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ROM Hacking Discussion / Locating Music Tracks in NES, SNES, & N64 ROMs?
« on: November 28, 2020, 04:46:33 pm »

So I would like to compile a list of music file locations for certain Mario, Zelda, Kirby, Mega Man, etc. games on NES, Super NES, and N64. The problem is, I have very little knowledge of how to obtain such info. To give you an idea of what I'm wanting to do, here is the N64 spreadsheet I'm putting together:

I only have info for Zelda: OoT & MM thanks to lists I found here and here, respectively.

My question is, how can I locate the music in the ROMs of other games, not only for N64 but also NES and Super NES? It's not that I want anyone to find these for me (though if anyone knows of any other lists like what I linked above, that would be awesome), but I'd like to learn how to find this kind of info for myself. But I have minimal hacking/datamining experience. What do I need to get started? How exactly do I begin? I know each game stores its music differently, even on the same system. I guess I'm looking for a starting point to looking for the tracks.

Here's what I already have:
- Hexadecimal editor
- ROMs of most of the games I'm interested in
- NSF, SPC, & USF plug-ins for Winamp, plus rips of most games of those file types (though I don't think the ROM locations of the tracks are embedded in these ripped music files anywhere that I can see?)

Now I don't have any great, overarching purpose to this project. I'm not interested in rips of the music itself (as I already have most of those). It's just the way game ROMs store their data and how it's all ordered--particularly text and music--has long been strangely interesting to me. So I'd like to compile track lists for all the games I like on these three systems.

Thanks in advance! (And I apologize if this thread should be posted on the newcomer's board instead?)

ROM Hacking Discussion / Re: Question about text in Paper Mario: TTYD
« on: March 18, 2016, 07:14:03 pm »
Try running N++ in this
and then open the file with N++ in Japanese locale mode.
Don't know if it'll help or not.

Nope, didn't work. Program also prompted a warning from my antivirus software. :(

ROM Hacking Discussion / Question about text in Paper Mario: TTYD
« on: March 17, 2016, 04:49:12 pm »
(This question is about the US version.)

So the text in this game is very easy to access, thankfully. All you have to do is go into the file directory where there is a whole folder containing all the game's text. You can open up each text file with something like Notepad++ (which is what I normally use), and it all shows up fine--that is, the English text does.

However, there is some unused Japanese text, and that doesn't show up well at all. Normally it just displays as gobbledygook. Even if I change the encoding to Shift-JIS (i.e. the Japanese encoding), a couple Japanese characters will show up, but it's still mostly gobbledygook. Same is true for a couple other Japanese encoding attempts I've tried, e.g. EUC-JP. I've also tried opening it up with other programs--Notepad, Wordpad, MS Word--all to no avail.

Does anyone know how to make the Japanese part of the text show up as Japanese? I was talking to some folks on another site a few nights ago, and one of them suggested that the Japanese parts are displayed in hexadecimal--but I don't know how that finding can help me retrieve the Japanese text.

I know it's possible because a lot of the Japanese text is used as examples on the Unused Text page of the TTYD section on TCRF.

Can anyone help? Thanks in advance!

It looks like you didn't decode the text correctly, that's UTF-16. The spaces is a telltale sign of incorrect decoding. Also, I suspect that you left the pointer tables in. Please have someone code a real parser for the file format.

Perhaps you then, since you seem to know what you're doing?


After a lengthy hiatus, I have finally completed the text dump for Paper Mario: Sticker Star. (The raw version is a mess, though, due to the formatting, and I almost didn't bother. I do recommend the cleaned up version, though!) Thank you to user Hiccup for helping me out with this and the links sent to me many weeks ago.

And with that, the entire Paper Mario series is complete! Every game in that series, including Super Mario RPG its predecessor, now have all of their text extracted and available for perusal.

In time, I hope to do the same for the Mario & Luigi series. What will be challenging about that is, unlike the PM series, I've never really played the M&L games before, haha.

Newcomer's Board / Re: Looking for Text Files in Okami
« on: August 12, 2014, 08:32:18 am »
Time to learn how to reverse engineer file formats!

Alrighty... so how do I learn? Where do I start?

And which file extension should I start with?

Newcomer's Board / Looking for Text Files in Okami
« on: August 11, 2014, 11:04:16 pm »
So I'm looking for the text files in Okami (Wii version, North America). Any help? I've used the Dolphin emulator to look at the file directory, but I don't see anything that looks like text files. What sorts of extensions should I look for?

