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/vr/ - Retro Games


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File: 279 KB, 1800x690, DD_KNK_RBB_B_big.png [View same] [iqdb] [saucenao] [google]
6216268 No.6216268 [Reply] [Original]

/vr/ bros, what happened with the rom dumps

>> No.6216365

>>6216268
So far I can only find the switch version, I unpacked it with unpack and the keys file, but beyond that it looks like it was made in Unity once I look at the romfs.

Tried some utilities for extracting files from unity but so far looks like the whole fuckin thing is in Unity, not finding any roms just a shitload of textures, sprites, and undeclared filetypes that don't really line up with rom sizes from the no-intro sets.

So..... that's where I'm at right now, not sure if any of you dudes got any ideas.

>> No.6216413
File: 760 KB, 1685x947, uh oh.png [View same] [iqdb] [saucenao] [google]
6216413

Is it really worth it though?

>> No.6216428

So they effectively ported the games into a new engine instead of just running them as ROMs?

>> No.6216432

>>6216413
nigga, I would pay top fucking dollar to get these games with no slowdown seriously this is all-time great shit

>> No.6216438

>>6216365
>>6216428
Mind posting a file tree or something?

>> No.6216470

Not >>6216365 but some of the ressource files (including the biggest ones) refuse to extract with my Unity extractor. It's all menu related shit so far.

>>6216432
If you can read Japanese, you can already have that with Retroarch. Enable overclocking and disable the sprite limit. That said this collection has some gameplay fixes for the sports games and possible censorship for River City Ransom JPN

>> No.6216537

Is this going to be on Steam? Or any digital distribution service?

>> No.6216648

PHYSICAL VERSION WHEN?

>> No.6217418
File: 30 KB, 640x507, notreallyatree.png [View same] [iqdb] [saucenao] [google]
6217418

>>6216438
it's weird but this is what i have, i'm using AssetsBundleExtractor_2.2_64bit and it lets me dump the files, but it seems like they're all just parts of shit, like menu and overlay assets and shaders. Maybe i'm not looking in the right place, but you'd figure it's be in resources.asset or sharedassets.asset in the romfs

>> No.6217478

>>6217418
Does anyone know how to do a GDB stub with yuzu to do a memory dump of the current Switch RAM? That was a similar method to how I did the speedy Aladdin Remix dump.

>> No.6217513

>>6217418
Nintendo games since the 3DS have a romfs partition and exefs partition. It's not unheard of to have assets in the latter.

>> No.6217563
File: 12 KB, 573x186, CaptureExefs.png [View same] [iqdb] [saucenao] [google]
6217563

>>6217513
True, these files seemed a little small though

>> No.6217813

>>6217563
Considering the NES ROMs each would be less than a megabyte large it's possible they could be inside one of those files.

>> No.6218046

>>6216470
>If you can read Japanese
The big selling point of this collection is that all of the games are translated into English.

>> No.6218542

>>6217813
Would they still have the enhancements if that's the case?

>> No.6218545

>>6218046
The removal of slowdown is really what's important.

>> No.6218578

>>6217813
this, someone should check those files to see if the roms are there.

>> No.6219015

If these really were re-made with unity with reduced lag/flickering it truly is worth the asking price. Pretty based ngl.

>> No.6219393

>>6216413
I notice here it talks about the "High-quality Version". Does the compilation let you play the "Original Version", WITH flickering/etc? If so, the situation may be that the High-quality Versions are native Unity remakes, while the Original Versions are NES roms.

>> No.6219456

>>6219393
It does. I don't know WHY they think anyone would ever want to play the games with slowdown, but the "high quality version" of each game is literally 100% identical to the original, but with the slowdown and flicker removed. But you CAN play them with slowdown and flicker. Probably the single most pointless feature ever included in a game, but it's there regardless.

>> No.6219667

>>6219456
actually, some of the Quality UP versions, not only have the speedups, but also slight modifications, rebalancing and QoL updates for some of the games.

every game has a changelog for the Quality UP versions.

>> No.6219746

I know nothing of rom extraction, but on the off-chance that they remade the games, why use the generic sans serif font/english alphabet that were already in the rom? It's not like they wouldn't have the space, right?

