ROM Hack [WIP] Ohana3DS tool

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Never said I was "king" of anything. And I'm not acting like a child just because you think a disagreement is happening between two people. Way to insult me though. Thanks.
 
Yeah. Cause that's what I was doing all this time.

--------------------- MERGED ---------------------------

Trying to mix it up or something? *Says to post sane things. Likes a post with sarcasm in it*

Whatever works for you I guess.
 
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If someone will need my help i will not ignore it, i get helped by demonslayer and everything else i do it by myself...model and animation(castlevania mirror of fate for 3ds) reediting to work for ohana3ds. So if someone will need info about how to make all those files works in ohana i will help(many file are compressed and miss bytes) and many games when you decrypt lose some bytes so who want help just ask and i will try to do my best.
 
Last edited by claudiuboy83,
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So I just ripped Triforce Heroes and it turns out that the models are bch. I can open them, but when I try to export them, the model is just a jumble of vertices stretching out infinitely. I somehow managed to view it in noesis. It wouldnt even open in blender. Anyways... anyone have any ideas?

Edit: I feel like a dumbass now after 30 minutes not realizing I was using one of the first versions ever released....

Also is there anything I can do about these black pixels or will I have to manually edit the textures.

Edit 2:
Is there a way to export with UV maps? If not I guess I'll just be left with an untextured link...

EDIT #3: OK turns out only the .obj doesnt support uv maps because no .mtl is generated...
 

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Last edited by ariss,
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So I just ripped Triforce Heroes and it turns out that the models are bch. I can open them, but when I try to export them, the model is just a jumble of vertices stretching out infinitely. I somehow managed to view it in noesis. It wouldnt even open in blender. Anyways... anyone have any ideas?

Edit: I feel like a dumbass now after 30 minutes not realizing I was using one of the first versions ever released....

Also is there anything I can do about these black pixels or will I have to manually edit the textures.

Edit 2:
Is there a way to export with UV maps? If not I guess I'll just be left with an untextured link...

EDIT #3: OK turns out only the .obj doesnt support uv maps because no .mtl is generated...
i never had issue's exporting models from Ohana. I usually export as DAE, then use noesis to export it as a FBX.
 
Got some new models that i extracted from Final Fantasy Explorers, and it uses BCH, along with CGFX format, but Ohana doesnt support it. Seems to use a blz compression i guess.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.__Error.EndOfFile()
at System.IO.BinaryReader.ReadByte()
at Ohana3DS_Rebirth.Ohana.IOUtils.readString(BinaryReader input, UInt32 address, UInt32 count)
at Ohana3DS_Rebirth.Ohana.Models.CGFX.getDictionary(BinaryReader input, UInt32 dictionaryOffset)
at Ohana3DS_Rebirth.Ohana.Models.CGFX.getDictionary(BinaryReader input)
at Ohana3DS_Rebirth.Ohana.Models.CGFX.load(Stream data)
at Ohana3DS_Rebirth.FrmMain.open(Stream data, String name)
at Ohana3DS_Rebirth.FrmMain.open(String fileName)


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.__Error.EndOfFile()
at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
at System.IO.BinaryReader.ReadUInt32()
at Ohana3DS_Rebirth.Ohana.Models.BCH.load(MemoryStream data)
at Ohana3DS_Rebirth.FrmMain.open(Stream data, String name)
at Ohana3DS_Rebirth.FrmMain.open(String fileName)

edit:
and with another smash3ds update... another model needs color fixes... lmao
i'll send it to ya.
SsSE0QO.png
 
Last edited by Demonslayerx8,
I updated the build on the first post. The main reason for the update is because I added a bch texture replacer and a creator for the *.mbn Super Smash Bros model. They are both inside the "Tools" menu. Since I have no means to test the modified/created files, I'm waiting someone kind enough to test it for me and report if it's working in-game.

To use the BCH replacer:
- Go to Tools > BCH texture replacer...
- A new window will open, now click in File > Open and select the bch file that you want to modify
- Now select the texture you want to replace on the list, click on the "Replace" button and open the new texture
- You can also use Export all and Replace all to work with all textures at once
- Once you finish editing, click in "Save" to write the changes back to the original file. Be careful.
This one don't have any limitation regarding the texture sizes, and it don't have the compression quality loss aswell. Just make sure that the width and height are a power of two and that it isn't bigger than the max size the PICA200 supports (1024x1024 iirc). Also note that I didn't added support for the 14241342435365346439 different container formats used on Pokémon.

To use the Sm4sh model creator:
- Go to Tools > Sm4sh model creator...
- Click on the first folder button, and open the input model file (must be in OBJ or SMD format, SMD supports bones so I recommend it)
- Click on the second folder button, and "save" the output *.mbn file where you want
- Now click on "Create". When it finishes, a message saying "Done!" will appear.

Note that both tools are largely untested, as I don't have a 3DS to test them so they may very well just make the game crash. That's why I uploaded the test build.

The program have other changes aswell, so if anyone notices a regression let me know.
 

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