Moderator
|
|
Posts: 1,576
|
|
|
Last seen: Jul 9, 2022 9:43:03 GMT
|
|
Post by eternity on Dec 16, 2016 8:18:47 GMT
Since xv2patcher 0.6 has removed the bac/bcm protection, new skills are now a possibility, but after some conversation with MugenAttack yesterday I found out that some further tweaks and information may need to be find out on the modders end. These are the result of my tests trying to duplicate Super Kamehameha ultimate. Test 1I duplicated the entry of CKM (Super Kamehameha) as NW1 (name courtesy of MugenAttack). As id of skill I used 0x1677 (which was free in my system), as id2 (or badly called name_id in genser xml) i used 0x2ef (751), which was some random free id (or that i thought, more on that later). I assigned the skill to one of the Goku's. Then I copied the skills files with the proper folder name (or that I thought!): 751_GOK_NW1, adn the files inside (and resolved the .eepk files inside quickly with hex editing). Now went into game, looked at skill name, says "Unknown skill" (that's fine, I didn't add a name, and it is not necessary), selected the characters to fight... and infinite loading screen. I looked at xv2_log and found out that the game was trying to load files from data\skill\ULT\751_CL1_NW1\ Yes, CL1 instead of GOK. Then I found out why: apparently each character has a range of 10 skills assigned (regardless of if those skills are used later by other chars or not). GOK has the range 000-009. CL1 has the range 750-759. If you look at the characters id list you will see that CL1 has the id 75 (in decimal). So to map a skill id2 to a character, you have to divide it by 10 and you will get the character code. Test2With that info, I proceeded to do test 2. I renamed everything to 751_CL1_NW1. Went into game with Goku with this skill. This time the battle loaded, I used Kamehameha and... the animation happened, but it didn't launch anything. I did more digging. There is a skill 751 in use by CL1 range. Not an ultimate, an special, but apparently the game didn't like that. Test 3I renamed everything properly as 752_CL1_NW1. Went to game, and now the Super Kamehameha clone works ok. ------- Feel free to shre more infos about adding new skills here.
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 16, 2016 8:53:44 GMT
Since xv2patcher 0.6 has removed the bac/bcm protection, new skills are now a possibility, but after some conversation with MugenAttack yesterday I found out that some further tweaks and information may need to be find out on the modders end. These are the result of my tests trying to duplicate Super Kamehameha ultimate. Test 1I duplicated the entry of CKM (Super Kamehameha) as NW1 (name courtesy of MugenAttack). As id of skill I used 0x1677 (which was free in my system), as id2 (or badly called name_id in genser xml) i used 0x2ef (751), which was some random free id (or that i thought, more on that later). I assigned the skill to one of the Goku's. Then I copied the skills files with the proper folder name (or that I thought!): 751_GOK_NW1, adn the files inside (and resolved the .eepk files inside quickly with hex editing). Now went into game, looked at skill name, says "Unknown skill" (that's fine, I didn't add a name, and it is not necessary), selected the characters to fight... and infinite loading screen. I looked at xv2_log and found out that the game was trying to load files from data\skill\ULT\751_CL1_NW1\ Yes, CL1 instead of GOK. Then I found out why: apparently each character has a range of 10 skills assigned (regardless of if those skills are used later by other chars or not). GOK has the range 000-009. CL1 has the range 750-759. If you look at the characters id list you will see that CL1 has the id 75 (in decimal). So to map a skill id2 to a character, you have to divide it by 10 and you will get the character code. Test2With that info, I proceeded to do test 2. I renamed everything to 751_CL1_NW1. Went into game with Goku with this skill. This time the battle loaded, I used Kamehameha and... the animation happened, but it didn't launch anything. I did more digging. There is a skill 751 in use by CL1 range. Not an ultimate, an special, but apparently the game didn't like that. Test 3I renamed everything properly as 752_CL1_NW1. Went to game, and now the Super Kamehameha clone works ok. ------- Feel free to shre more infos about adding new skills here. Yeah I have problem Here Whenever I tried to make new skill in game and give to my new characters It's goes to infinite loading !!! Can you tell me how to solved I'm making new transformable skills but it's going to infinite loading
|
|
Moderator
|
|
Posts: 1,576
|
|
|
Last seen: Jul 9, 2022 9:43:03 GMT
|
|
Post by eternity on Dec 16, 2016 9:01:27 GMT
See what I posted. The first thing to look is the xv2_log.txt.
