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10-21-18 05:18:04 PM

Jul - General Game/ROM Hacking - Paper Mario Hacking New poll - New thread - New reply
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VideoGuy
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Posted on 06-18-09 08:49:53 PM Link | Quote
I've played this game (for the N64), and was wondering if there are any hacking tools (or even any hacking information) for it online. It seems like it would be a fun game to hack, but I haven't been able to find anything for it. Does anyone know of these?

Note: By hacking I mean hacking the entire game, not just some values to change your level status.
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Posted on 06-18-09 09:47:09 PM Link | Quote
There's nothing specific for Paper Mario, as far as I know. You'll have to figure most of it out for yourself.

I once poked around inside the ROM, though, and parts of it are compressed. You'll need to look up yay0 or yaz0 decompression.

Also, you'll probably want your ROM non-byteswapped (big-endian). It makes things much easier. Use Tool64 or something similar to do that.
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Posted on 06-19-09 04:36:31 PM Link | Quote
To be honest considering the 3D maps and such (plus the fact you'd probably need to find out a lot of data to create a good RPG hack - maps, enemy data, scripts, NPCs, etc) I think you'd be better off going with something else.

Of course, if you really want to (and you have the skills to do it) then go ahead, but it won't be easy.
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Posted on 06-20-09 02:52:39 AM Link | Quote
What about super paper mario (wii)?
BigBrain
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Posted on 06-20-09 02:43:35 PM (last edited by BigBrain at 06-20-09 02:44 PM) Link | Quote
Originally posted by Hiccup
What about super paper mario (wii)?

If it's hard to get done a good hack in paper mario 64 how is one supposed to hack an ISO file which might be several Gigabytes in size without having _any_ documentation ready?

@ VideoGuy:
About Paper Mario 64, I think it could be quite entertaining BECAUSE there is no documentation available, everything you'll publish will be a new discovery for sure
The game itself is quite consistent in design, i.e. most enemies are handled the same and probably represented the same in the game's sourcecode (that is, there are only few hacks that could screw up things if you don't know how to handle them).

Of course, if you start hacking on Paper Mario 64, you are greatly encouraged to publish your results in this forum (in a single thread ofc), someone will probably find it useful and maybe will even climb on the PM 64 bandwagon, too
VideoGuy
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Posted on 06-20-09 09:58:33 PM Link | Quote
Originally posted by BigBrain

@ VideoGuy:
About Paper Mario 64, I think it could be quite entertaining BECAUSE there is no documentation available, everything you'll publish will be a new discovery for sure
The game itself is quite consistent in design, i.e. most enemies are handled the same and probably represented the same in the game's sourcecode (that is, there are only few hacks that could screw up things if you don't know how to handle them).

Of course, if you start hacking on Paper Mario 64, you are greatly encouraged to publish your results in this forum (in a single thread ofc), someone will probably find it useful and maybe will even climb on the PM 64 bandwagon, too


While that sounds tempting, I don't think I have the skills or the patience to dive into an unexplored ROM and find out what everything does. Though I'd be willing to help out if someone knew the basics, since I wouldn't know where to begin (just thinking about all those numbers in Hex Workshop makes me cringe).
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Posted on 06-20-09 10:03:15 PM Link | Quote
The only thing I have ever done for this game is made a .tbl which should straighten out some of the text in the hex editor. I don't even remember where it is located now, as it has been years, although I do remember all of the storyline dialogue being pretty far into the ROM.

It is nothing exciting, but the .tbl file is here if anyone wants it.
BigBrain
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Posted on 06-21-09 09:04:33 AM Link | Quote
Originally posted by VideoGuy
While that sounds tempting, I don't think I have the skills or the patience to dive into an unexplored ROM and find out what everything does. Though I'd be willing to help out if someone knew the basics, since I wouldn't know where to begin (just thinking about all those numbers in Hex Workshop makes me cringe).


Yeah, I understand that this is a big burden. On the other hand, because of that you'll learn much by making simple discoveries. Of course, Paper Mario is a big game, and finding out what you changed actually by flipping byte 0x3e15f1 could be quite hard
This is where ROM corrupters (=> Google) come in handy as they provide an easy way to randomly change certain ROM areas and see what it changes about the game. I don't know how big the PM64 ROM is, but a ROM map might still be a bit big
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Posted on 06-22-09 09:07:06 AM Link | Quote
Retriever II has done extensive documentation and work regarding Paper Mario and its two sequels.
His stuff is here, but not organized very awesomely. Check the 'pm' folders and everything with a prefix of 'pm' or 'pm2' or whatever.

