0 Response to 'Super Paper Mario [NTSC]' Publicar un comentario. Gecko OS Codes for Super Mario RPG: Legend of the Seven Stars, straight from the WiiRD Hackers themselves. GeckoCodes.org WiiRD Hacker's Database. Hacking Super Mario RPG VC wad. This is basically a copy and pasta from another board I posted on but my main point should be implied (i hope)So in Super Mario RPG.
Super Mario Rpg Wad
This is basically a copy and pasta from another board I posted on but my main point should be implied (i hope) So in Super Mario RPG for the VC, there are some differences, like Moleville being darker then normal and Flame Wall being transparent/missing colors. I want to know if these are problems with the SNES emulator on the Wii itself or if Nintendo/Square-Enix actually edited the game. Now here's the ROM part. If you know anything about.WAD files and the Homebrew Channel, it'll be easier to understand.
Ok anyway, so to install a Virtual Console/WiiWare game onto your Wii, they turn the dumps into.WAD files and using a custom WAD installer from your Wii, you can get free VC/WiiWare games. So basically, the.WAD is a game. Within a.WAD file, you can decrypted it into pieces using a program such as WADTool. They come out as SMRPG NTSC.000.des (with SMRPG NTSC.wad being the.wad file). Ranging from 000 to 007 files from the SMRPG.wad file. Now within those 00x.des files is the actual 'ROM' version of the game. In this case, its SMRPG NTSC.005.des.
It's usually the biggest file out of the group (this being the 2nd largest). When you've extracted the contents the 005.des file, using a program such as U8 Tools, you get a some files, one of which is the rom. When it came out, it came out as LZ77JCBE.rom, which is the ROM.
Now I'm not certain if doing this to other games like NES VC games or N64 games actually come out with a playable ROM to use on an emulator, but I know changing LZ77JCBE.rom to something like SMRPG.smc and booting it up in Snes9x/Zsnes won't make it playable.Side note- Reading on a forum, I think GBAtemp (thats where I learned how to extract.wad's and etc), someone did say they extracted Sin and Punishment and got the.rom file out and changed it to SP.v64 and it actually did boot up in an emulator. The.rom file extracted out and an actual commercial rom size where the same, if not, almost similar. But in this case of SMRPG, a commercial SMRPG ROM is about 4 MB, while the extracted.rom file is only around 3 MB.
My thinking is that they might have shrank/compressed/made it smaller by deleting unused data like taking out blank spaces where it wasn't needed. Or maybe they had to modify the whole thing with it having the SA-1 chip and all. So how can I tell this LZ77JCBE.rom file is the actual SMRPG 'ROM'? Well I loaded it up into a hex editor and, belive it or not, there ARE actual similarities to a commercial ROM. Like if you open up a commercial SMRPG ROM into a hex editor, and load up the LZ77JCBE.rom into a hex editor and put them side by side (having the window sizes the same height/width), you can actually scroll down on both and you can find almost the same data. While the commercial SMRPG rom has actual ASCII readable words viewed in a hex editor, loading up the LZ77JCBE.rom file will show similar results but there's obviously been some kind of compression or some kind of thing. You can spot letters here and there and make out words in your head and whatnot, but its hard to actually edit anything you want.
Things I've tried doing using the LZ77JCBE.rom file: loading it up in Tile Layer Pro to see possible editable gfx (doesn't work) loading it up in SNESPal to find Palette color patterns (didn't work) loading it up as a.smc file in snes9x/zsnes (didn't work) - I loaded it up in a hex editor and found the lettering for the Jump text for Mario's special's and simply changed it but I haven't figured out exactly how to put this all back together as a.wad. Other things I've tried: injecting a SMRPG rom into a SMRPG.wad file (didn't work) =-=-=-=-= So basically in nutshell, I extracted a 'ROM' version from the Super Mario RPG Virtual Console.wad file and want to know if anyone would be willing to help me find out how to go about converting it into an bootable ROM in a SNES emulator, or help trying to hack/edit it. Of course something like this, could be on a whole nother playing field on its own.
In which, editors/emulators would have to be modified heavily to make this 'ROM' file compadible. Ahhh thats much better to understand. Also, I had no clue on how to use gbalzss.exe program that came with U8 Tools. I tried googling for a tutorial or something but I couldn't find one.
Also, I guess I couldn't run it through the Command Prompt so I did it through the Run action and it worked (sorry, I really don't use the Run function or DOS) Ok so I decompressed the rom from the LZ77JCBE.rom file. I was gladly surprised the file that came out was the same (if not, 99% close) file size as a commercial smrpg rom. But the sad news, it didn't boot in Snes9x or Zsnes. I opened it up with a hex editor and while you can make out alot more of the script in ascii form, it isn't 100% the same. I also tried opening it in Tile Layer Pro to see any editable gfx, but none showed up. Also tried looking for same palettes but that didn't get any results either. Neither did loading it up in Lazy Shell.