Anyway, for x2m mods this will be a problem because id of character is computed at install time, so you wouldn't know which folder name to use. I plan to do something with skills at update 0.6 (still a while for that, at least 0.41 and 0.5 before) and well... I'll think of a way for x2m mods to handle this with all of this with the less headaches possible...
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 16, 2016 9:10:22 GMT
Okay
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 16, 2016 11:38:42 GMT
logs Hello world. Exe base = 00007FF759890000. My Dll base = 0000000065600000. Patch "bac_bcm_check_remove" located at address 00007FF759B5A299. Relative: 0x2ca299. Patch "LoadTocHook" located at address 00007FF759902594. Relative: 0x72594. Patch "DisableSort" located at address 00007FF759900FDC. Relative: 0x70fdc. Patch "CpkGetFileInfoHook" located at address 00007FF759B5A409. Relative: 0x2ca409. Patch "CpkGetFileInfoHook2" located at address 00007FF759B59DE2. Relative: 0x2c9de2. Patch "PatchReceiveTypeKey" located at address 00007FF759D68694. Relative: 0x4d8694. Auto character max has been estimated: 1000 Patch "PatchReceiveTypeKey2" located at address 00007FF759D688BD. Relative: 0x4d88bd. Patch "PatchReceiveTypeCharaSelected" located at address 00007FF759D6982C. Relative: 0x4d982c. Patch "PatchReceiveTypeCharaVariation" located at address 00007FF759D69863. Relative: 0x4d9863. Patch "PatchReceiveTypeSkillName" located at address 00007FF759D69DCC. Relative: 0x4d9dcc. Patch "PatchReceiveTypeCharaVariation2" located at address 00007FF759D69E21. Relative: 0x4d9e21. Patch "PatchReceiveTypeImageStr" located at address 00007FF759D69F7C. Relative: 0x4d9f7c. Patch "PatchReceiveTypeCharaSelected2" located at address 00007FF759D69FAD. Relative: 0x4d9fad. Patch "PatchReceiveTypeKey3" located at address 00007FF759D6A2C8. Relative: 0x4da2c8. Patch "PatchReveiveTypeImageStrNpc" located at address 00007FF759D6A3A5. Relative: 0x4da3a5. Patch "PatchReceiveTypeUnlockVar" located at address 00007FF759D6A444. Relative: 0x4da444. Patch "PatchReceiveTypeCharaVariation3" located at address 00007FF759D6A4A1. Relative: 0x4da4a1. Patch "PatchReceiveTypeNum" located at address 00007FF759D67B98. Relative: 0x4d7b98. ReceiveTypeNum sucesfully changed from 3430 to 34064 Patch "IncreaseChaselMemory" located at address 00007FF759C17D4E. Relative: 0x387d4e. Chasel object memory succesfully changed from 0x1200 to 0x8f00 Patch "IncreaseChaselSlotsArray" located at address 00007FF759D67CDD. Relative: 0x4d7cdd. Patch "IncreaseChaselSlotsArray2" located at address 00007FF759D68317. Relative: 0x4d8317. Patch "ModifyArrayOffset1" located at address 00007FF759D67CC4. Relative: 0x4d7cc4. Patch "ModifyArrayOffset2" located at address 00007FF759D68303. Relative: 0x4d8303. Patch "ModifyArrayOffset3_Multi" located at address 00007FF759D69F2D. Relative: 0x4d9f2d. Patch "IsOzaruHook" located at address 00007FF759A478E0. Relative: 0x1b78e0. Patch "PscInitHook" located at address 00007FF759B43D40. Relative: 0x2b3d40. Patch "UnlockCharaMods" located at address 00007FF759D6A42C. Relative: 0x4da42c. Patch "UnlockCharaAll" located at address 00007FF759D6A42C. Relative: 0x4da42c. Patch "UnlockStagesAll" located at address 00007FF759D6D4EA. Relative: 0x4dd4ea. 58 files were removed in ram for cpk with toc_size=0x25f230 76 files were removed in ram for cpk with toc_size=0x43ca0 5 files were removed in ram for cpk with toc_size=0x8168 0 files were removed in ram for cpk with toc_size=0x110 0 files were removed in ram for cpk with toc_size=0x198 0 files were removed in ram for cpk with toc_size=0x600a8 0 files were removed in ram for cpk with toc_size=0x310
And Here Result (Infinite loading)
|
|
Moderator
|
|
Posts: 1,576
|
|
|
Last seen: Jul 9, 2022 9:43:03 GMT
|
|
Post by eternity on Dec 16, 2016 11:45:13 GMT
You must enable log_all_files in xv2patcher.ini, otherwise the log is useless.
