[started] (PSMC) pokemon super mystery crack {rom hack}

Discussion in '3DS - ROM Hacking, Translations and Utilities' started by DarkRioru, Mar 9, 2016.

  1. DarkRioru
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    DarkRioru Dream Beeeeeaaaammmm!!!

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    since before psmd came out on n3ds, I wanted to create an on crack version of PSMD but didn't have the text editor but thanks to @evandixon and his latest sky-editor, my on crack parody I always dreamed for can become a reality... my inspiration is the pmd: red rescue team one-shot parody on youtube... and many other on crack parodies on the internet... helpful tips and ideas for funny things I can say in my on crack parody of PSMD will be on the edge of the forum... :rofl2:

    Update: gotta keep it at a T-rating because of personal reasons

    things I need help with
    -TITLE EDITING
    -T-rated story idea/the basics in a T-rated game
    -character portrait editing if possible
    -music/refrences I can input into the game (as long as the music isn't some strange unchangable file type)
     
    Last edited by DarkRioru, Mar 15, 2016
  2. MlgPro

    MlgPro Yeah... I dont even know why YOU stopped by

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    That sounds cool m8

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    I am willing to help out just know I am a begginer in programming but whatever U need me to do I am always here ALWAYS.WATCHING <(-)|
     
  3. CeeDee

    CeeDee hm?~

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    Pokemon Hyper Mystery Dungeon
     
  4. MlgPro

    MlgPro Yeah... I dont even know why YOU stopped by

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    Hey i am working on that tech demo even tho I have no programming knowledge I think I am getting the hang of it. I am try to get the new images now before I do anything and trying to finish what this guy started

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    Just made new eater egg sound.

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    Basically I am transferring the files from the original undertake demo to the tech demo
     
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  5. DarkRioru
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    DarkRioru Dream Beeeeeaaaammmm!!!

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    update: can't place gardevoir porn refrences because of personal difficulties so we gotta think of non sexual refrences... at least keep it at a T rating... :3

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    and I also need a way to dump .cxi files...
     
  6. CeeDee

    CeeDee hm?~

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    Braindump
     
  7. DarkRioru
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    DarkRioru Dream Beeeeeaaaammmm!!!

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    sorry let me rephrase that: i meant extract the romfs/exefs/code.bin out of a cxi file
     
  8. Ev1l0rd

    Ev1l0rd (⌐◥▶◀◤) Knight of Void

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  9. MlgPro

    MlgPro Yeah... I dont even know why YOU stopped by

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    Well don't teens know about Mlg so you could probably do a hack on spinda with weed or a cigar because that pokemon looks a little to dizzy for me

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    Probably a small texture hack

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    Wish Nintendo would be lazy and leave the files decrompressed like under tale's files

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    So wait now that I think About I could just redo the whole entire game from the files.

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    Somebody made an andriod port by moving the files soall somebody has to do is make a compiled file that runs on all of the undertale files.

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    Ok for music for your hack m8 um probably something that sounds like mlg not saying that everything has to be Its only because your making a crack hack so i am guessing that you could put smoke weed everyday as the theme and some random dubstep music to go with it
     
  10. evandixon

    evandixon PMD Researcher

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    Sky Editor can do that for you. Just make a new DS Mod Solution, and add the .cxi file to the BaseRom project.
     
  11. MlgPro

    MlgPro Yeah... I dont even know why YOU stopped by

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    Cave story nice YOU TOOK MY BLADE
     
  12. xXDungeon_CrawlerXx

    xXDungeon_CrawlerXx GBAtemp Maniac

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    Yo Guys,
    I just checked the scripts which are "just" compiled lua-scripts (version 5.1.?).
    For example:
    resident_func_for_scripter.lua (decompiled)
    resident_global_game_setting.lua (decompiled)

    unfortunately I'm not able to recompile this scripts 1:1.
    I tried to compile them with luac5.1.4.exe.
    They look similar (small differences in header, recompiled version contains some more "00 00 00 00" bytes (useless?) between stuff but dunno why).
    I tried the recompiled lua-script but the game crashed :(

    There are some differences in the rebuilt file.
    Differences
    red = is missing in the original file (not needed, huh?)
    green = unknown but different value. Probably Version number? Probably it has something to do with the extra "00 00 00 00" bytes? dunno.
    blue = Length of the File-Path (Debug info)

    Would someone help me getting recompiled scripts to work?


    EDIT: Uploaded a Archive which contains the following files:
    - resident_func_for_scripter.lua_cpp (decompiled lua)
    - resident_func_for_scripter.lua (original, compiled file)
    - resident_func_for_scripter (recompiled).lua (recompiled file)
     

    Attached Files:

    Last edited by xXDungeon_CrawlerXx, Mar 15, 2016
  13. psy_commando

    psy_commando Newbie

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    Idk what you're doing exactly, but I've been running edited scripts in psmd for months and I had no issues.

    Warning: Spoilers inside!
    I know that a few specific files tend to not recompile properly, so just doing a full recompile usually doesn't work. Mainly "script/menu/menu_main.lua" has that problem. There might have been some extra bytecode injected in that file on compilation? Or maybe its really just a version specific thing. I can't really say for sure. But that file is pretty much the main entry point for the script engine. So there has to be something special about it. Maybe there's a checksum check on boot? Everything under "event" are callbacks from the game binaries for every scenes in the game.

    But yeah, just try to just recompile one file at a time and test.

    One other thing though. Did you use a 64 bits build of lua by any chances? Because that "8" in your compiled lua file means that the size_t used by that script are 8 bytes.
    Here's the code that writes the lua header
    http://www.lua.org/source/5.1/lundump.c.html#luaU_header
    Code:
    /*
    * make header
    */
    void luaU_header (char* h)
    {
    int x=1;
    memcpy(h,LUA_SIGNATURE,sizeof(LUA_SIGNATURE)-1);
    h+=sizeof(LUA_SIGNATURE)-1;
    *h++=(char)LUAC_VERSION;
    *h++=(char)LUAC_FORMAT;
    *h++=(char)*(char*)&x;         /* endianness */
    *h++=(char)sizeof(int);
    *h++=(char)sizeof(size_t);
    *h++=(char)sizeof(Instruction);
    *h++=(char)sizeof(lua_Number);
    *h++=(char)(((lua_Number)0.5)==0);     /* is lua_Number integral? */
    }
    
    
    For me its still 4.
    Warning: Spoilers inside!
    I used lua for windows's build of lua.

    Also, we've been dismantling that game for months already, so you guys might want to look at what we have already :
    https://projectpokemon.org/forums/s...ry-Dungeon-And-PMD-GTI-Research-And-Utilities

    It works mostly like PMD:GTI, and etrian mystery dungeon inside.
     
    Last edited by psy_commando, Mar 15, 2016
  14. xXDungeon_CrawlerXx

    xXDungeon_CrawlerXx GBAtemp Maniac

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    Ouh, it seems that the problem was that I used the Win64Build.
    Win32Build does work without problem. Thank you!
     
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