ROM Hack [WIP] Ohana3DS tool

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Last edited by GalladeGuy,
You can replace textures using the old Ohana3ds. Go to http://projectpokemon.org/forums/showthread.php?44168-Ohana3DS-(BCH-Tool). Its at the very bottom of the post. Get the one called Ohana3ds (NOT Ohana3ds-Rebirth). Open it with the texture tab, export it, edit it, import it back in. Than just repack everything and use HANS to load the new romfs.

And this is what I don't understand. If the creator of Ohana3DS made an exporter, why can't he implement it for Ohana3DS Rebirth ?
 
I believe he said cause there's multiple types of BCH versions, and he'd have to make a encoder so that EVERY bch version type will be rebuilt properly, and doing that for almost a lot of BCH files would be very tedious and might cause issue's here and there most likely.
 
And this is what I don't understand. If the creator of Ohana3DS made an exporter, why can't he implement it for Ohana3DS Rebirth ?
I don't see what you don't understand since this was already explained more than once here. Im not going to waste my time explaining everything again, so just deal with it.
Its an error while trying to initialize DirectX. Looks like it can't find some dlls or smth like this.
 
Last edited by gdkchan,
I think i solved the issue with the vertex color issue with MBN stages... apparently, from the looks of it, the red and alpha channels are switched.
Ohana/Noesis colors vs fixed colors in 3ds max
gmci0vA.png

edit:
ok... maybe i was wrong about the Red channel.. but the value's thats currently in the red channel goes into the Alpha.. and whats in the alpha (which is all 0's from the stage files i looked at). It could either be RAGB or ARGB instead of BGRA and RGBA.
 
Last edited by Demonslayerx8,
I believe he said cause there's multiple types of BCH versions, and he'd have to make a encoder so that EVERY bch version type will be rebuilt properly, and doing that for almost a lot of BCH files would be very tedious and might cause issue's here and there most likely.

Oh OK. But, this mean that it is possible to have an exporter when the importer will be completed (and when the author will have some rest :p) ?

I don't see what you don't understand since this was already explained more than once here. Im not going to waste my time explaining everything again, so just deal with it.

I undestood every thing, it's just I can't make a sens for all you said. You said that you won't make an exporter because you don't have a 3DS to test it. I totally understand this and I will not force you to buy a 3DS x) But, and this is what I don't understant, the older version of Ohana3DS has an exporter. So it was written some time. And so my question is : Why can't you make an exporter if you made one ?
Or maybe you're not the author of the original Ohana3DS, but if so, who is he ?
 
I undestood every thing, it's just I can't make a sens for all you said. You said that you won't make an exporter because you don't have a 3DS to test it. I totally understand this and I will not force you to buy a 3DS x) But, and this is what I don't understant, the older version of Ohana3DS has an exporter. So it was written some time. And so my question is : Why can't you make an exporter if you made one ?
Or maybe you're not the author of the original Ohana3DS, but if so, who is he ?

Reis was the original author, and the program is (as far as I know) written in a different language than the original Ohana.
As nice as it would be nice to both read and write with this program it may be too early. There are some games that still have weird bugs with the viewer (SSB and animal crossings maps for example)

Also, aren't you the author of everyfileexplorer? Why not lend a hand?
 
Last edited by Coleman_C18,
I undestood every thing, it's just I can't make a sens for all you said. You said that you won't make an exporter because you don't have a 3DS to test it. I totally understand this and I will not force you to buy a 3DS x) But, and this is what I don't understant, the older version of Ohana3DS has an exporter. So it was written some time. And so my question is : Why can't you make an exporter if you made one ?
Or maybe you're not the author of the original Ohana3DS, but if so, who is he ?
Im the author of both programs, as you can see on this github repository:
https://github.com/gdkchan/Ohana3DS

Now Ill explain this again... one last time.
First, the old version of Ohana3DS have a texture replacer, it doesnt create a new BCH file, it just REPLACES the texture data inside it, everything else is untouched. So I wouldn't consider it an exporter.
Now, Ill just quote myself since the rest was already explained:
I said that I'm not really interested in implementing those features because I can't make use of it myself. I enjoy seeing stuff working and being able to open models from other games, is kind of a self-challenge. Creating new files on the other hand is not as great to me, since I can't see the results or test the results myself. I implemented the texture replacement feature because it was easy enough, just needed to make a re-encode for the texture formats, the hardest one being the ETC1 compression, but it was still pretty easy. Rei tested it to me at the time iirc.


Yes, I could. But then I would start fixing up more stuff, implementing other formats, and soon enough would need to keep updating that separated build to have the fixes. I could also implement it on all builds, but that would be inconsistent. I mean, you have an option to replace textures. But can't create or delete (even with an option to do so on the window), also you can change the textures, but not the model. I can see this leading to a lot of confusion. I could add it as a separated windows on the menu (already throught in doing that one time or two), but again that would be just bloating the tool, its easier and more consistent, to make it a viewer only. The main focus of the old tool was always the pokemon games (it have a specific tab to open/extract/insert the texts from pokemon, also support for most if not all containers used on pokemon, an option to edit the map permissions...) while the new one support a lot of other games.
(Hope that its clear now)

Reis was the original author, and the program is (as far as I know) written in a different language than the original Ohana.
As nice as it would be nice to both read and write with this program it may be too early. There are some games that still have weird bugs with the viewer (SSB and animal crossings maps for example)
No, he isn't. He only added a Map Permission editor for Pokemon (that I think was originally made by kaphotics anyway) and other minor stuff like a option to change the viewport background color. He helped to test some stuff too.

Also, aren't you the author of everyfileexplorer? Why not lend a hand?
Erm... what? No, the author of EveryFileExplorer is Gericom. As for not helping with this tool in particular, I dont think it would make a lot of difference. It is pretty much dead atm, if I choose to help with EFE development, I would probably be the only one working on it. And seeing the conditions it is atm would be a HUGE work.
 
Yay... more backtracking because people won't drop the exporter crap. That's what needs to totally keep happening right? -__-

Seriously guys... he's said this every other week. If you want to know why he won't, look back a few pages and stop asking. For everyone's sake.
 
Last edited by Nao-chan,
I don't see what you don't understand since this was already explained more than once here. Im not going to waste my time explaining everything again, so just deal with it.

Its an error while trying to initialize DirectX. Looks like it can't find some dlls or smth like this.

And what I can do :-(
 
upon further search.. seems like some stage MBN files are fine, and others r broken with the colors. As last time, the red channel took the alpha channel value, but seems like the green took red, and blue took green, and that leave blue with nothing (altho this could be wrong and that green is green and blue is blue while red is just missing).

can you tell me where the vertex color data is stored in the mbn data? Even tho I have no knownledge on hex data and all that stuff, so I'd most likely get lost at some point.
 
I've got a few files for you to analyze if you want to :P They're all from Metal Gear Solid 3D. They're files with the .la2 (used for the models and images), .acb (audio), .awb (audio again), .cnf (used for the stages), .gcx (stages again) and .hpk (stages again). Hit me up on PM if you want some of them :P
 
I've got a few files for you to analyze if you want to :P They're all from Metal Gear Solid 3D. They're files with the .la2 (used for the models and images), .acb (audio), .awb (audio again), .cnf (used for the stages), .gcx (stages again) and .hpk (stages again). Hit me up on PM if you want some of them :P
if you use vgmtoolbox, you can unpack those .awb files, which will most likely give you .hca audio format. I have a HCA2WAV program if you want it. I don't think gdkchan will add support for MGS3D tho
 
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