Virtual Console Save Conversion

Discussion in 'Wii - Hacking' started by s3phir0th115, Jul 11, 2009.

Jul 11, 2009
  1. s3phir0th115
    OP

    Member s3phir0th115 GBAtemp Advanced Fan

    Joined:
    Dec 31, 2008
    Messages:
    700
    Country:
    United States
    I've been fiddling around with FE100 to try to get my virtual console saves compatible with my emulators.

    So far, I got the save to my favorite game, Super Mario RPG, extracted. It turns out I was able to just rename the file to an .srm and it worked fine on snes9x as a regular save file.

    I wanted to test the same process for Nintendo 64 games, so I saved in Majora's mask, unpacked the save, and I'm confused.

    For one, the save file does not match in file size from what Project64 was able to create. Additionally, renaming the file to try to get Project64 to load it does not work either. It has eep in the name, which suggests to me that it's a eeprom save file of some sort, but the file size still doesn't make sense to me.

    Would anyone know how to get the saves converted between whatever the virtual console uses and what emulators use, and vice versa?

    I would also appreciate any information that can be offered for other virtual console game systems as well. My goal in this process is a way to use the virtual console to emulate troublesome games on the wii, while being able to have the saves work on standard emulators like snes9x for the snes, Project64 for the N64, etc.
     
  2. s3phir0th115
    OP

    Member s3phir0th115 GBAtemp Advanced Fan

    Joined:
    Dec 31, 2008
    Messages:
    700
    Country:
    United States
    Does no one seriously know? I would think there would be knowledge on this considering there are all sorts of things for injecting virtual console games.
     
  3. Tagg7

    Member Tagg7 GBAtemp Fan

    Joined:
    Jun 24, 2007
    Messages:
    394
    Country:
    United States
    Perhaps ask in the FE100 thread?
     
  4. s3phir0th115
    OP

    Member s3phir0th115 GBAtemp Advanced Fan

    Joined:
    Dec 31, 2008
    Messages:
    700
    Country:
    United States
    I would, but it doesn't appear to be a problem with FE100. It is able to unpack and pack the saves just fine, so it's doing its job properly.

    My issue is what to do with one of the extracted files. (The save. The rest are pictures.) I have no idea how I can convert it to something that is standard.
     
  5. WB3000

    Member WB3000 GBAtemp Advanced Fan

    Joined:
    Apr 5, 2007
    Messages:
    668
    Country:
    United States
    Have you looked at a standard save in comparison to the Wii format? You should use a hex editor and see if there may be only slight differences. [​IMG]
     
  6. s3phir0th115
    OP

    Member s3phir0th115 GBAtemp Advanced Fan

    Joined:
    Dec 31, 2008
    Messages:
    700
    Country:
    United States
    I just tried what you advised. From what I saw in the Wii format, it has a lot of "AA"'s at the end of it. That would indicate to me that the file was just padded or something to make it 256 kb. I decided to back up the save, and remove all of the A's at the end of it.

    I believe I've made progress, as now the save appears to take up the exact same amount of space as the one made from the emulator. However, the emulator still can't load it.

    Any suggestions?
     
  7. s3phir0th115
    OP

    Member s3phir0th115 GBAtemp Advanced Fan

    Joined:
    Dec 31, 2008
    Messages:
    700
    Country:
    United States
    A status update of sorts. I think I have it figured out. I did a byte flip operation in hex workshop on the Nintendo save, and it now loads in the emulator. Now to just see if I can reproduce the results to inject my own save in.....

    UPDATE:

    I tried converting my own emulator save to get it to work on the virtual console. I got it to work. I did the same bye flip operation on my own save so that it was like the original one, then I added padding at the end so that it matched up in filesize with what the Nintendo save was originally.

    Then, I named the file as it was originally in the extracted save and proceeded to pack it up using FE100. I then put it on the SD card, and copied it to the Wii.

    Amazingly enough, it loaded the save just fine on the virtual console. So I can now officially say the saves are compatible, the data is just "byte flipped and padded at the end", I guess you would say.

    Thanks a lot WB3000 for the suggestion. Now I can start where I left off on the emulator.....

    The only question I can think of now is if it's the same process for all types of saves, since there are different N64 save types. I'll have to look into this later.

    If anyone else has any findings on this general topic, feel free to post. I'm sure this information is desired given that many of us are also emulation enthusiasts.
     
