ROM Hack Smash3DS - Updated ROM Hacking Guide

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Yup, just edit line 2 of Script.bat to a path of the code.bin you want to inject.
Is the rebuilt update cia supposed to be smaller?
5wZItO2.png
 
Last edited by ih8ih8sn0w,
Is the update cia supposed to be smaller?
5wZItO2.png
I think there isnt as much padding when your rebuild the cia, so it should be good to go. Just remember to delete the installed update before you try to install this new one.
 
So... is it possible to inject a code.bin into an update cia with this? I need an updated saltysd cia for some testing...
I have 1.1.6 SaltySD update CIAs on mega already if you want or if the one you built doesn't work for you.
 
Testing the SSS Editor now, and in my case, most stages are named incorrectly. The Paper Mario Stage is listed as 'FzeroSfc' but still has series listed as Mario.
i didnt really test, and i used the order from 1.0 (which should still be correct but :/). Can you PM me any bugs you find? I'll fix them in the next update.
 
Thanks for this. Will probably simplify the process for noobs. :)

Also, I noticed while hacking that changing the menu BGM will either result in the game crashing or refusing to play the music at all. Can you think of any fix? Would this be something worth noting on the guide for those that might want to change the menu music?
Menu music works for me
 
AAAAAAHHHH lick my niiiipsss!
Thanks for doing another updated guide. Maybe I can finish my Bonzi Buddy eventually.
 
Round up to the nearest left most byte (idk what else to call it :/) Textures should be from xxx0 to xxx0, so you will usually end up with something like x000 for the size (why you need to round up)

What do you mean by that?
I made a little change in Battlefield in Ohana3DS, and when I compared both unmodified and modified, for the first offset I got CB84 and for the last one I got 4477F, and when you find the difference, you get 37fbf (which in decimal it is 228347). How do you round that to the nearest left byte?

(EDIT: Also, I found out that just replacing the stage textures inside Ohana3DS is just completely easier than all of the hex editing. Then again I might be doing something wrong or looking in the wrong section.)
 
Last edited by SolMeiLei,
It actually means the dll files. They come with Ohana 3ds rebirth, but not Ohana 3ds. Use this:)
I'll add this to the pack in the OP, thanks!

EDIT: Original Ohana is actually required for the guide, but I remember having an issue with original ohana that was fixed with the Rebirth .dlls, so Ill just put the .dlls into the pack.
What do you mean by that?
I made a little change in Battlefield in Ohana3DS, and when I compared both unmodified and modified, for the first offset I got CB84 and for the last one I got 4477F, and when you find the difference, you get 37fbf (which in decimal it is 228347). How do you round that to the nearest left byte?

(EDIT: Also, I found out that just replacing the stage textures inside Ohana3DS is just completely easier than all of the hex editing. Then again I might be doing something wrong or looking in the wrong section.)
Pinging @ih8ih8sn0w
 
Last edited by Yudowat,
What do you mean by that?
I made a little change in Battlefield in Ohana3DS, and when I compared both unmodified and modified, for the first offset I got CB84 and for the last one I got 4477F, and when you find the difference, you get 37fbf (which in decimal it is 228347). How do you round that to the nearest left byte?

(EDIT: Also, I found out that just replacing the stage textures inside Ohana3DS is just completely easier than all of the hex editing. Then again I might be doing something wrong or looking in the wrong section.)
What I meant by that is texture sizes need to be say 38000 for your example. Due to the way etc1 is formatted I guess causes some bytes to not be edited when you import. The reason why I say to hex edit is because mipmaps do not get edited and I don't know enough c# to make an ohana3ds build for it.
 
What I meant by that is texture sizes need to be say 38000 for your example. Due to the way etc1 is formatted I guess causes some bytes to not be edited when you import. The reason why I say to hex edit is because mipmaps do not get edited and I don't know enough c# to make an ohana3ds build for it.

I just don't get it. You can simply edit the textures in with Ohana3DS.
ubhqZXh.jpg

QC7sJIO.jpg

XyvteOL.jpg
 
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I just don't get it. You can simply edit the textures in with Ohana3DS.
ubhqZXh.jpg

QC7sJIO.jpg

XyvteOL.jpg
Regardless of Ohana's situation which I'll ultimately fix in the guide once this is sorted, I need that skin, it looks so sexy omg
 
err, that guide was written for stage textures which have mipmaps. I guess the skyboxes don't have them o-o

Ah, my b. It's just that that part of the guide was listed as "Custom Stage Textures" and I'm like "wait, you can just do that in Ohana"
(Also, what are mipmaps? I've seem to forgot...)


Regardless of Ohana's situation which I'll ultimately fix in the guide once this is sorted, I need that skin, it looks so sexy omg
You mean the Battlefield background skin? It's just a quick re-edit of the sky to prove my point, but if you want it, here it is.
 

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Ah, my b. It's just that that part of the guide was listed as "Custom Stage Textures" and I'm like "wait, you can just do that in Ohana"
(Also, what are mipmaps? I've seem to forgot...)



You mean the Battlefield background skin? It's just a quick re-edit of the sky to prove my point, but if you want it, here it is.
mipmaps are basically used to reduce gpu load by having smaller textures for the game to use instead of shrinking the larger texture.
 

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