>> No.6219806

>>6219746
if anything thats proof that the games are roms.

now, the reason for the fonts, is basically because they were doing it simple, the devs maybe didnt had enough time (bullshit i know) to properly analyze the code and implement some form of VWF to allow for more text space.

or maybe, considering the quality of the logos, they DID went throrough, but the way the games are designed doesnt allow for use other width for fonts.

>> No.6219890

Did anyone already recursively search all the extracted files for the NES file signature (0x4E45531A)? Here's a bash script I would use under Linux if I had all the files extracted:

shopt -s globstar
for f in **/*; do
hexdump "$f" | grep "454e 1a53" && echo "^ Found in $f"
done

It's not unlikely that it would be compressed though so really looking in RAM like what >>6217478 said is a better idea. Does Yuzu actually run the game well enough that the roms if they exist get loaded into memory? Anybody tried it? I think Cheat Engine could be a quick way to search the RAM on Windows.

>> No.6220003

>>6219456
Of all boards to ponder why people would be purists and only want to play the original? On /vr/? Retro fags have mega autism.

>> No.6220020

>>6219890
i have no idea.

i installed and tried to run a game NSP with the latest Yuzu EE build. but it gets stuck on the launching screen.

i would say its because i dont know how to configure the thing, but i tried a random NSP i had (chikichiki boxy wrestling), and that one worked first try! did anyone else had better luck in Yuzu?

>> No.6220454

>>6220020
you might need the newest switch keys. i'm the bro who unpacked it originally and started digging around with unity tools.

https://www.reddit.com/r/YuzuPiracy/comments/e84glc/yuzu_prodkey_firmware_910/

use the text in this post and drop it into the linked site to decode it into plain text for your keys file (if you have a base 64 decoder you can do it with that too) save it ina txt file as keys.txt or whatever yuzu tells you to save it as (prod.key or something?)

i had problems unpacking it with any other keys set before this.

>> No.6220463
File: 89 KB, 984x589, ps4 huh.png [View same] [iqdb] [saucenao] [google]
6220463

>>6219890
the files extract kind of weird, the unity tools only let you extract the files as different .txt files, and inside them is a bunch of code, looks like they left some assets for the ps4 version in there too. see attached.

this is from resources.assets unpacked

>> No.6220467
File: 68 KB, 835x565, xbox eh.png [View same] [iqdb] [saucenao] [google]
6220467

ooh, also

I wonder why the game files would have files that say Xbox unless they plan to porting to xbox one and pc doncha think? just spotted this.

>> No.6220472

>>6220454
nope! still nothing. probably the game cannot be emulated yet.

>> No.6220487

>>6220472
This >>6216413 is an emulator screenshot.
I looked up "INES" in the RAM with CT and found nothing. Maybe I'll try again.

It doesn't seem anons here understood what I was asking about.
When you use Cheat Engine, you not only look through the emulated Switch memory, but all the added emulation garbage. Emulators that have GDB stubs however (such as yuzu) allow another tool (which?) to have access to just Switch RAM and nothing else, which would speed things up considerably.
The question here, of course, is how to do it with yuzu.

>> No.6220493

well, does switch have savestates? considering the size of the games, maybe the roms can be accesible in a SS Ram dump rather than the live RAM itself?

>> No.6220501

>>6220493
Emulators for modern consoles don't have savestates, despite the technical feasibility.

>> No.6220507

>>6220501
hmm... then i got nothing. if there were a way to make a ram dump, or a save state that would help too.

>> No.6220560

>>6220487
For the record iNES ROMs would have "NES" in the header, not "INES".

>> No.6220721

>>6220487
>which
Gdb, obviously. :^) There's probably a shitload of frontends for it if you need one. Yep, take your pick: https://www.sourceware.org/gdb/wiki/GDB%20Front%20Ends
>how
I've no experience with gdb, only ever used shitty IDE debuggers like a streetshitter, but I'll post some more relevant links.
GDB issue with posted workaround: https://github.com/yuzu-emu/yuzu/issues/1850
Dicksword, somebody could probably help you if you run into issues. Just remember they're moralfags: https://discord.gg/XQV6dn9
Sounds like there's a way in yuzu to run a debugging server on a local port that you then connect to from gdb, the way a lot of debuggers work. Yuzu's installed on my other PC and I can't be assed or I would take a look around. I wouldn't be surprised if the devs told you to compile from source to enable that feature or some shit though. But really, there's still going to be a lot of garbage in memory even if you restrict it to just the Switch memory since the Switch is still running an NES emulator on top of Unity engine on top of the Switch's operating system. I would just search for the hex values I provided earlier: 4E45531A or 454E1A53 depending on how it's read - Like >>6220560 said, the header doesn't start with INES, it goes NES followed by 0x1A.

