

So you could have the letter A at 0x00, x01, 0x0A, 0x10, 0x21, 0x41, 0x81, or elsewhere depending on the game and what the developers felt like. Why is this the case? Because many of these games were made in Japanese using Japanese characters, the developers had no reason to respect the ASCII standard but were more concerned about how to make the best out of the limited memory available. Instead, a custom character encoding is used that doesn't conform to the ASCII standard. Once accomplished, you can decompress the text so that it can be edited then recompress it and feed it back to the game.īut sometimes, none of the above may apply. You'll need to figure out the actual compression pattern either by studying the file structure blindly or by reverse-engineering the game's programming during runtime as it uses the compressed file. There are numerous schemes, and some games have their own unique flavors. Compression is a data transformation operation intended to save space. Fortunately, this is impractical and mostly uncommon. Sometimes, the developers do this on purpose to make the ROM unreadable by hex editors, as is the case for encrypted 3DS ROMs or games with anti-modding measures like God Eater 2 (PSP, JP) and Youkai Watch save files. So you'll have to use the search feature or browse further down the file.

It tries to interpret the hex data as text by matching each byte value to a specific character in the ASCII set. The third area in the window is where "text data" is supposed to appear. Hex editors usually come with three elements: the part with the binary data, an address (also called offset) on the far-left which tells us the location of this byte in the file (and is useful), and. Hexadecimal editors, also called hex editors or binary data editors, can open any file and display its contents as bytes written using the hexadecimal base. Out of convenience, bytes are written using the hexadecimal base (any values using this will be noted with the prefix 0x), rather than an inconvenient succession of eight bits using the binary system. As you can see, it gets long and impractical very quickly.Įverything in game ROMs - be it programming, graphics, sound, text, assets, and anything else - is written in bits (zero or one), with each group of eight bits called a byte. If this sounds too complicated, you can load Calculator in programmer mode to do conversions between decimal and hexadecimal.

Typically, hexadecimal numbers are written with the prefixes 0x or h so that they are not confused with decimal equivalents (e.g., 0x10, decimal 16). On the other hand, the hexadecimal base is base 16 and goes in the following sequence: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A (a single "digit" meaning ten in decimal), B (eleven), C (twelve), D (thirteen), E (fourteen), F (fifteen), then finally 10 (sixteen, (1 * 16) + 0 or (1 * 16^1) + (0 * 16^0)), 11 (seventeen, (1 * 16) + (1 * 1)), 12 (eighteen, (1 * 16) + 2), and so on. The number ten can be mathematically represented in decimal as (1 * 10) + (0 * 1) or (1 * 10^1) + (0 * 10^0). Our normal counting system uses the decimal base, or base 10, and goes in the following sequence: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, and so on. 5.10 Super Mario World 2: Yoshi's Island.5.5 The Legend of Zelda: A Link to the Past.4.1 General purpose 2D graphics/tile editor.
