Register - Login
Views: 85569286
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
09-19-17 07:07:40 PM

Jul - TCRF - Nintendo 3DS VC patches and ROMs New poll - New thread - New reply
Pages: 1 2 3Next newer thread | Next older thread
ICEknight
Member
Level: 24


Posts: 107/133
EXP: 71225
For next: 6900

Since: 10-25-11


Since last post: 69 days
Last activity: 48 days

Posted on 07-01-15 10:29:40 AM Link | Quote
Let's be friends guys, I love you all the same. =P
Originally posted by Hiccup
Kirby's Dream Collection: Special Edition (USA) vc folder

Hmm, their Game Boy emulator supports GBA, which they never did officially on the Wii. I wonder if it's possible to swap the ROMs in this to try it?
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 491/727
EXP: 1081720
For next: 2120

Since: 05-19-09


Since last post: 3 days
Last activity: 6 hours

Posted on 07-01-15 12:20:56 PM Link | Quote
I can't think of an appropriate resopnce for that .

The kirby collection GB emu has support for GBA, are you saying? Or are you saying the main DOL contains one that does? You can use Riivolution with a genuine game disc to swap the file that is, or contains the ROM. But it can't be as simple as swapping the GB ROM with a GBA ROM, can it?
ICEknight
Member
Level: 24


Posts: 108/133
EXP: 71225
For next: 6900

Since: 10-25-11


Since last post: 69 days
Last activity: 48 days

Posted on 07-04-15 11:41:45 AM (last edited by ICEknight at 07-04-15 11:44:05 AM) Link | Quote
Originally posted by Hiccup
But it can't be as simple as swapping the GB ROM with a GBA ROM, can it?

Could work, I guess. The GBA support is stated in the emulator's configuration file, so it may just autodetect and run whichever mode it needs.

I'm thinking they may have considered adding Return to Dreamland and/or The Amazing Mirror, before realizing they could just sell them separately on the Wii U.
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 494/727
EXP: 1081720
For next: 2120

Since: 05-19-09


Since last post: 3 days
Last activity: 6 hours

Posted on 07-04-15 01:53:52 PM Link | Quote
@einstein95
Oh, so you want to merge threads. Go ahead.
einstein95
Member
Level: 33


Posts: 210/305
EXP: 214572
For next: 14607

Since: 04-11-13


Since last post: 1 day
Last activity: 1 day

Posted on 07-05-15 02:43:31 AM Link | Quote
Originally posted by Hiccup
@einstein95
Oh, so you want to merge threads. Go ahead.

Oh okay, I'll just wave my magical pixie wand and then the threads will be merged.
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 495/727
EXP: 1081720
For next: 2120

Since: 05-19-09


Since last post: 3 days
Last activity: 6 hours

Posted on 07-05-15 06:51:33 AM Link | Quote
I suppose I forgot about merging the replies.
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 513/727
EXP: 1081720
For next: 2120

Since: 05-19-09


Since last post: 3 days
Last activity: 6 hours

Posted on 07-15-15 06:24:46 AM (last edited by Hiccup at 07-15-15 06:24:57 AM) Link | Quote
Does anyone know where the GBA ROM is in Metroid.Fusion.GBA.VC.USA.3DSWare.3DS-BigBlueBox ?
I've got the xorpads and the 3DS ROM.
einstein95
Member
Level: 33


Posts: 215/305
EXP: 214572
For next: 14607

Since: 04-11-13


Since last post: 1 day
Last activity: 1 day

Posted on 07-15-15 04:35:31 PM Link | Quote
Originally posted by Hiccup
Does anyone know where the GBA ROM is in Metroid.Fusion.GBA.VC.USA.3DSWare.3DS-BigBlueBox ?
I've got the xorpads and the 3DS ROM.