The main file extensions I'm seeing are a whole bunch of .wad, a whole bunch of .rel, and then the following few: _update.inf, wolves.str (pretty sure that's audio, though?), opening.bnr, wolves_u.fst, and then _data0.afs and _data1.afs.

Can anyone help me here? Perhaps it's different (more user-friendly) on the PS2 version?

Personal Projects / Re: Paper Mario 64 - General Hacking Tool
« on: July 27, 2014, 12:03:36 am »
Hi there, this is looking really great so far. I especially love your post about the music in this game, a couple posts up! I myself am in the process of compiling a full and comprehensive tracklist for the music in this game, so this is timely. We should compare notes! (If you have a USF set, I find it's easiest to take a track, then open up the .miniusf file in a hex editor and change the track number in there to test things out.)

One thing, though--I'm having trouble getting the "Oasis" track to play, which you indicate was at track 17 (then 43 in the extra bit). I tried that, but it only gives me the regular desert music. I've tried it with dozens of other values in that sparse area for #17, and they all play just the ordinary desert theme. I can't get "Oasis." Any tips?

Also, would you happen to know how to get the Toad Town variations to play, or is that something different altogether?

Thanks again!

Bumping to update: the cleaned-up text dump for Super Paper Mario is now available.

Now if only I could find a way to access the text in Sticker Star, I could wrap up the whole Paper Mario series!

Thanks rey! Appreciate it. ;D

Just bumping this thread to let you all know I've put together a cleaned-up version of the Paper Mario: The Thousand-Year Door text dump:

(I've also edited the link into the original post as well.)

Nah, I don't have a decrypted dump of the game itself. I just got the music files from a friend online. And I think this same friend got the files from someone else, so who knows who are the ones making some progress on hacking the game.

I'm trying to pull a text dump for Sticker Star, after having succeeded at dumping the text for all the other Paper Mario games. But the 3DS ROMs are encrypted, making the text all but impossible to locate.

However, I know that 3DS hacking has made some headway recently, and some have even located the BCSTMs (i.e. music files) for this game in the past few weeks. Does anyone have any sort of data tree or some way to decrypt the ROM so I can access the text? Thanks in advance!

Personal Projects / Re: Paper Mario 64 - General Hacking Tool
« on: June 13, 2014, 10:12:02 pm »
Very cool! I've seen those location IDs for The Thousand-Year Door and Super Paper Mario, but had no idea the N64 original had them too. I see lots of similarities as well.

In my other thread, I was just starting out and had many questions about how to dump the text for these games. This thread, then, is for the finished product! :D

I have no idea if anyone is interested in this sort of thing, but I remember whenever I'd finish a Zelda game, sometimes I'd want to see what all the text said (or certain parts of dialogue or menu descriptions, etc.). And since text dumps for most Zelda games are readily available online, I was good to go! I only discovered the Mario RPGs earlier this year, and upon finding out that there were no text dumps for these games online, I was highly disappointed. So I decided to take matters into my own hands. Below is the result.

You can find all these under "Documents" at as separate downloads (best if viewed with Notepad++ due to formatting issues). Or you can just click below to see them in your web browser. My documents at present fall into two categories: Raw (or coded) text dumps include the codes found with the text in the ROM, while clean dumps have those cleaned up so it's only the text that's left. In the future, I plan to add a third category for HTML text dumps, which will have each string of text in its own dialogue box and showcase the various text colors, sizes, effects, etc.

Clean text dumps:
Coded text dumps:
To-do list:
  • Include Japanese text in Paper Mario: The Thousand-Year Door text dump.
  • Add French and Spanish versions to Paper Mario: Sticker Star text dump.
  • Do a proper coded/raw text dump for Paper Mario: Sticker Star. (*The current version is a work-in-progress.)

Future games list:
  • Mario & Luigi: Superstar Saga
  • Mario & Luigi: Partners in Time
  • Mario & Luigi: Bowser's Inside Story
  • Mario & Luigi: Dream Team
  • The Legend of Zelda
  • Zelda II: The Adventure of Link
  • The Legend of Zelda: A Link to the Past
  • The Legend of Zelda: Link's Awakening
  • The Legend of Zelda: Ocarina of Time
  • The Legend of Zelda: Majora's Mask
  • The Legend of Zelda: Oracle of Seasons
  • The Legend of Zelda: Oracle of Ages
  • Okami
  • Okamiden

Newcomer's Board / Re: Mario RPG Text Dumps
« on: May 10, 2014, 11:13:12 pm »
Good news: I am effectively finished with text dumps for Super Mario RPG and the first three Paper Mario games! (You can find them right here at here, for those who have any interest in such things.) They're currently in their "raw" form, with all coding and such still intact. I am planning to clean them up in the near future, though.