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 16, 2016 11:47:17 GMT
You must enable log_all_files in xv2patcher.ini, otherwise the log is useless. Okay thanks
|
|
Moderator
|
|
Posts: 1,576
|
|
|
Last seen: Jul 9, 2022 9:43:03 GMT
|
|
Post by eternity on Dec 16, 2016 12:18:32 GMT
On another note, I think we may be able to get past these stupid "charaacter_code*10" by defining the paths directly in the skill. (Path field in the <Skill> in genser)
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 16, 2016 12:21:20 GMT
On another note, I think we may be able to get past these stupid "charaacter_code*10" by defining the paths directly in the skill. (Path field in the <Skill> in genser) Okay Thanks I will try to fix my problem with your help But I need to start again because I delete new made skill .cus and .idb .msg and replace with backup files because last time it's now working then Now I need to do work again from beginning XD
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 16, 2016 12:23:53 GMT
On another note, I think we may be able to get past these stupid "charaacter_code*10" by defining the paths directly in the skill. (Path field in the <Skill> in genser) I knew it I will go off topic but can you tell me now I enable all log then can I able to use trunks burning strike by removing suffix chara name from his skill other works like black super Kamehameha last time but trunks burning stroke no success because it's always go infinite loading then can I able to use his skill now with all log feature
|
|
Moderator
|
|
Posts: 1,576
|
|
|
Last seen: Jul 9, 2022 9:43:03 GMT
|
|
Post by eternity on Dec 16, 2016 12:57:39 GMT
Find the line "log_all_files" in xv2patcher.ini (it is in the [LooseFiles] section). Change false to true. Next time you start the game, the patcher will log all files acceses (or most of them, big-awb files are not logged by this)
There are three kind of lines the log can output: CpkGetfileInfo: data\system\special_action_table.sat. This file is loaded from cpk -> yes. Size=544, Compressed size=416 -> a line like this indicates that the file was loaded from cpk. CpkGetfileInfo: data\system\chara_sound.cso. This file is loaded from cpk -> no. Size=6556 -> a line like this indicates that the file was loaded from local file system ("loose file"). CpkGetFileInfo: data/demo/DSE/CAR_A00_01_SE.dse, File is neither in cpk nor in filesystem. -> a like line this indicates the file wasn't found anywhere. (btw, that concrete file, CAR_A000_02_SE.dse is normal to be missing).
The last one is the message you are interested in. Seeing what the game tried to load and couldn't. I would searcth the 3-ltter name of your skill all over the log to check which files it didn't load.