All GBA VC is in the .code part of the ExeFS. They're identical to the cart dumped versions, so no point in trying.
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 514/727
EXP: 1081720
For next: 2120

Since: 05-19-09


Since last post: 3 days
Last activity: 6 hours

Posted on 07-16-15 06:37:52 AM Link | Quote
Some reason the .code I got was blank. Anyway, I guess I don't need to worry now.
Blaziken257
Random nobody
Level: 7


Posts: 7/8
EXP: 984
For next: 464

Since: 07-12-12


Since last post: 1.0 years
Last activity: 7 days

Posted on 11-02-15 11:56:39 PM (last edited by Blaziken257 at 11-03-15 12:05:38 AM) Link | Quote
I managed to dump .patch files, thanks to a homebrew tool known as braindump. It works on 10.1, which is what my 3DS is on.

You can find a link to all the .patch files that I dumped here:

http://www.mediafire.com/download/bqrfgnj45l5h5pn/3DS_VC_Patches.7z

The games included are:

- Donkey Kong Land 2
- Metroid II
- The Legend of Zelda: Link's Awakening DX
- Super Mario Bros. Deluxe
- Super Mario Land 2
- Wario Land: Super Mario Land 3
- Wario Land 3

While I have found differences in many of these games back when I used the spider exploit, I wasn't able to get .patch files previously. Also, I did recently find a change in Wario Land which wasn't known before (since I didn't have it on VC until recently): The level skip glitch (which can be seen here) was fixed in the 3DS version.

And in case you're wondering, the .patch files for Link's Awakening DX and Super Mario Bros. Deluxe are the same as the ones in the original post... but it doesn't hurt to know that the American .patch files are the same as European ones.

Finally, I did dump Donkey Kong Land, Donkey Kong Land III, and Wario Land II, but none of these games have .patch files. So, they were completely unchanged from the cartridge versions!

I may look at some more games eventually... I'll see what I can do.
einstein95
Member
Level: 33


Posts: 232/305
EXP: 214572
For next: 14607

Since: 04-11-13


Since last post: 1 day
Last activity: 1 day

Posted on 11-03-15 04:28:45 AM Link | Quote
Originally posted by Blaziken257
I managed to dump .patch files, thanks to a homebrew tool known as braindump. It works on 10.1, which is what my 3DS is on.

You can find a link to all the .patch files that I dumped here:

http://www.mediafire.com/download/bqrfgnj45l5h5pn/3DS_VC_Patches.7z

The games included are:

- Donkey Kong Land 2
- Metroid II
- The Legend of Zelda: Link's Awakening DX
- Super Mario Bros. Deluxe
- Super Mario Land 2
- Wario Land: Super Mario Land 3
- Wario Land 3

While I have found differences in many of these games back when I used the spider exploit, I wasn't able to get .patch files previously. Also, I did recently find a change in Wario Land which wasn't known before (since I didn't have it on VC until recently): The level skip glitch (which can be seen here) was fixed in the 3DS version.

And in case you're wondering, the .patch files for Link's Awakening DX and Super Mario Bros. Deluxe are the same as the ones in the original post... but it doesn't hurt to know that the American .patch files are the same as European ones.

Finally, I did dump Donkey Kong Land, Donkey Kong Land III, and Wario Land II, but none of these games have .patch files. So, they were completely unchanged from the cartridge versions!

I may look at some more games eventually... I'll see what I can do.


http://puu.sh/l7IcJ/fa93b47ea6.zip
Have Donkey Kong as well
ROM matches the "World Rev A" version.
ICEknight
Member
Level: 24


Posts: 114/133
EXP: 71225
For next: 6900

Since: 10-25-11


Since last post: 69 days
Last activity: 48 days

Posted on 11-05-15 02:14:13 AM (last edited by ICEknight at 11-05-15 02:20:21 AM) Link | Quote
Originally posted by einstein95
Originally posted by Blaziken257
And in case you're wondering, the .patch files for Link's Awakening DX and Super Mario Bros. Deluxe are the same as the ones in the original post... but it doesn't hurt to know that the American .patch files are the same as European ones.

It's not just that it doesn't hurt knowing it, but it needs to be documented as well as the ROM version and region.

Originally posted by einstein95
http://puu.sh/l7IcJ/fa93b47ea6.zip
Have Donkey Kong as well
ROM matches the "World Rev A" version.