>>6220003
B-but I want to play on my Wii, PS2, 3DS, SBC, real hardware... If it is a rom, there's really no reason to give up and go with the wrapper alone. You could play the Unity version on PC/Switch, and have the small rom for less powerful devices. The rom just gives you even more freedom to play it on whatever you want.

>> No.6221210

Opinions on the compilation from those that have played it?

>> No.6221269

JUST BUY THE GAME YOU WORTHLESS PIECES OF HUMAN EXCREMENT

>> No.6221292

>>6221210
It's great. I mean. What else is there to say. It's the 15 nes Kunio kun/spin offs and double dragons with some improved ROMs and English translations for the first time. It's worth it for the English alone.

>> No.6221357
File: 502 KB, 804x931, smu.png [View same] [iqdb] [saucenao] [google]
6221357

>>6221269
>implying I own any current consoles

>> No.6221367

>>6221269
Some of us have, some want to preserve the roms for when this downloadable title loses licensing. Calm your tits.

>> No.6221416

>>6221269
I will, but not for that current price, arc sys always sells their games way over priced for a few months

>> No.6221498

>>6216268
most of the games are already translated at rom hacking, what games are the "new in english" one's?

>> No.6221510

>>6221498
Renegade & River City Ransom re-translation

>> No.6221517

>>6221510
>Renegade & River City Ransom re-translation
Ok now im a little interested in the river city re translation, it's the game censored, or is the Japanese original?

>> No.6221530
File: 89 KB, 1155x373, Screenshot_20200223_150831.png [View same] [iqdb] [saucenao] [google]
6221530

>>6221517
>it's the game censored, or is the Japanese original?
It's retranslated from the original japanese version, RCR removed a lot of things since everything japanese related to difficulty modes

>> No.6221863

>>6221269
Oh, it's absolutely worth buying. But long term preservation is also a concern. This would be a non-issue if a physical version of the game existed (in English).

>> No.6223320
File: 21 KB, 640x360, 0V1ejqD_d.jpg [View same] [iqdb] [saucenao] [google]
6223320

>>6221517
If this is anything to go by I doubt it's censored.

>> No.6223381

>>6223320
That bitch was MADE for the playground. She's out there making that motherfucking money. Do you know what I am saying?

>> No.6224398

>>6223381
No, I literally have no idea what you're saying.

>> No.6224506

>>6224398
https://www.youtube.com/watch?v=ImYci3uWXbg

>> No.6227357

>>6220454
If the game's built in Unity, I figured I'd take a crack at it myself via Umodel or some other viewer, but I'm unfamiliar with Switch decryption. I grabbed a XCI Explorer and a XCI/NCA/NSP Switch file decrypter off GBAtemp, and put copypasted a convertrd keys.txt into the folders from that link, but no matter what when I follow the instructions, the resulting descryption is a neary empty folder with two logo files. Am I doing something wrong, or is it the tools?

>> No.6227613

>>6227357
I unpacked the nsp, xci's might be different.

>> No.6227639

>>6227357
once you unpack the nsp it should look like this:

/exefs/

/romfs/
/data/
/Managed/
/Resources/

there's a few files in exefs which look like executables and/or cert/console stuff, the roms COULD be in there but I didn't read too far into unpacking those. romfs has all the unity files I posted above and unpacking anything in shared or resources assets yields a shitload of text-based scripty kinda stuff, fonts, and shader data

>> No.6228086

>>6216268
rule1&2

>> No.6229830
File: 6 KB, 222x131, ncaDecrypted.png [View same] [iqdb] [saucenao] [google]
6229830

>>6227639
Nope, no dice. I follow instructions exactly: run the XCI or NSP though the file decrypter, get a xci/nspDecrypted folder, then run the largest NCA through the decrypter, but I always get pic as result. Either I'm using outdated tools or the keys aren't working. Would like to know what's going wrong for future reference.

>> No.6230134

the dudes in >>6217092 are making some pretty good progress.

as for whats goin on with yours, you need to use unpack v2 from gbatemp with the keys file, i get that same error you're having when using unpack v1 with it.