Super Mario Rpg Ds
So now I have the actual, decompress ROM but no clue what to do now with it. It isn't the same as an actual SMRPG ROM (was expecting this to happen). And I would try and use gbalzss.exe to compress a commercial SMRPG ROM into that.rom file and make a.wad out of that, but my guesses are its either 1) not going to work 2)brick my Wii. The LZSS encryption is different then seen before.
Acmlm, internet-famous ROM hacker and ex-forum owner, hand decoded the ROM. I'm not distributing it, but I can tell you what I've seen in it so far. For starters, the sound is really low or funky mostly, this has to do with the.pcm being used alongside the ROM when on the VC. Yes, Flame Wall has been changed along with several other effects that might induce brain trauma to one person out of a million.
Here's a screenshot directly from the ROM for proof. The colors in Molevile or whatever are indeed darker.
And that's about it for now.
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If you have ever tried to install NTSC SNES and NES VC games on your PAL Wii, you probably got a blank screen when you tried to play it. Priiloader settings and freethewads don't solve this problem either. This method will allow any NTSC SNES and NES game, and probably any Virtual Console game, to be played on a PAL Wii. I have tested this with around 15 NTSC SNES and NES titles. NOTE: Some PAL Virtual Console titles are the 60Hz versions, and can be played without this method simply by installing them, usually games that have never had a PAL release. Examples are Chrono Trigger, Final Fantasy III and Super Mario RPG. Get the PAL versions if you can as they are identical to the NTSC ones, and they will work without patching.
For all other games, you need to patch them. First, download this. (updated link, 04/10/16) It is a combination of wwPacker and Custom Nand-Loader MOD 1.1. I combined the files into one as it is hard to find a download link for them individually that isn't dead.
You will also need NTSC wads. You'll have to acquire these yourself. Now the steps (tested and working on Windows 10): 1) unzip the wwPacker folder. 2) Put your NTSC wad into the wwPacker folder. I recommend you start with one at a time. 3) First you need to ascertain what IOS your VC wad uses. Drag your wad onto the file called 'WadDataInfo.exe'.
This will result in a screen popping up with information about the wad. You need to look at what IOS it uses, e.g. IOS9, IOS53 etc. 4) Press any key to exit, then look in the folder called 'custom-nand-loader-MOD-1.1'.
Open the 'bin' folder. You will see 4 folders here, each one corresponding to an IOS version. If you see the IOS you require here, great. Open the folder. If not, no problem; open the 'forceNTSCloader' folder instead. This is used for IOS older than 53. Most VC wads I installed using this method used this file; for example, Legend of Zelda for NES uses IOS9.
Super Mario Rpg Seven Stars
5) COPY the 'loader.bin' file from the folder (do not CUT, you only want to use a copy of it and keep the original here). PASTE it in the wwPacker folder. 6) Now you have the correct loader in the folder for your wad, you can start the patching. Drag your NTSC wad into the file called 'wwpacker-Loader.bat'. This will start the process.
It will give you a few choices, but you want to press 'X' for every one of them until the window closes. The 'loader.bat' file you pasted here is specifically for using NTSC wads on PAL Wii, so all we need to do is press X until the process is finished. 7) The window will close itself and it will leave you with a file called ' game name PatchedLoaderRegionFree', as well as your original wad.
This patched file can now be installed to your Wii using a wad manager. 8) Move the patched wad onto your SD card. Delete the original wad from the wwPacker folder, as well as the loader.bin you pasted there earlier (this last step is simply to reset the folder to set up for a new wad to patch, but you will find that many wads all use the same loader. The file name is very specific though, so you cannot have all the loaders in the same folder, hence the separation). 9) Put your SD card into your Wii, open the Homebrew channel, and select your favourite wad manager. Install the wad.
10) Return to your system menu and the VC game should be on the channels list. Test it and it should work no problem. And that's how to get NTSC Virtual Console games working on a PAL Wii. Please let me know if you have any questions. I am not the one who created these programs, credit goes to alpha0000 on gbatemp for wwPacker, and stev418 for the modified bin files. I simply combined the two, and expanded the instructions supplied by stev418.
Also a thank you to for introducing me to this method. EDIT: Google Chrome doesn't like the file very much. I guess it doesn't like bin files? The file is safe, I simply zipped the folder containing wwPacker and stev418's mod.