|Nintendo MSBT Label checksum
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|Author:||soneek [ Tue Mar 08, 2016 4:01 am ]|
|Post subject:||Nintendo MSBT Label checksum|
Hello all. I've been doing some research on how to add valid text entries to .msbt files in Nintendo games. There is a label section (LBL1) in each msbt, with 0x65 (101) groups. There are labels for each text entry that all lie in 1 of these 101 groups. There's a checksum on the ASCII characters of each label, and that checksum determines the proper group number for that label. If not stored in the proper group, the game just won't read it. I've tested and verified this with Smash Bros. for Wii U.
I've gotten as far as getting the valid checksum for labels with 3 characters or less, and here's a Python function to generate it.
I also have a full script I used to generate valid group numbers for song related labels in the Smash Bros. sound.msbt files for 3DS and Wii U. There are some default values that I was able to add generated checksums of "000", potentially up to "ZZZ" for, since this was part of a music expansion project I worked on for the game.
def base10toN(num, base):
I've attached msbt files from Smash U for reference, and here's a list of labels, and corresponding group numbers I've generated from a large collection of msbt files to use as a reference. If anyone can help calculate the checksum for a label of ANY size, it would be a huge help to me and anyone else that needs to add entries to msbt files.
I generally suck at explaining things, so let me know if any more info is needed.
|Author:||n97t7f7b57f [ Wed Apr 26, 2017 5:04 pm ]|
|Post subject:||Re: Nintendo MSBT Label checksum|
found in src of MSBTeditor
Hope it helps
public uint LabelChecksum(string label)
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