I think the announcer call on the CSS is controlled by a different file, probably narration_param.bin, because of the character alts. I replaced every single one of Mario's bytes with Donkey Kong's except for the one that determines the slots position on the CSS, and the announcer would still call out Mario on the CSS.

Code:
0x00-01 - Start
0x03 - Mystery byte (some characters have it and some don't)
0x05 - mystery byte (some characters have it and some don't)
0x09 -
0x4E - Cosmetics and icon ID
0x50 - mystery byte(fighter files exist?)(0 on slots like masterhand/crazyhand ect. 1 on most everything else)
0x52 -
0x54 -
0x59 - series icon
0x5E -
0x63 - character ID
0x68 - number of selectable costumes
0x6D - announcer call? Character victory screen name?
0x6f -
0x71 - Page number
0x77 -
0x79 - CSS position
0x7B -
0x7D-7E - end

Here's what I consider a character slot so my offsets make sense.
Code:
FF FF 02 01 02 00 02 00 02 00 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 00 05 00 00 00 04 02 01 02 01 02 01 05 00 00 00 09 06 00 00 00 01 05 00 00 00 03 06 00 00 00 08 06 00 00 00 19 02 00 02 00 02 00 02 00 02 01 02 01 02 01 05 FF FF
That's Mario

You can set each character's costume amounts to 10 to give them 16 different costume slots as opposed to the regular 8. If the game can't find the files for a costume slot, the game will instead load the character's default costume and use the general placeholder cosmetic files. I don't know what will happen if you try to increase Bowser Jr's costumes.

The way the character slots are set up, I don't think it will ever be possible to make any special characters besides the mii fighters selectable online. The mii fighters have the slot fully set up like every other fighter in the game and only need the slot made visible on the CSS. The rest of the special character slots are mostly dummied out and will probably never work online.
By character name text on the victory screen, do you mean the text that flies in from the side on the top screen? If so I can tell you how to change it.
 

Yudowat

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I have most of the important bytes nailed down for the CSS. The only things I have left is changing the announcer call on the CSS and finding exactly what byte or bytes changes the character name text that shows on the victory screen.
I also need to find out the character IDs and the cosmetic IDs.
I think the announcer call on the CSS is controlled by a different file, probably narration_param.bin, because of the character alts. I replaced every single one of Mario's bytes with Donkey Kong's except for the one that determines the slots position on the CSS, and the announcer would still call out Mario on the CSS.

Code:
0x00-01 - Start
0x03 - Mystery byte (some characters have it and some don't)
0x05 - mystery byte (some characters have it and some don't)
0x09 -
0x4E - Cosmetics and icon ID
0x50 - mystery byte(fighter files exist?)(0 on slots like masterhand/crazyhand ect. 1 on most everything else)
0x52 -
0x54 -
0x59 - series icon
0x5E -
0x63 - character ID
0x68 - number of selectable costumes
0x6D - announcer call? Character victory screen name?
0x6f -
0x71 - Page number
0x77 -
0x79 - CSS position
0x7B -
0x7D-7E - end

Here's what I consider a character slot so my offsets make sense.
Code:
FF FF 02 01 02 00 02 00 02 00 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 01 02 00 02 00 02 00 02 00 02 00 02 00 02 00 02 00 05 00 00 00 04 02 01 02 01 02 01 05 00 00 00 09 06 00 00 00 01 05 00 00 00 03 06 00 00 00 08 06 00 00 00 19 02 00 02 00 02 00 02 00 02 01 02 01 02 01 05 FF FF
That's Mario

You can set each character's costume amounts to 10 to give them 16 different costume slots as opposed to the regular 8. If the game can't find the files for a costume slot, the game will instead load the character's default costume and use the general placeholder cosmetic files. I don't know what will happen if you try to increase Bowser Jr's costumes.

The way the character slots are set up, I don't think it will ever be possible to make any special characters besides the mii fighters selectable online. The mii fighters have the slot fully set up like every other fighter in the game and only need the slot made visible on the CSS. The rest of the special character slots are mostly dummied out and will probably never work online.
Using the msbt editor, edit ui/message/melee.msbt I'm unsure if you can add or take letters from the name (I haven't had much success) but a '.' Is a new letter and '...' Is a new line.
Eg. C.A.P.T.A.I.N...F.A.L.C.O.N
CAPTAIN
FALCON
 

Damon_girl

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I finished my Link texture if anybody wants to use it. Enjoy! :)
 

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Damon_girl

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I heard that replacing super sonic over regular sonic crashes the game so I attempted to make my own.

Edit: It's a work in progress haha.
 

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shadowofchaos

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now we wait for a project to put the removed sexy Tharja trophy back in the game based solely on the leaked photos and with a master re-creation artist and a mod that renames Corrin back to Kamui and replaces the English voices and English announcer voices for Kamui with the Japanese voices and a mod that makes Smash 3DS actually play the Fire Emblem If theme on the Regna Ferox stage. that way @shadowofchaos would no longer have to edit the Japanese voices into all of his weeaboo Robin/Reflet/Kamui Smash 3DS videos and all weeb tastes for Fire Emblem in Smash can be fulfilled. too bad this would be a lot for anyone to do and unless a team actually forms together of people interested in doing this, it likely won't happen. I just want muh Tharja trophy back in. pls teach me how to art full trophies back in lmao

I *DON'T* edit Japanese voices into my Smash 3DS videos.

They're in Japanese because I have a Japanese 3DS.
 

WarioTails358

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has anyone got the custom importer for models to save any edits? I tried putting a goomba over the barrel you throw as a item but when I imported the item it shows up textureless and I can't save my edits.
 

KnightMario

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has anyone got the custom importer for models to save any edits? I tried putting a goomba over the barrel you throw as a item but when I imported the item it shows up textureless and I can't save my edits.
Make sure you are using Ohana, not Ohana Rebirth. As far as model importing, I have no idea.
 
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