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MMap.dat
Topic Started: Aug 24 2014, 07:46:44 AM (922 Views)
Posted Image Teawater
Who are you calling an old man?

Menu Maps!

There's probably an index list to these files, but I'll just store some info here for the time being.

0 = Nothing
1 = Compressed char data
2 = Might be a compressed BG layer?
3 = Might be a compressed BG layer?
4 = Might be a compressed BG layer?
5 = Uncompressed palette data

I'm guessing the first few are for the start menu.
Edited by Teawater, Aug 24 2014, 08:12:16 AM.
If you ever find an error in any of my reference materials, PLEASE let me know.
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I pwned U!
Hatchling

Is there a way to view, extract, and replace the 2D graphics in the .dat files in the Mario & Luigi games? I sure hope that that is the case! I have been researching this for over a year without any luck. If this is the case, will it also work for adding custom graphics for Dream Team? I just decrypted the game the other day and found out that it also uses .dat files for the 2D graphics.
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Posted Image Teawater
Who are you calling an old man?

Quote:
 
Is there a way to view, extract, and replace the 2D graphics in the .dat files in the Mario & Luigi games? I sure hope that that is the case! I have been researching this for over a year without any luck.
For MMap.dat, nothing yet, but for other things, pretty much what you see in the Editor is what you get.

As it seems, the names of the files sort of give away their purpose. (Yay!) = Sprites are the *Obj.dat files, and maps are the *Map.dat files.... , And Scripting files are labeled with BAI (Battle AI), MAI (Menu AI), and SAI (Shop AI?), etc. Although, field map/npc scripts are in FEvent.dat.

Although, I must admit that BIS complicates it a little more than PIT, since BIS will actually store the pointer list, and stuff like Sprite properties outside of the *Obj.dat file... (I'm guessing it is for compression reasons.)

Quote:
 
If this is the case, will it also work for adding custom graphics for Dream Team? I just decrypted the game the other day and found out that it also uses .dat files for the 2D graphics.
I don't know how to decrypt 3DS games yet, as pretty much stated in the welcome message at the top of Yoshi's Lighthouse. (Mostly because I never found the decryption keys.) I know they are encrypted with AES-256, perhaps maybe you can inform me of the keys?

Otherwise, if you are decrypting the files via calling the 3DS's algorithms directly which I don't know how to do, then RAM dumps of the file system would still be nice. ; As a theory, I wonder if one can use 3DS's algorithm to decrypt the entire ROM, upload that as a ROM file, and then make an emulator off the clear-text. Assuming the decryption is an internal operation of some kind that could just be ignored.
Edited by Teawater, Sep 1 2014, 01:01:58 AM.
If you ever find an error in any of my reference materials, PLEASE let me know.
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I pwned U!
Hatchling
To decrypt this and other 3DS games, you will need a 3DS with a firmware between 4.1 and 4.5.

You will also need to download the files and follow the instructions in this thread:

http://gbatemp.net/threads/release-3ds_ctr_decryptor-void.370684/
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Posted Image Teawater
Who are you calling an old man?

Thanks.

By the way, I believe I found that topic sometime after my post, and before yours... forget when exactly, though.

So I have a quick question.
I do not have a 3DS.
So is there any way I can get some decrypted data on Dream Team? (For example: Has anyone else used those methods and uploaded data, or would you be willing to give me any portion of the decrypted data, even if it was offsite; etc. A list of the .dat filenames at the very least would be nice!)

Edit: And now is when I notice you posted in that topic.. makes me want to help... Who knows, it Might work similar to how the DS games did it?

Partners In Time = Most of the sprites should be seen in the Editor.
Bowser's Inside Story = I believe it was similar to Partners In Time with some differences.. (if I remember correctly.) One major difference, as stated above, is that the (U) version, and maybe the (E) version has the properties lists and pointer lists in an overlay file.

By the way, the graphics are indeed, compressed...

Quote:
 
Otherwise, the idea of customizing Mario & Luigi graphics is nothing more than a huge dream
Technically speaking, there's enough resources to figure out how to make a graphics editor for Superstar Saga, PIT, and BIS.. if one took the time to fully study their formats... (Via studying the code and how the data is used.), but I'm not sure about Dream Team with its encryption, and needing to rely on the internal 3DS decryption function.


@VG-RESOURCE:

It's nice to still see conversation on BIS Sprites... Hm... Perhaps I might try a viewer on them or something, some time. Even if it seems bare/very incomplete... Not sure when I'll do it, though...

Quote:
 

However, you could maybe replace some assets in Superstar Saga and Partners in Time using Yoshi Magic. I'm fairly sure it allows editing of the ROM.
Yoshi Magic doesn't edit sprites.
Edited by Teawater, Sep 8 2014, 06:50:01 PM.
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