  8. Treflex

    Member Treflex GBAtemp Regular

    Joined:
    Feb 1, 2008
    Messages:
    179
    Location:
    New Jersey, USA
    Country:
    United States
    A few months ago i extracted my save from the gamecube collector's edition version of zelda mm, and after a bit of hex cutting and pasting, I inserted it into the wii vc edition data.bin file. i'll try and find my notes later, i'm sure it'll be of help
     
  9. shawnanastasio

    Newcomer shawnanastasio Advanced Member

    Joined:
    May 15, 2011
    Messages:
    98
    Country:
    United States
    Sorry to dig this old thread up but i am desperate. I need to convert my paper mario 64 save to work on an emulator. i removed all the A's but i do not know how to do the so called "byte flip operation" any help would be GREATLY appreciated.

    Thanks,
    Shawn
     
  10. WiiCrazy

    Member WiiCrazy Be water my friend!

    Joined:
    May 8, 2008
    Messages:
    2,391
    Location:
    Istanbul
    Country:
    Turkey
    In case of word unit is 16 bit,

    say the data you want to flip is like this...

    CA FE BA BE DE AD BE EF

    after the flip it becomes...

    FE CA BE BA AD DE EF BE

    Talking about 32 bit word size, you shift it like this,

    BA BE CA FE BE EF DE AD

    64 bit? It becomes

    DE AD BE EF CA FE BA BE

    Topic starter already mentions a program (hex workshop) where you can do this,

    Here is a good read about this : http://en.wikipedia.org/wiki/Endianness
     
  11. shawnanastasio

    Newcomer shawnanastasio Advanced Member

    Joined:
    May 15, 2011
    Messages:
    98
    Country:
    United States
    i have hex workshop. so do i manually flip everything????? sorry to sound like a noob.
     
  12. WiiCrazy

    Member WiiCrazy Be water my friend!

    Joined:
    May 8, 2008
    Messages:
    2,391
    Location:
    Istanbul
    Country:
    Turkey
    Tools -> Operations -> Byte Flip

    Then select the appropriate option, it depends on the target system's word size (16, 32, 64)
    I don't have an idea regarding what word size used in the n64 saves.. word size is generally equal to the data bus width of the system in question.. n64 suggest 64 bit but there is no mandatory agreement that every data file should use system's word size...

    ps: wikipedia says "N64 game-titles generally used faster (and more compact) 32-bit data-operations" then 32-bit is the best candidate...
     
  13. shawnanastasio

    Newcomer shawnanastasio Advanced Member

    Joined:
    May 15, 2011
    Messages:
    98
    Country:
    United States
    n64 word size is 32-bit and THANK YOU!!!
     
  14. MarshallLeeBack

    Newcomer MarshallLeeBack Member

    Joined:
    Apr 13, 2012
    Messages:
    13
    I know this thread is pretty old now, but this actually works, I did it to my Ocarina Of Time VC save game.
    Link's name shows up as a corrupted mess on all 3 files, but the game loads right where I left off, which is good enough for me to conclude my LP.
     
  15. sam.walker22

    Newcomer sam.walker22 Newbie

    Joined:
    Jun 21, 2013
    Messages:
    3
    Location:
    Manchester, United Kingdom
    Country:
    United Kingdom
    Sorry to dig this up.. again!

    So I've saved my game from Project64 (actually saved game, as in opened the menu in game and pressed save, not just pressed F5) and that gives me a .sra file... right?

    So I've opened the .sra file in Hex Workshop, done tool > operations > byte flip, selected 32bit, then saved to my wii SD in private/wii/title/NACP and called it data.bin (its ocarina of time virtual console)

    Then when I put the SD in my wii to try transfer the save over to my console.. it's not there!

    What am I doing wrong? Or have I just completely got the wrong idea here..?
     
  16. Cereal Killer

    Newcomer Cereal Killer Newbie

    Joined:
    Aug 8, 2014
    Messages:
    1
    Country:
    United States
    Sorry to dig this up yet again, but i just need some help. I'm trying to get my majora's mask VC save to work in project 64, so I got the hex editor mentioned and found the save on my SD card. I opened up the file, but I don't see the AA padding at the end of the file. All I see is 00, and when i remove those the file is the exact same size. can anyone tell me what im doing wrong? Thanks!
     
  17. Rob Blou

    Member Rob Blou GBAtemp Advanced Fan

    Joined:
    Jul 16, 2013
    Messages:
    627
    Country:
    Canada
    Hey guys, I'm trying to extract a N3DS Snes VC save with save data filer but it's in red and it says it's corrupted. Any idea of how I could do this? thx
     

Share This Page