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PostPosted: Thu Apr 19, 2007 10:55 am 
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Try replacing the sound files with an .sdat from a game where there is a small one -- like Sound_Spawn.sdat from GoldenEye.

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PostPosted: Thu Apr 19, 2007 1:22 pm 
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Unusual, sound files normally take to be sliced up quite well.

It will sound odd when playing the game but you could repoint the sound file to play other voices and delete the wasted space.
I am in a bit of a rush so I am not going to detail it in as much err detail as I would like (a lot of what I will tell you to do is found in the header but I can not remember the offsets, there is also a whole bunch of other useful tid bits associated with this), it will be a mission but look at the start of the sdat file and you will see a list of ASCII, these are the file names copy and paste into something (excel works for me).
Search for FAT (in ascii) and following that will be a list of hex numbers do a 32bit byte flip and that is the offset of the files, the (probably 4 hex digit) number following it is the length of the file (it is not the same as the next offset minus the current one as there is padding).
Place this number list against the file names (why I said excel earlier) and you have a nice map of the sound file. You could also use the smap generation software found earlier in this thread but you will still have to do some fun things afterwards so I do not suggest it.

In the list of offsets replace the files you want to lose with others (you can also do this to benefit games: my tetris ds always plays the kalinka and it helps with the castlevania POR crashing problem), you can delete the files you just "replaced" if they are on the end (the end of the file is typically the large files) or delete and repoint some more.

As an aside if you should get this list of names, offsets and lengths you can rip files from the sdat and feed them into conversion software which helps with sdats the ripper linked crashes on (final fantasy3, Castlevania POR and few others).

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PostPosted: Sat Apr 21, 2007 12:35 pm 
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Thank you, guys!!

Instead of deleting the files, I copied a small 80 kb sound file and replaced the big 1m sound files with it, making the game play the smaller file in place of it. It works perfectly now, thanks ^_^

If anyone has a 128MB flash card and can't fit Bleach, you should try this.

Although now some characters say silly things like "Kokui hirameku Requiem" when they do attacks, it's very nice :D


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 Post subject: yugioh championship 2007
PostPosted: Mon Jun 04, 2007 5:11 pm 
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any chance someone could make a rip of yugioh world championship 2007 to fit a 512mb card ive been reading all these posts and downloading all these tools all day but this stuff is just way over my head could someone plz email me if they could possibly help me out with this. thanks!


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PostPosted: Tue Jun 05, 2007 4:15 am 
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Going for the US version here but it should work regardless.

This is a hard one as there are no obvious files to get rid of.
Rebuilt the rom weighs in a 110 megs: you have to lose 46 megs

Without any obvious movies to lose it is going to be fun:

Utilty.bin this is the download play and it is about 1megabyte in size
sound_data.sdat: 15 megs, can be effectively zeroed out by replacement.

95 megs: just under 32 to go.

Data_arc_pac folder:
All the files here are .pac, a quick analysis seems to indicate these are a type of archive (a very common concept in DS roms: also the game uses ASCII encoding it seems and sports all the different languages found in the Euro version but this is getting off track).
Now I would not suggest deleting a whole .pac file (there are only a few big ones and they look crucial) so it is time to figure out the packing arrangement,

file names at the start it seems followed by offset (subtract header) and length, I will have to work this one out though as I have to vanish shortly.

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 Post subject:
PostPosted: Tue Jun 05, 2007 11:20 am 
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yea i replaced the sound file and got it down to 95 like u did but i didnt know what else to do after that. well when u get time let me know

thanx for the reply!


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PostPosted: Wed Aug 01, 2007 4:37 pm 
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I removed the sounds in J and moved to USA file using a dslazy (unpack after pack) , ezclient don't identify the rom , and i try to play but its a black screen or white ?¿ i don't understand why the rom don't open in my EZ IV


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PostPosted: Wed Aug 01, 2007 4:45 pm 
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If you change even one byte of a DS game then the EZ4 Client will not recognize it. This is because the CRC is altered.

If a game is locking up when you have messed with the files then either the file(s) you swapped into the game have different addresses that are hardcoded into the binaries and what it expects to find it doesn't which leads to the lockup or it could possibly be that when it was rebuilt the header or structure of the .nds was messed up by DSlazy. I know this happens with ndstool but not sure if DSlazy uses the same code or not.

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Want to cheat in *any* DS game on *any* cart? - Get DSATM
Want to cheat in *any* GBA game on *any* emulator? - GBAATM
Still can't finish that NES,SNES,GB,SMS,GG,Genesis game from when you were a kid? Get CCCGP
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PostPosted: Thu Aug 02, 2007 11:03 am 
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I'm trying to put audio and videos files , Japanese files to English files from game Lunar Knights

What the best program for changes internal archives in .nds roms?
And for ripping sounds in sdat?


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PostPosted: Thu Aug 02, 2007 1:29 pm 
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Fast will correct me if I'm wrong but IIRC there isn't really a tool that will produce a valid sdat because of variations between the format in each game. As for video I haven't seen anything at all being done for conversion.

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Want to cheat in *any* DS game on *any* cart? - Get DSATM
Want to cheat in *any* GBA game on *any* emulator? - GBAATM
Still can't finish that NES,SNES,GB,SMS,GG,Genesis game from when you were a kid? Get CCCGP
For more tools visit cracker's crap!


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 Post subject:
PostPosted: Thu Aug 02, 2007 5:55 pm 
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SDAT from scratch, there exists nothing.
Ripping (to windows) has moved on a bit, try crystaltile2, ndssndext and
Have a read here for links and info:
http://kiwi.ds.googlepages.com/sdat.html
There is also a midi2sseq conversion app, it is not very polished yet but it should do the task.
http://kiwi.ds.googlepages.com/

As for game that use SDAT there exists about 4 titles that do not use it (brothers in arms, electroplankton, one that used a variant on the old dreamcast format and one I can not remember right now).