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 16, 2016 13:02:26 GMT
Okay thanks But I didn't get success for special ultimate move of trunks (Burning Strike) ( IDK how but Komodo do for his Tapion)
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 16, 2016 13:03:21 GMT
See there Trunks Ultimate I edited removed suffix is loaded CpkGetfileInfo: data\skill\ULT\1320_TRF_STR\Str_Bas.emo. This file is loaded from cpk -> yes. Size=22620, Compressed size=12224 CpkGetfileInfo: data\skill\ULT\1320_TRF_STR\Str_Bas.emm. This file is loaded from cpk -> yes. Size=3208, Compressed size=636 CpkGetfileInfo: data\skill\ULT\1320_TRF_STR\Str_Bas.emb. This file is loaded from cpk -> yes. Size=65728, Compressed size=50892 CpkGetfileInfo: data\skill\ULT\1320_TRF_STR\Str_Bas.mat.ema. This file is loaded from cpk -> yes. Size=734, Compressed size=468 CpkGetfileInfo: data\skill\ULT\1320_TRF_STR\Str_Bas.obj.ema. This file is loaded from cpk -> yes. Size=1001, Compressed size=552 CpkGetfileInfo: data\skill\ULT\1320_TRF_STR\Str_Crg.light.ema. This file is loaded from cpk -> yes. Size=259, Compressed size=259 CpkGetfileInfo: data\skill\ULT\1320_TRF_STR\Str_Bas.light.ema. This file is loaded from cpk -> yes. Size=259, Compressed size=259 CpkGetfileInfo: data\skill\ULT\1320_TRF_STR\Str_Hit.light.ema. This file is loaded from cpk -> yes. Size=247, Compressed size=247 CpkGetfileInfo: data\skill\ULT\1320_TRF_STR\1320_TRF_STR.pbind.emb. This file is loaded from cpk -> yes. Size=46726, Compressed size=6696 CpkGetfileInfo: data\skill\ULT\1320_TRF_STR\1320_TRF_STR.ptcl.emm. This file is loaded from cpk -> yes. Size=6144, Compressed size=700 CpkGetfileInfo: data\skill\ULT\1320_TRF_STR\1320_TRF_STR.ptcl.emb. This file is loaded from cpk -> yes. Size=301397, Compressed size=127080
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 16, 2016 13:06:14 GMT
OH I see why this log comes
CpkGetFileInfo: data/skill/ULT/1320_TRF_STR/1320_TRF_STR_STL.ean, File is neither in cpk nor in filesystem.
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 16, 2016 13:08:49 GMT
And My .ini settings [General] # 0 -> no print # 1 -> print to OutputDebugString # 2 -> print to file xv2_log.txt (needs write access permission in XV2PATCHER directory!) # >= 3 -> MessageBox # Note: some messages are forced to MessageBox if they are critical default_log_level = 2
[Patches] loose_files = true new_chara = true # It unlocks all characters (only in code, saves or any other files aren't modified) unlock_chara_all = true # It unlocks only characters that are not selectable in base game. This includes some existing chara in the game (bulma, oozarus, etc) and chara with new ids made by modders # If unlock_chara_all is true, this value holds no meaning, as all character will be unlocked, modded or not. unlock_chara_mods = true # Disables or enables iggy debug (ActionScript3 trace) iggy_debug = false # It unlocks all stages (only in code, saves or any other files aren't modified) unlock_stage_all = true # Disables internet usage by the game offline_mode = true
### Debug patches #### debug = false # All of belove require debug to be true too, or they will be ignored log_old_open_cpk_file = false log_encryption = false
[LooseFiles] # Note about logging: some files go through different functions than these ones, those aren't logged. # Enables the log of all files that go through the CpkGetFileInfo function. # If debug is enabled, you may get messages from the game like "W2008082701:Specified file was not found in the binder.". These messages are normal. log_all_files = true # Enables the log of only the ones that fail and must be get from loose files. If log_all_files is true, this param is meaningless because all files are logged. log_loose_files = false
[NewChara] # Anything in this section is only read if "new_chara" in Patches is set to true! # The value below must be either "auto" or a number. # If auto, the program will try to autodetect it. # The auto-detection works like this: if a loose file exists in data/ui/iggy/CHARASELE.iggy, it will try to autodetect it using a simple heuristic algorithm. # If the file doesn't exist or the heuristic fails, it will assume 99 (default of game). The decision of algorithm is written in the log. # If non-auto, it must match the AS3 variable CharacterMax in CharaSele.as in CHARASELE.iggy (if they don't match, you will end with a broken selection dialogue) CharacterMax = auto
|
|
Moderator
|
|
Posts: 1,576
|
|
|
Last seen: Jul 9, 2022 9:43:03 GMT
|
|
Post by eternity on Dec 16, 2016 13:11:00 GMT
Well, it seems you are mising that ean file there, 1320_TRF_STR_STL.ean.