If something doesn't look okay, you can contact him through AIM or MSN.. I think. Look around the internets for his screen name.
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Posted on 06-26-09 02:16:35 AM Link | Quote
Originally posted by BigBrain
Originally posted by Hiccup
What about super paper mario (wii)?
If it's hard to get done a good hack in paper mario 64 how is one supposed to hack an ISO file which might be several Gigabytes in size without having _any_ documentation ready?
@ VideoGuy:
About Paper Mario 64, I think it could be quite entertaining BECAUSE there is no documentation available, everything you'll publish will be a new discovery for sure
...eh? You contradicted yourself.

Also, there's no guarantee that ISO hacking is harder... it might be easier, because everything is "neatly" sorted into folders. Figuring out the data format may also be a tad easier; text will have its own place and so on, so you won't need to figure out what's what.
Games for modern consoles are also, well, not as low-level as older games (this is just speculation, by the way) so there's less chance of inane data formats and more chance of "Hey, the text here is just encoded in byte-shifted unicode!" and such.
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Posted on 06-26-09 03:32:31 AM Link | Quote
I just remembered.

The text in Paper Mario 2 (Gamecube) is stored as ASCII. My friend hacked it with Notepad.
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Posted on 07-02-09 11:14:46 AM Link | Quote
Originally posted by Joe
I just remembered.

The text in Paper Mario 2 (Gamecube) is stored as ASCII. My friend hacked it with Notepad.


Yeah, and it uses a form of XML for its effects.
http://www.mariowiki.com/Beta_Elements#Dialog


I remember seeing someone adding text to one of PM64's text strings in a YouTube video. He added "noob" to show a break in a large string of "@'s" in the ROM and displayed it in PM64 by changing one of Peach's text pointers(I assume). The app he used was a Memory Editor of some sort. If you wanna see it, skip to "1:21" of this video: http://www.youtube.com/watch?v=ncPrwR77kJA
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Posted on 07-02-09 01:53:35 PM Link | Quote
Originally posted by roxahris
...eh? You contradicted yourself.

Also, there's no guarantee that ISO hacking is harder... it might be easier, because everything is "neatly" sorted into folders. Figuring out the data format may also be a tad easier; text will have its own place and so on, so you won't need to figure out what's what.
Games for modern consoles are also, well, not as low-level as older games (this is just speculation, by the way) so there's less chance of inane data formats and more chance of "Hey, the text here is just encoded in byte-shifted unicode!" and such.


okay, I stand corrected
Didn't know (or at least I didn't think that much about it) the files on newer games were organized better; guess I'll start hacking on the GC Paper Mario when I've got some free time again
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Posted on 07-16-09 10:53:14 PM Link | Quote
Originally posted by Hiccup
What about super paper mario (wii)?

I personally don't see a point in hacking that game as much as Paper Mario.

Somthing I'd find cool is making enemys and what you'd fight.
VideoGuy
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Posted on 07-22-09 03:42:41 PM Link | Quote
Well I finally took a look around the ROM and found a large section of uncompressed text. Thanks to RetreiverII and SNN's text docs, I was able to change some of the messages. I'll post a video of it soon.

For anyone curious, the text starts at 01B830C7.

I was wondering if you think there would be any demand for a Paper Mario text editor. I would probably be able to make one, but I want to know if you think it would be worth my while.

I haven't made any other obvious discoveries, but there is a ton of yay0 compressed stuff. Does anyone know any good documentation on yay0 compression? I can't find any.
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Posted on 07-22-09 04:27:18 PM Link | Quote
Whoa whoa whoa whoa. Whoa. Wait a minute.

How does the text start at a misaligned address? What sort of compiler are you implying the existence of?
VideoGuy
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Posted on 07-22-09 04:38:20 PM Link | Quote
Sorry, change that to 1B830C4. That's where the text functions start. The actual text starts at 01B830C7, that was my reference point for go-to's.

Or is that not better? (I'm a bit new to hex ROM hacking)
Joe
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Posted on 07-22-09 10:10:51 PM Link | Quote
Originally posted by VideoGuy
Does anyone know any good documentation on yay0 compression? I can't find any.
Google is your friend.

That aside, there is some good info hiding in the Dolwin source code archive. I've uploaded it here.
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Posted on 07-24-09 09:09:44 AM Link | Quote
GZRT (GNU Zelda Rom Tool) is a good place to start if you want Yaz0 information. Check out the trunk, there's some nice N64 stuff in that Google code page.

This might work for you: yaz0.c.
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Jul - General Game/ROM Hacking - Paper Mario Hacking New poll - New thread - New reply




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