Is that from the European or the US VC?
einstein95
Member
Level: 33


Posts: 233/305
EXP: 214572
For next: 14607

Since: 04-11-13


Since last post: 1 day
Last activity: 1 day

Posted on 11-05-15 06:18:24 PM Link | Quote
Originally posted by ICEknight
Is that from the European or the US VC?

EU
Blaziken257
Random nobody
Level: 7


Posts: 8/8
EXP: 984
For next: 464

Since: 07-12-12


Since last post: 1.0 years
Last activity: 7 days

Posted on 11-19-15 10:36:28 PM (last edited by Blaziken257 at 11-19-15 10:37:20 PM) Link | Quote
I finally got around to looking at Donkey Kong '94. To start, I do not own this game on the 3DS Virtual Console, so I was limited to what I could find... but I still have some information that could be potentially helpful.

I ran Donkey Kong in BGB and set breakpoints at 0:26B5 and 1:464C. I then played the game for a while and found spots where these breakpoints hit.

The breakpoint at 0:26B5 hits just before a world map (e.g. Big-City) shows up on the screen. This breakpoint also hits just before the brief static brick scene (the one with Donkey Kong and the 25 m/50 m/75 m/100 m text) before the first four levels appears. It's unclear to me what happens here on the 3DS, since the settings in the .patch file are unclear to me.

The breakpoint at 1:464C hits when saving just after finishing a world (such as Big-City). On the GB, the screen blinks rapidly here before taking you to the next world, so this was probably changed in the 3DS version! I'm guessing that the VC emulator applies a motion blur effect, according to the text in the .patch file.

I hope this helps at all, even if I don't have this game on the 3DS. I wonder if anybody else can find something...

EDIT: By the way, on a completely unrelated note, if anybody was wondering, my 3DS is American, and therefore all the patches I have are American too.
Hiccup
Member
Disgustingly Naive Smartass
Level: 52


Posts: 564/727
EXP: 1081720
For next: 2120

Since: 05-19-09


Since last post: 3 days
Last activity: 6 hours

Posted on 11-20-15 06:53:34 AM (last edited by Hiccup at 02-21-16 09:10:34 AM) Link | Quote
This is what I own, if you want me to check something:
removed

EDIT:
I can also dump the decrypted exefs and romfs, if braindump is compatible with them.
einstein95
Member
Level: 33


Posts: 248/305
EXP: 214572
For next: 14607

Since: 04-11-13


Since last post: 1 day
Last activity: 1 day

Posted on 02-26-16 09:00:31 AM (last edited by einstein95 at 02-26-16 09:02:04 AM) Link | Quote
Back on topic, all these came with the JP Pokemon Green:
http://puu.sh/nm6Yx/3b0aadc68a.7z

All 19 patches of the Pokemon releases.
xdaniel
660
Level: 51


Posts: 616/661
EXP: 963045
For next: 50893

Since: 12-04-08
From: Germany

Since last post: 10 days
Last activity: 1 hour

Posted on 02-26-16 10:45:51 AM Link | Quote
I haven't looked at any other VC patches before, so I don't know if this is common or not, but the comments in some of the ones from Pokemon Green are interesting. For example:

Dmgapad0.h35.patch:

;ROM:78167 ld a, [byte_CC79]
;ROM:7816A ld [byte_FF48], a
;ROM:7816C call unk_41D2
;ROM:7816F call unk_417C
;ROM:78172 call unk_4E53


DMGAPSJ3.E58.patch:

;ROM:F9C60 call unk_585D
;ROM:F9C63 ld a, $28 ; '('
;ROM:F9C65 ld [byte_C635], a
;ROM:F9C68 ret


Dmgapae0.e69.patch:

; The effect_no decide which animation will be played.
; So we use it as a condition value. The address of effect_no is 0xd07c
; a7 c0 3e 05 ea
; and a A7
; ret nz C0
;
; ld a,5 3E 05
; ld (anime_buf),a EA
;
;
;effect_select_rdy:
; ld (effect_no),a
;
; call put_wait
;
; ld a,B_EFFECT_SELECT