|
|
VIP
|
|
Posts: 559
|
|
|
Last seen: Jan 31, 2016 16:07:14 GMT
|
|
Post by 無限 on Dec 16, 2016 14:06:48 GMT
i will add an available skill id2 lister to cus editor.
it will add the short name of character it needs in the folder name too
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 17, 2016 8:48:04 GMT
On another note, I think we may be able to get past these stupid "charaacter_code*10" by defining the paths directly in the skill. (Path field in the <Skill> in genser) what your means Like these (1) 1360_GOK_SSB to 1360_SSB &&&&&&&&&&&&&&&&&&& (2)<PATHS value="ULT/1360_GOK_SSB/1360_GOK_SSB, ULT/1360_GOK_SSB/1360_GOK_SSB, NULL, CAR_BTL_U001_SS1_SE, NULL, NULL, NULL" /> to <PATHS value="data\skill\ULT\1360_GOK_SSB" />
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 17, 2016 9:31:05 GMT
Since xv2patcher 0.6 has removed the bac/bcm protection, new skills are now a possibility, but after some conversation with MugenAttack yesterday I found out that some further tweaks and information may need to be find out on the modders end. These are the result of my tests trying to duplicate Super Kamehameha ultimate. Test 1I duplicated the entry of CKM (Super Kamehameha) as NW1 (name courtesy of MugenAttack). As id of skill I used 0x1677 (which was free in my system), as id2 (or badly called name_id in genser xml) i used 0x2ef (751), which was some random free id (or that i thought, more on that later). I assigned the skill to one of the Goku's. Then I copied the skills files with the proper folder name (or that I thought!): 751_GOK_NW1, adn the files inside (and resolved the .eepk files inside quickly with hex editing). Now went into game, looked at skill name, says "Unknown skill" (that's fine, I didn't add a name, and it is not necessary), selected the characters to fight... and infinite loading screen. I looked at xv2_log and found out that the game was trying to load files from data\skill\ULT\751_CL1_NW1\ Yes, CL1 instead of GOK. Then I found out why: apparently each character has a range of 10 skills assigned (regardless of if those skills are used later by other chars or not). GOK has the range 000-009. CL1 has the range 750-759. If you look at the characters id list you will see that CL1 has the id 75 (in decimal). So to map a skill id2 to a character, you have to divide it by 10 and you will get the character code. Test2With that info, I proceeded to do test 2. I renamed everything to 751_CL1_NW1. Went into game with Goku with this skill. This time the battle loaded, I used Kamehameha and... the animation happened, but it didn't launch anything. I did more digging. There is a skill 751 in use by CL1 range. Not an ultimate, an special, but apparently the game didn't like that. Test 3I renamed everything properly as 752_CL1_NW1. Went to game, and now the Super Kamehameha clone works ok. ------- Feel free to shre more infos about adding new skills here. Wow eternity finally I added Clone transformation Now I'm going to make transformable ssb & ssbkaioken goku and so many Thanks For XV2patcher
|
|
VIP
|
|
Don't mess up with Killers ;P
|
|
|
Posts: 1,283
|
|
|
Last seen: Dec 23, 2023 4:06:35 GMT
|
|
Post by SK007 on Dec 18, 2016 2:30:44 GMT
Hey any way to make special ki blast ultimate attacks for god of destruction ( I means one ultimate attack and game over)
Note : Without increasing ki blast stats in character stats
|
|