For video there is little, I do recall some of the stuff was used on mobile phones to some extent so you may have some luck there.

As for DS archives, a hex editor is arguably the cleanest (and therefore best) but ndstool (link and guides in the first post will do).

If you want manual here is an excerpt from my GBA.DS rom hacking document I have recently been working on again:
DS File system.
This technique can be used for multiple reasons including,
Trimming a rom: in game movies can take some serious space, by duping the game into running the smallest video you can then delete the remaining video saving space.
Restoration: the old beta files included, load them in place of the new ones.
Plain hacking, add your files in and repoint, make sure to alter the file length in the header though.

open the rom in a hex editor:
go to offset 40 hex
If you imagine the next 4 bytes are ABCD rearrange to read DCBA
In the US version this means:
00A01600
0016a000

Go to 16a000 hex to get something like this:

CODE
0016A000 6001 0000 0400 2C00 6E01 0000 0400 00F0 `.....,.n.......
0016A010 CB03 0000 1E00 01F0 1A04 0000 2300 01F0 ............#...
0016A020 260D 0000 9900 01F0 6718 0000 F900 01F0 &.......g.......
0016A030 7418 0000 FA00 01F0 4A1A 0000 1B01 01F0 t.......J.......
0016A040 C41A 0000 2001 07F0 291B 0000 2001 08F0 .... ...)... ...
0016A050 4F1B 0000 2301 08F0 751B 0000 2601 08F0 O...#...u...&...
0016A060 9B1B 0000 2901 08F0 C11B 0000 2C01 08F0 ....).......,...
0016A070 E71B 0000 2F01 08F0 0D1C 0000 3201 08F0 ..../.......2...
0016A080 331C 0000 3501 08F0 591C 0000 3801 08F0 3...5...Y...8...
0016A090 7F1C 0000 3B01 08F0 A51C 0000 3E01 08F0 ....;.......>...
0016A0A0 CB1C 0000 4101 08F0 F11C 0000 4401 07F0 ....A.......D...
0016A0B0 ED1D 0000 5301 07F0 751E 0000 5301 16F0 ....S...u...S...
0016A0C0 B61E 0000 5701 16F0 F71E 0000 5B01 16F0 ....W.......[...
0016A0D0 381F 0000 5F01 16F0 791F 0000 6301 16F0 8..._...y...c...
0016A0E0 BA1F 0000 6701 16F0 FB1F 0000 6B01 16F0 ....g.......k...
0016A0F0 5C20 0000 7101 16F0 6920 0000 7201 16F0 \ ..q...i ..r...
0016A100 AA20 0000 7601 16F0 EB20 0000 7A01 16F0 . ..v.... ..z...
0016A110 0621 0000 7C01 16F0 6522 0000 9501 16F0 .!..|...e"......
0016A120 D222 0000 9B01 16F0 1323 0000 9F01 16F0 .".......#......
0016A130 5423 0000 A301 16F0 9523 0000 A701 01F0 T#.......#......
0016A140 A223 0000 A801 01F0 5A26 0000 D301 01F0 .#......Z&......
0016A150 802E 0000 6002 01F0 912E 0000 6102 00F0 ....`.......a...
0016A160 8464 6174 6101 F083 6477 632B F000 1843 .data...dwc+...C
0016A170 6861 7261 6374 6572 4B61 7274 5365 6C65 haracterKartSele
0016A180 6374 2E63 6172 631B 4368 6172 6163 7465 ct.carc.Characte
0016A190 724B 6172 7453 656C 6563 745F 6573 2E63 rKartSelect_es.c
0016A1A0 6172 631B 4368 6172 6163 7465 724B 6172 arc.CharacterKar
0016A1B0 7453 656C 6563 745F 6672 2E63 6172 631B tSelect_fr.carc.
0016A1C0 4368 6172 6163 7465 724B 6172 7453 656C CharacterKartSel
0016A1D0 6563 745F 6765 2E63 6172 631B 4368 61 ect_ge.carc.Cha



This is the file name table, the first numbers are the locations of the names starting from the start of the section 16a000 (after flipping around of course). The number before the name is the length of the name coming up. It must be siad though that the previous section is pretty much academic though as you could try and extract your own arrangement but I suggest using NDSTS ( http://www.gbadat.altervista.org/tools.htm ) to get the locations of the files you want.
Find the file you want, (the number will be in hexadecimal in NDSTS' display which is nice) and do the next part

If you go back to 44 and repeat the process you get another number, this is the file allocation table. In the example above it is 16d000 hex.
Go and flip numbers as usual, these numbers may look familiar.

Change the offending number to another one that looks nicer and bam the DS is duped into thinking it has the file.

Remember to flip any numbers back if you did not do it elsewhere.

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 Post subject:
PostPosted: Fri Aug 03, 2007 6:51 pm 
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Thanks!! It's works =D
But i have a doubt about sdattool.exe
Why appear a file sound_data.SMAP xP

Thanks For Help !


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 Post subject:
PostPosted: Sat Aug 04, 2007 1:54 am 
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The SMAP is a file that the nitroSDK (the official SDK from Nintendo) makes that contains data on the soundfile (SMAP= sound map perhaps). Normally it is deleted from a game but can be found in a few of them (which is nice as it helped reverse engineer the format).

If you want to read it open it in notepad.

I personally suggest you use the tool here for ripping sound though as DJbouche's fails on some of the newer sound files: http://nintendon.s6.xrea.com/

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PostPosted: Sat Aug 04, 2007 11:03 am 
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Thanks guys!! :)


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