Tales of Symphonia: Dawn of the New World [RT4EAF]

Started by Jemindra, January 05, 2009, 09:42:06 PM

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dcx2

Oh wow, that means extracting the bin and splicing binary files.

And you have to change the formats because there's no CI4/CI8 tools that work?  Does changing the format have any other ramifications other than patching file sizes?

And the file size changing...that means some more codes to patch the FST table in memory?  Your post also said it requires changing other offsets inside the tpl file, too.  I'm a skilled programmer, if you can describe to me what needs done I can write a tool that can patch all those areas automatically.

...now I see why you said it's almost too hard to bother.  But I really, really, really want a purple and black Marta.  Like, very badly.  Badly enough to learn what is necessary and spend time making tools to expedite the process.

EDIT:

Did some Googling.  This is a post regarding Radiant Dawn texture hacks, dated March 2011.  Have you seen the tools it talks about?  http://serenesforest.net/forums/index.php?showtopic=25063

Tenkirby

#286
Wow i cant understand much of whats going on  ???
Although where do we get the layout of the game for riivolution?

Also, Is it possible to make a code that delevels a char? cuz all my characters are 255 and i wanna delevel back to 199/200 so that i can enter the arena :P is it possible?

Edit:
But I really, really, really want a purple and black Marta
Really? I find the skit faces more interesting :P Not that a purple and black marta isnt Awesome!

dcx2

Don't worry, I don't understand texture hacking either.

Yeah, I can make a de-leveling code.  I would imagine that if you turned the level code off, their levels might go back to normal...but that might only happen if they level up, and if you're at level 255 already you can't level up again.

The de-leveling code might be helpful for people who feed a monster without evolving it at the end of it's leveling, too.

Tenkirby

Quote from: dcx2 on May 26, 2011, 05:46:20 PM
Don't worry, I don't understand texture hacking either.

Yeah, I can make a de-leveling code.  I would imagine that if you turned the level code off, their levels might go back to normal...but that might only happen if they level up, and if you're at level 255 already you can't level up again.

The de-leveling code might be helpful for people who feed a monster without evolving it at the end of it's leveling, too.
I tried that but They stayed the same... -.- If you could make the code that would be awesome!!!

arch feline

#289
I think that I can say that we all look forward to a purple and black Marta. Even better having it done in a way that may encourage others to follow.

I just want to add that what works for me when I do not understand but want to do stuff is to just start doing it.  Some of it makes sense as you do it and at the least your questions crystalize to where you can ask in a way that someone can answer.  I look forward to Purple and Black Marta and lots of people struggling to similar feats.


dcx2

Quote from: arch feline on May 26, 2011, 06:28:31 PM
I just want to add that what works for me when I do not understand but want to do stuff is to just start doing it.  Some of it makes sense as you do it and at the least your questions crystalize to where you can ask in a way that someone can answer.

That process pretty much describes all hacking, heh.

---

Encounter List Update:

These encounters still need listed

381-934
995-999
1001-1040
1045-1057
1059-1223
1234-1258

These posts have the list so far.  Props to arch feline, Tenkirby, and frubam.  (NOTE: Tenkirby found a Brute fight you're supposed to lose that can cause game over if you force the encounter and fail to win quickly enough)

http://wiird.l0nk.org/forum/index.php/topic,2530.msg69656.html#msg69656
http://wiird.l0nk.org/forum/index.php/topic,2530.msg69707.html#msg69707
http://wiird.l0nk.org/forum/index.php/topic,2530.msg69833.html#msg69833

Shadow has started a list of enemy Z/Y/X/W values for use with the Generic Battle Modifier

http://wiird.l0nk.org/forum/index.php/topic,2530.msg69753.html#msg69753

---

Thanks everyone for coming together to make this game more awesome.  I love to see the discussion blossom.  I look forward to viewing this thread every day and I get excited every time there's someone new posting here.

Tenkirby

Quote from: dcx2 on May 26, 2011, 07:31:50 PM
(NOTE: Tenkirby found a Brute fight you're supposed to lose that can cause game over if you force the encounter and fail to win quickly enough).
Its not just brute... Basicly any encounter where the storyline forbids you to win will end in game over.
Brute is an example, although the Lloyd that you fight for Lumens core doesnt result in game over.
Richter (i think the 1rst) is another example. Because No matter how much damage you deal his health will not decrease, then when enough time passes it will load the game over screen...
Ill add to my list notes on which encounters do that soon

dcx2

That just means you can't use that encounter's value for Q in the Generic Battle Modifier, right?  You could still use Brute's enemy value for Z to make a custom fight with Brute, right?


frubam

Quote from: dcx2 on May 26, 2011, 04:46:10 PM
Oh wow, that means extracting the bin and splicing binary files.

And you have to change the formats because there's no CI4/CI8 tools that work?  Does changing the format have any other ramifications other than patching file sizes?

Unfortunately, yes. Perhaps you have some buddies who have access to such tools, it's be more than helpful if they did and could share =03. As far as I know, as long as the offsets and data lengths are correct, it works. I've had minor trouble getting some changed textures to work(will freeze when a battle starts, or won't boot-up the game period), but mostly no problems.