It's like the first two are quick and dirty disassemblies, while the last one might be from the actual source code of the games or something? Corresponding lines for the last one in the pokered disassembly appear to be these here, btw.
Wack0
Member
Level: 12


Posts: 25/26
EXP: 6256
For next: 1665

Since: 08-15-11


Since last post: 1.0 years
Last activity: 1.0 years

Posted on 02-26-16 11:15:38 AM Link | Quote
Yeah, the first two quite obviously comes from IDA. IDA output can be seen in other patch files too, for example SMBDX.
einstein95
Member
Level: 33


Posts: 257/305
EXP: 214572
For next: 14607

Since: 04-11-13


Since last post: 1 day
Last activity: 1 day

Posted on 04-16-16 03:54:36 PM (last edited by einstein95 at 04-16-16 03:56:18 PM) Link | Quote
Shantae (EU/US): Everything is identical between the two except for the emulator languages and builddate. ROM matches the US version.


;Format Sample
;[xxxx] ;User-defined Name (Max:31 chars)
;Mode = 1 ;1:Fixcode; 2:Fixvalue; 3:Mask; 4:Palette; 5:Double Frame Buffer
;Type = 0 ;Normal: 0:Begin 1:End; Mode2: Value Type
;Address = x1F8000 ;ROM Address
;Fixcode = 0 ;Mode1: Fixed Rom Code; Mode2: Fixed Value
;DelayFrame = 0 ;Delay Frame
;FadeFrame = 0 ;Fade Frame 0:Off
;DarkEnable0 = 0 ;0:Off, 1:On (for Normal Mode)
;ReduceEnable0 = 0 ;0:Off, 1:On (for Normal Mode)
;MotionBEnable0 = 0 ;0:Off, 1:Black Fade, 2:White Fade, 3:Frame Blend (for Normal Mode)
;Dark0 = 10 ;0~10 (for Normal Mode)
;ReduceColorR0 = 0 ;0~31 (for Normal Mode)
;ReduceColorG0 = 0 ;0~31 (for Normal Mode)
;ReduceColorB0 = 0 ;0~31 (for Normal Mode)
;Motionblur0 = 31 ;0~31 (for Normal Mode)
;DarkEnable1 = 0 ;0:Off, 1:On (for Green Mode)
;ReduceEnable1 = 0 ;0:Off, 1:On (for Green Mode)
;MotionBEnable1 = 0 ;0:Off, 1:Black Fade, 2:White Fade, 3:Frame Blend (for Green Mode)
;Dark1 = 10 ;0~10 (for Green Mode)
;ReduceColorR1 = 0 ;0~31 (for Green Mode)
;ReduceColorG1 = 0 ;0~31 (for Green Mode)
;ReduceColorB1 = 0 ;0~31 (for Green Mode)
;Motionblur1 = 31 ;0~31 (for Green Mode)
;PaletteX = c31,31,31 ;X:0~15, cR,G,B (0~31)


;0007786bh: 63 0E C0 66 63 40 4C F0 FF
;
[FPA issue1]
Mode = 1
Address = 0x77870
Fixcode = a1: 40

;00077849h: 40 5A 63 40 1C 00 01
;PC:00-18C7=1A 000018C7 LY:052 AF:C0B0 BC:D1F8 DE:7849 HL:C00E SP:CFF7
;PC:00-18C8=13 000018C8 LY:052 AF:40B0 BC:D1F8 DE:7849 HL:C00E SP:CFF7
;PC:00-18C9=77 000018C9 LY:052 AF:40B0 BC:D1F8 DE:784A HL:C00E SP:CFF7
;PC:00-18CA=C3 000018CA LY:052 AF:40B0 BC:D1F8 DE:784A HL:C00E SP:CFF7

[FPA issue1-2]
Mode = 1
Address = 0x77849
Fixcode = a4: 40 5A 63 40



;PC:39-7978=21 0009F978 LY:139 AF:2770 BC:D372 DE:7937 HL:C397 SP:CFEF
;PC:39-797B=09 0009F97B LY:139 AF:2770 BC:D372 DE:7937 HL:0002 SP:CFEF
;PC:39-797C=3E 0009F97C LY:139 AF:2700 BC:D372 DE:7937 HL:D374 SP:CFEF
;PC:39-797E=22 0009F97E LY:139 AF:C900 BC:D372 DE:7937 HL:D374 SP:CFEF
;PC:39-797F=3E 0009F97F LY:139 AF:C900 BC:D372 DE:7937 HL:D375 SP:CFEF

