In this case the numbers there look like they count upwards after a flip (in the shot there all those 8F followed by 90 and then 91. Locations might not be in memory but within the files themselves. If not then you get to figure out the formats yourself, usually they will be close to the hardware formats though (again 66MHz and 4 megs of RAM, no time to be converting files for no reason) and I guess the hacking guide stickied above/in my signature). If there are nice known formats ( ) then great, hopefully tools like tinke and crystaltile2 will make short work of them. You can either search for common formats, note their location and see if there is something that might correspond to that, or go the other way and look at what might be locations and then see if the values there match what looks like the start and end of files.įrom there make a list of locations, use a tool like file cutter ( little command line tool popular around here that can will chop sections out of a file for your, quite useful in these sorts of scenarios, especially as you can use the list of locations and a spreadsheet to make a batch file, even more so if you don't care about getting the files back into the ROM) or make your own extraction program. I normally look to see if the data in either the name file has locations, or the start of the big file has locations of files within it. This is usually not so bad to do - most archive formats have some combo of file names, file locations, file sizes, any info about compression or subdirectories and not a lot else, many will even just be name and location or even just location (pity when it is just location as names can be quite helpful). To that end you will probably want to figure out the format. Often names and locations of files within the bigger archive will be in a separate small file (easier to handle small files if you are only a 66MHz ARM9 processor with 4 megs of RAM) but it could be a red herring. It has been seen on several occasions that rather than leave things as individual files like the ones you see there that devs put everything in another archive format/layer/whatever of their own design. You would likely be right about rom.bin and romFileNames.bin. There are other formats but SDAT is in all but probably about 30 games in the whole DS library. Sound_data.sdat is the standard name for the DS sound format (usually called SDAT). Sometimes it has useful info (many times the download play is a cut down version of the ROM that only has what it necessary) but other times it can be radically different. This is actually another DS ROM in its own right you can unpack with whatever you used to get this far. Will typically have a file called utility.bin, others might have ".srl" instead. The folder DWC is usually a download play component (whatever they send to another DS that does not have a copy of the game to play a cut down version). It is generally considered bad form to do this as a programmer but with many DS games being afterthoughts by game companies then it happened anyway, indeed some games have thousands of overlays and every file within one. and as the DS is also not a PC that has a nice OS to handle things then Nintendo made it such that a section of memory was set aside and then overlays could be loaded in and out at will.īinaries in general, including the overlays, can contain anything that the game can need. The DS does not have a lot of memory (about 4 megabytes give or take) which is has to store the binaries, all data about the state of the game, anything it is using at the time. In commercial DS games this is the main piece of the code that is responsible for the game. In commercial DS games this is basically a library file - you can usually swap them with other games made around the same time and be just fine, indeed sometimes it was even a fix for certain flash carts.ĪRM9.bin. Rundown of what such things generally are and what I imagine they will be.ĪRM7.bin.
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