I just wanted to thank everyone in this thread for all your help! I couldn't have accomplished my task without y'all.

At any rate, this does still leave Paper Mario: Sticker Star. I know I shouldn't expect to get into 3DS titles for a while. But is there anything I can do to try to access the text? Has anyone ever attempted this with a 3DS game before? There's no 3DS emulator out that I'm aware of, so I can't extract files that way. I attempted to load the PM:SS ROM into WindHex, but any attempt to search for text was futile. (This approach worked quite well for PM64 but alas not SS.) If I could just find out what values represented text characters and could build a table accordingly, that would be something.

Anyone have any ideas? I know it's a long shot, but I figured I'd at least try.

Newcomer's Board / Re: Line Breaks in WindHex Text Dumps?
« on: May 05, 2014, 09:29:56 pm »
Thanks for the replies!

I think the WindHex new line code would be "/=FD" (or maybe *=FD). If my memory is right, WindHex had it backwards from the standard (aka Thingy) format.

Hmmm... I got interesting results with this. Trouble was, even though I put "/=FD," it automatically changed all the 00 bytes into line breaks instead. (It did the same when I inserted the asterisk instead, though in that instances it also added "<END>" to the end of each line.) It wouldn't actually break at byte FD, and since Paper Mario is one of those weird instances where 00 is actually used for something (it designates the music note symbol), that was a no-go. I did figure something out, though (see below).

Welcome to command line applications. They are designed to be run from the command line. I recommend that you do so.

Yeah, I eventually figured it was command prompt based. Trouble was, I didn't know where the location should be--if I should open the command prompt in the Cartographer folder, the text dump folder I've made, the game's ROM folder, or where, nor was I 100% clear on how to specify things, where to put my table, etc., etc.

So eventually I went back to the old, cheap way of doing it, turning into an HTML doc with <br> for line breaks, then I used Find/Replace in Notepad++ to change all the special characters. :P


Okay, so now I have a (sort of unrelated) new question. For some reason, WindHex isn't loading Wii ISOs for me. Every time I try to open one, all the bytes are 00s all the way down--in effect, blank data. It does this for all my Wii ISOs (yet GameCube, N64, etc. all open fine). What gives?

Newcomer's Board / Re: Line Breaks in WindHex Text Dumps?
« on: May 04, 2014, 06:11:05 pm »
I'm sorry for the painfully noobish question, but... how exactly do I use Cartographer?

I've got it downloaded on my computer, but when I go to open up the .exe file, it shows a black DOS window for less than a second, then it disappears. I checked the readme, but even its usage instructions were lost on me because I can't even open up the application to use it.

Do I somehow need to make WindHex and Cartographer sync up or something? Or do I use Command Prompt and discard WindHex altogether for this? Completely lost here. Sorry for asking all these questions. :(

Newcomer's Board / Re: Line Breaks in WindHex Text Dumps?
« on: May 04, 2014, 05:56:02 pm »
Ah, I was afraid of that. Okay, I'll go ahead and download Cartographer.

Looking at the Utilities page, however, it says something about Atlas. Do I need to download Atlas too?

Newcomer's Board / Line Breaks in WindHex Text Dumps?
« on: May 04, 2014, 05:33:17 pm »
So I'm creating a text dump for Paper Mario (N64). In WindHex, I've got the offsets for the start and end points for all the text in the game. I then click on "Dump Text" from the Edit menu and open it up in Notepad++. The problem is, the text is all dumped in one MASSIVE line. I want to create line breaks for every point at which the dialogue string ends (which in this game is at byte FD). But every attempt to create a table wherein FD equals a line break code has failed me. I've tried the following (based on suggestions I've gotten from Google searches):

Not one of them work. Instead of line breaks, the characters are just lopped into the text. I even tried to hit the "enter" key in my table file, but that did nothing.

There are over 8,000 instances of FD in the Paper Mario text dump, and I don't want to have to manually hit enter each and every single time!! (Side note: I even tried this neat trick of using <br> instead and converting it into an HTML file, but doing that causes me to lose text symbols such as the music notes, stars, and hearts that are in PM's text.)

Any help for what code I should use? Thanks!

Newcomer's Board / Re: Mario RPG Text Dumps
« on: May 02, 2014, 11:30:46 am »
Ah, that makes sense. Yeah, I notice now that letter-characters like that only show up in certain places in the text. (The above example is from the pre-title screen prologue. I think there's an instance with the letter "u" in Peach's letter.) And the letter is always surrounded by other bytes (like F9 and so on). Good to know.

Thanks, you two!

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