;[FPA issue2 b1]
;Mode = 3
;Type = 0
;Address = 0x9F978
;MotionBEnable0 = 3
;Motionblur0 = 24

[FPA issue2 b2]
Mode = 3
Type = 0
Address = 0x18e1
MotionBEnable0 = 3
Motionblur0 = 24
;DarkEnable0 = 1
;Dark0 =3
ConditionType = 0
ConditionValueA = a10: 40 c4 41 c4 42 c4 e1 ff 40 80
ConditionValueB = a10: 00 00 00 00 00 00 00 00 00 00
ConditionValueC = a10: ea 00 7f 00 a0 00 d2 00 11 00


;PC:00-18E0=1A 000018E0 LY:047 AF:C900 BC:D3F0 DE:6E7F HL:C9D0 SP:CFF7
;PC:00-18E1=13 000018E1 LY:047 AF:0000 BC:D3F0 DE:6E7F HL:C9D0 SP:CFF7
;PC:00-18E2=22 000018E2 LY:047 AF:0000 BC:D3F0 DE:6E80 HL:C9D0 SP:CFF7
;
[FPA issue2 end]
Mode = 3
Type = 1
Address = 0x18e2
ConditionType = 0
ConditionValueA = a6: f2 d3 f3 d3 e1 ff
ConditionValueB = a6: 00 00 00 00 00 00
ConditionValueC = a6: 7c 00 6e 00 d0 00

;;0xFF68 --##############- Mem Write: pc32 = 0x5e15 addr = 0xff68 value = 0x80
;[FPA issue2 end]
;Mode = 3
;Type = 1
;Address = 0x5e15
;ConditionType = 0
;ConditionValueA = a6: 40 c4 41 c4 42 c4
;ConditionValueB = a6: 00 00 00 00 00 00
;ConditionValueC = a6: f3 00 7f 00 62 00
;

;[FPA issue1 begin]
;Mode = 6
;Type = 1
;Address = 0x1818
;MemAddress = 0x2334
;Fixcode =a1: 14
;ConditionType = 0
;ConditionValueA = a4: e0 c3 e0 c3
;ConditionValueB = a4: 05 00 05 00
;ConditionValueC = a4: 40 00 00 00
;
;[FPA issue1 end]
;Mode = 6
;Type = 1
;Address = 0x181a
;MemAddress = 0x2334
;Fixcode =a1: 14
;ConditionType = 0
;ConditionValueA = a4: e0 c3 e0 c3
;ConditionValueB = a4: 05 00 05 00
;ConditionValueC = a4: 40 00 00 00


[FPA issue1 begin]
Mode = 6
Type = 1
Address = 0x1818
MemAddress = 0x2334
Fixcode =a1: 14
ConditionType = 0
ConditionValueA = a6: 41 c4 42 c4 43 c4
ConditionValueB = a6: 00 00 05 00 00 00
ConditionValueC = a6: 00 00 00 00 01 00


;ConditionType = 0
;ConditionValueA = a10: e0 c3 e0 c3 41 c4 42 c4 43 c4
;ConditionValueB = a10: 05 00 05 00 00 00 05 00 00 00
;ConditionValueC = a10: 40 00 00 00 00 00 00 00 01 00
;
[FPA issue1 end]
Mode = 6
Type = 1
Address = 0x181a
MemAddress = 0x2334
Fixcode =a1: 14
ConditionType = 0
ConditionValueA = a6: 41 c4 42 c4 43 c4
ConditionValueB = a6: 00 00 05 00 00 00
ConditionValueC = a6: 00 00 00 00 01 00

