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UltimateARhacker
Posted 2015年02月03日 - 21:51 JST #19873



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220 Posts

its a ds file that can be found on the ds version of diddy kong racing.  is there a way to convert these files to be used on mkds?  considering its native to the ds i would imaging that conversion wouldn't be too hard.


pabloh&g
Posted 2015年02月03日 - 21:53 JST #19874

On 26/09/2014, at 9:25 pm, Yamilla Hoshi wrote:> ????

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167 Posts

Ask geri. However, how do you now it is native? It may be a custom file type.


N64 Arctus
Posted 2015年02月03日 - 22:38 JST #19875



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635 Posts
assets.bin appears to use a similar compression method to the .bin files in the Megaman StarForce games, but the other two .bin files in the game directory don't seem to use the same compression method though...

Gericom
Posted 2015年02月03日 - 23:56 JST #19876

Feature-Length Nut Expansion Pak

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1377 Posts

its a ds file that can be found on the ds version of diddy kong racing.  is there a way to convert these files to be used on mkds?  considering its native to the ds i would imaging that conversion wouldn't be too hard.

There are not something like native archive formats. There are just a couple of SDK formats and there are non-SDK formats. I don't think unpacking should be too hard. I might have a look at it.

N64 Arctus
Posted 2015年02月04日 - 0:15 JST #19877



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635 Posts
I wonder what 2264.bin and 2265.bin are for exactly in DKRDS. There also appear to be some oddly named .lev files in the rom, such as, ALWAYS_LOADED.lev, ARTUROTESTLEVEL.lev, BENTESTLEVEL.lev, ROBTESTLEVEL.lev, SFXTESTLEVEL.lev, and TREVTESTLEVEL.lev. The last five I listed were clearly used for testing stuff, but what does "ALWAYS_LOADED" mean? What would be loaded for the whole game? :/

UltimateARhacker
Posted 2015年02月04日 - 9:26 JST #19878



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220 Posts

I wonder what 2264.bin and 2265.bin are for exactly in DKRDS. There also appear to be some oddly named .lev files in the rom, such as, ALWAYS_LOADED.lev, ARTUROTESTLEVEL.lev, BENTESTLEVEL.lev, ROBTESTLEVEL.lev, SFXTESTLEVEL.lev, and TREVTESTLEVEL.lev. The last five I listed were clearly used for testing stuff, but what does "ALWAYS_LOADED" mean? What would be loaded for the whole game? :/

yeah i saw those years ago in the ram when i was hacking dkrds for codes.  theres also direct http links in the ram data  problably for wfc.

 

ive swap out the test levels and it doesnt do anything when i load them.  there is alot of hidden secrets with dkrds.  one of them is you can find a yoshi voice sample in the sound data.   and its from mkds no joke xD

 

https://www.youtube.com/watch?v=7WCLa3qrJj4


UltimateARhacker
Posted 2015年02月04日 - 10:08 JST #19879



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220 Posts

There are not something like native archive formats. There are just a couple of SDK formats and there are non-SDK formats. I don't think unpacking should be too hard. I might have a look at it.

cool.  good luck! i would say using the ds version would be easier to work with


MKGirlism
Posted 2015年02月04日 - 15:47 JST #19880

I'm cutely evil, aren't I?

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8388607 Posts
My guess is, that "ALWAYS_LOADED" is something that's available, in all Scenes.
I don't know what (probably the Character?), I didn't play this Game, for years.

In Unity, there's a Function called, "DontDestroyOnLoad()", putting an Object between the Brackets, will make sure the Object will stay loaded, even if you load another Scene.
Maybe a similar thing happens here?

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