QuoteAnd the file size changing...that means some more codes to patch the FST table in memory?  Your post also said it requires changing other offsets inside the tpl file, too.  I'm a skilled programmer, if you can describe to me what needs done I can write a tool that can patch all those areas automatically.

Here's info on the tpl file format:
http://pabut.homeip.net:8000/yagcd/chap14.html#sec14.4

Let's see... Changing the format to type 5(RGB5A3, is what I use), you'd have to null the offset to the Tpl Palette Header and adjust offset pointers for any additional images that reside in the tpl file. It's not necessary to delete the palette headers nor the palette data. You'll also need to change the format value in the TPL Texture Header(for char portraits, it's 0x00000008, ie. CI4 format), to 0x00000005. You can use type 14, CMPR, as well. I'm not sure if the other ones support transparency, but I never tested them in-game so I'm not sure how it'd work out.

After that, you'd have to change 3 offsets and 1 data length in the .bin file; The offset at 0x0C(0x01, 0x00, 0x00, 0x38 is that data's header), 0x1f28(.btef offset), 0x1f38(data size for tpl file; is always 0x6180 using CI4 fmt; will be 0x18180 using RGB5A3 fmt), and 0x1f44(tpl file; cut-in).


Quote...now I see why you said it's almost too hard to bother.  But I really, really, really want a purple and black Marta.  Like, very badly.  Badly enough to learn what is necessary and spend time making tools to expedite the process.

EDIT:

Did some Googling.  This is a post regarding Radiant Dawn texture hacks, dated March 2011.  Have you seen the tools it talks about?  http://serenesforest.net/forums/index.php?showtopic=25063

Well, I use the SZS Modifier:
http://chadderz.is-a-geek.com/wiicoder/download.aspx

Once you have that, you have to extract the .brres file from the char's .bin file. A char's .brres file is always located at 0x1f80, with a file size at 0x08 from the beg of that header. Cut the chunk of the brres file and then save it separately. Then just use the SZS Modifier to open up the .brres file. You can then export images as .png files as well as import .png files, and it'll convert the textures accordingly. Then save it in the SZS Mod, open it up in a hex editor, and then use it to overwrite the entire old brres data with the new(if done correctly, the cursor should be at the next .brres offset). Since the data is the same size, no other changes are necessary =03.

The tpl tool they use for that only has type 4, 5, and 6 unfortunately. I really wonder why, with all the tools out for .tpls/.texs, why there isn't a good working tool for those two formats  :confused:?

dcx2

Is the problem going from CI4, to CI4, or both?

frubam

Quote from: dcx2 on May 26, 2011, 09:22:56 PM
Is the problem going from CI4, to CI4, or both?

The problem seems to be "to CI4". tplx does a good job porting the data from .tpl to .tga(minus the transparency), and some people say tplconv v0.4 from gally did the trick, but I have yet to be successful.

dcx2

Been looking for more texture tools.

http://wiibrew.org/wiki/LibWiiSharp

LibWiiSharp explicitly says it supports CI4 and CI8 to/from conversions.  Although it's a library, which means dropping it in a sample program.

http://wiibrew.org/wiki/ShowMiiWads

This says it supports TPL but not what.

http://www.mariokartwii.com/f72/item-roulette-textures-76574-2.html

This thread mentions "CTools", but it also says that the indexed (i.e. CI4 and CI8) TPLs aren't supported

I also found another forum post that mentions gxtexconv but then I saw further down that you already participated in said thread.

frubam

#299
Coliseum - Single - Bronze Battle
950: Clay Golem
951: Red Ogre
952: Killer Mantis
953: Were Dragon
954: Stone Eater
Coliseum - Single - Chrome Battle
955: Hell Hound
956: Dullahan
957: Antares
958: Raven(ToV?)
959: Megalith
Coliseum - Single - Silver Battle
960: Cockatrice
961: Mythril Golem
962: Fenrir
963: Shape Shifter
964: Wyrm
Coliseum - Single - Gold Battle
965: Skeleton
966: Kraken
967: Orcrot
968: Basilisk
969: Galf Beast
Coliseum - Single - Platinum Battle
970: Ice Titan
971: Bakunawa
972: Mandocello
973: Aspidoceleon
974: Vroom
Coliseum - Party - Bronze Battle
975: Fungus, Marcoid
976: Wild Rabbit, Tortoise
977: Black Bat, Light Wing
978: Bear, Bumble Bee
979: Scorpion, Manticore
Coliseum - Party - Chrome Battle
980: Grindylow(3), Oannes(1)
981: Phantom, Pandora
982: Raven
983: Black Wolf, Chimera
984: Griffin, Erinyes
Coliseum - Party - Silver Battle
985: Nixie, Asrai
986: Were Bear
987: Caterpillar, Embryo, Habetrot
988: Sphinx
989: Fenrir, Cerberus
Coliseum - Party - Gold Battle
990: Pale Rider, Wraith
991: Igniter, Liberator, Purger, Awakener
992: Zaratan, Jasconius
993: Muzzler, Enforcer, Thinker, Punisher
994: Shadow Dragon, Fafnir
Coliseum - Party - Platinum Battle
995: Moon Rocks, Heqet
996: Hippogryph, Dogma
997: Lailah, Aello, Rusalka
998: Bastiage, Ravenonus
999: Blade Rex

1000: Tortoise