#Nintendo ds jump ultimate stars how to#
Also, look into Keshires trashed thread on how to extract the game data files out of the rom. Okay, but as you know, one requirement is that the ALAR tool is working for you. Support characters only have 1 move obviously.
![nintendo ds jump ultimate stars nintendo ds jump ultimate stars](https://m.media-amazon.com/images/I/61GZDAFD1QL._AC_.jpg)
ÂÂÂÂzstringÂÂÂÂString //Flag name, Null Terminated String ÂÂÂÂwordÂÂÂÂUnknown //Maybe the Flag ID to be referenced? Here's the header structure of the file itself: You'd still have to deal with the move file (.AMT) When it comes to reading the data from a hex editor and trying to find out the format, try looking at some basic script files, such as MSG files, or the script files from Ys DS.Īnd move a little further, to NSCR map files, and even more, to archive files, such as the archive files in san goku, and the archive files and the graphic formats used in JUS wouldn't be so hard to pull apart.
![nintendo ds jump ultimate stars nintendo ds jump ultimate stars](http://www.cubed3.com/media/2006/September/jesusraz/jus3.jpg)
Unless you want to "hit" enemies with the mega buster, or only shoot one bullet, then I'll say no, unless you completely figure out the file format.
![nintendo ds jump ultimate stars nintendo ds jump ultimate stars](https://i.ebayimg.com/images/g/Fs4AAOSw~oFXOF5p/s-l300.jpg)
I've done some sprite editing myself (well not JUS) before, but as Keshire said, the "extra attachements" can be your problem.