;ConditionType = 0
;ConditionValueA = a10: e0 c3 e0 c3 41 c4 42 c4 43 c4
;ConditionValueB = a10: 05 00 05 00 00 00 05 00 00 00
;ConditionValueC = a10: 40 00 00 00 00 00 00 00 01 00
;

;step into the boss stage.
[FPA issue3 begin]
Mode = 3
Type = 0
Address = 0x17f3
MotionBEnable0 = 2
Motionblur0 = 16
DarkEnable0 = 1
Dark0 =8
ReduceEnable0 = 1
ReduceColorR0 = 6
ReduceColorG0 = 0
ReduceColorB0 = 0
ConditionType = 0
ConditionValueA = a10: 40 c4 41 c4 42 c4 d1 d4 00 82
ConditionValueB = a10: 00 00 00 00 00 00 00 00 00 00
ConditionValueC = a10: 00 00 00 00 00 00 01 00 f0 00

;;hero dead and reenter into the boss stage.
;[FPA issue3 begin_1]
;Mode = 3
;Type = 0
;Address = 0x17f5
;MotionBEnable0 = 2
;Motionblur0 = 16
;DarkEnable0 = 1
;Dark0 =8
;ReduceEnable0 = 1
;ReduceColorR0 = 6
;ReduceColorG0 = 0
;ReduceColorB0 = 0
;ConditionType = 0
;;ConditionValueA = a8: 40 c4 41 c4 42 c4 d6 c3
;;ConditionValueB = a8: 00 00 00 00 00 00 00 00
;;ConditionValueC = a8: ff 00 7f 00 ff 00 02 00
;ConditionValueA = a8: 40 c4 41 c4 d6 c3 40 81
;ConditionValueB = a8: 00 00 00 00 00 00 00 00
;ConditionValueC = a8: ff 00 7f 00 02 00 cc 00
;

;;----------0xd670 Mem Write: pc32 = 0x1ce7 addr = 0xd670 value = 0x5f
;;----------0xd671 Mem Write: pc32 = 0x1d01 addr = 0xd671 value = 0x54
;;----------0xd672 Mem Write: pc32 = 0x1d0c addr = 0xd672 value = 0x40
;[FPA issue3 begin1]
;Mode = 3
;Type = 0
;Address = 0x1819
;MotionBEnable0 = 2
;Motionblur0 = 16
;DarkEnable0 = 1
;Dark0 =8
;ReduceEnable0 = 1
;ReduceColorR0 = 6
;ReduceColorG0 = 0
;ReduceColorB0 = 0
;ConditionType = 0
;ConditionValueA = a6: 40 c4 41 c4 42 c4
;ConditionValueB = a6: 00 00 00 00 00 00
;ConditionValueC = a6: 9f 00 02 00 be 00
;
;
;;PC:05-6C4D=E0 00016C4D LY:015 AF:FBC0 BC:0000 DE:D071 HL:FF40 SP:CFF5
;;PC:05-6C4F=C9 00016C4F LY:015 AF:FBC0 BC:0000 DE:D071 HL:FF40 SP:CFF5
;;PC:05-5A64=CD 00015A64 LY:015 AF:FBC0 BC:0000 DE:D071 HL:FF40 SP:CFF7
;;press start button , quit from pause statue.
;[FPA issue3 begin2]
;Mode = 3
;Type = 0
;Address = 0x15A64
;MotionBEnable0 = 2
;Motionblur0 = 16
;DarkEnable0 = 1
;Dark0 =8
;ReduceEnable0 = 1
;ReduceColorR0 = 6
;ReduceColorG0 = 0
;ReduceColorB0 = 0
;ConditionType = 0
;ConditionValueA = a6: 40 c4 41 c4 42 c4
;ConditionValueB = a6: 00 00 00 00 00 00
;ConditionValueC = a6: 9f 00 02 00 be 00
;
;;0xC440 Mem Write: pc32 = 0xe58b addr = 0xc440 value = 0xf3
;;0xC441 Mem Write: pc32 = 0xe5a3 addr = 0xc441 value = 0x7f
;;0xC442 Mem Write: pc32 = 0xe5c3 addr = 0xc442 value = 0x62
;;0xC443 Mem Write: pc32 = 0xe5db addr = 0xc443 value = 0x58
;;press start button , go into pause statue.
;[FPA issue3 end]
;Mode = 3
;Type = 1
;Address = 0xe5db
;ConditionType = 0
;ConditionValueA = a6: 40 c4 41 c4 42 c4
;ConditionValueB = a6: 00 00 00 00 00 00
;ConditionValueC = a6: f3 00 7f 00 62 00

;hero die or boss die
[FPA issue3 end]
Mode = 3
Type = 1
Address = 0x5e11
ConditionType = 0
ConditionValueA = a8: 40 c4 41 c4 42 c4 d6 c3
ConditionValueB = a8: 00 00 00 00 00 00 00 00
ConditionValueC = a8: de 00 7b 00 de 00 02 00

;boss dead , reduce color
;[FPA issue3 begin3]
;Mode = 3
;Type = 0
;Address = 0x18e6
;DarkEnable0 = 1
;Dark0 =8
;ReduceEnable0 = 1
;ReduceColorR0 = 20
;ReduceColorG0 = 0
;ReduceColorB0 = 0
;ConditionType = 0
;ConditionValueA = a8: 43 c4 41 c4 42 c4 d0 c9
;ConditionValueB = a8: 00 00 00 00 05 00 00 00
;ConditionValueC = a8: 01 00 02 00 00 00 f3 00

[FPA issue3 begin3]
Mode = 3
Type = 0
Address = 0x17f4
MotionBEnable0 = 0
Motionblur0 = 31
DarkEnable0 = 1
Dark0 =8
ReduceEnable0 = 1
ReduceColorR0 = 6
ReduceColorG0 = 0
ReduceColorB0 = 0
ConditionType = 0
;ConditionValueA = a12: 40 c4 41 c4 42 c4 d6 c3 d6 c9 d0 c9
;ConditionValueB = a12: 00 00 00 00 00 00 00 00 00 00 05 00
;ConditionValueC = a12: 9f 00 02 00 be 00 01 00 04 00 00 00
ConditionValueA = a12: 40 c4 41 c4 42 c4 d6 c3 d0 c9 00 82
ConditionValueB = a12: 00 00 00 00 00 00 00 00 05 00 00 00
ConditionValueC = a12: 9f 00 02 00 be 00 01 00 00 00 e0 00

[title jump]
Mode = 1
Address = 0x72826
Fixcode = a3: c3 a3 69

hking0036
Random nobody
Level: 5


Posts: 8/8
EXP: 425
For next: 104

Since: 10-01-16


Since last post: 292 days
Last activity: 275 days

Posted on 11-30-16 10:36:26 PM (last edited by hking0036 at 11-30-16 10:51:17 PM) Link | Quote
I made a thread about this weeks ago but I figure it could go here too and maybe get more visibility, plus I got a bunch of new ones since last time: I have currently 47 US + 22 EU dumps of wii u gba games, of which most have differences, and for most are completely undocumented. When it comes down to brass tacks I have no clue how to actually find the differences though. Patches and info are all available here:
https://docs.google.com/spreadsheets/d/14kuiSrAL3GGvux93lYf3TRv4i309qeZFDt0weMh34o8/edit?usp=drive_web

Also includes a link to a guide of mine on dumping your own wii u gba vc. I recommend anyone who chooses to use it does a ram dump or maybe even multiple to verify.

I pulled manual scans from the Nintendo.com pages of each vc game, but all the ones I've dumped have manuals even if they're not on the page so if anyone has any idea how to crack into the /meta/manual.bfma files that'd be cool too, I'm sure someone out there is interested in manual scans. If anyone wants to try and start up dumping other systems, I'd be glad to help dump and tag them with you. NES, SNES, N64, and DS are all out there, but there's a surprising lack of info overall.
Pages: 1 2 3Next newer thread | Next older thread
Jul - TCRF - Nintendo 3DS VC patches and ROMs New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

30 database queries, 14 query cache hits.
Query execution time: 0.168043 seconds
Script execution time: 0.018732 seconds
Total render time: 0.186775 seconds