God of Destruction
Komodo
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This is where the fun begins
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Posts: 90
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Last seen: May 2, 2024 21:30:05 GMT
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Post by komodoxeno on Nov 6, 2016 17:18:52 GMT
@becks7 still no luck, I updated the iggytex, and all embs, i'll send you the project if you want to take a look?
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Moderator
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Last seen: Jul 9, 2022 9:43:03 GMT
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Post by eternity on Nov 6, 2016 21:24:27 GMT
First success with 100 slots: At the end I managed to simplify my original patch idea, and I could get it done with only 19 patches. I still have to do some more tests, will release xv2patcher 0.4 probably tomorrow. I will also add some functionality so that new characters (not existing in game) get unlocked automatically, without the need of editing any file, it will be done at code level.
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La Jeune Baguette
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Last seen: May 31, 2021 19:21:52 GMT
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Post by Xan on Nov 6, 2016 21:33:32 GMT
First success with 100 slots: At the end I managed to simplify my original patch idea, and I could get it done with only 19 patches. I still have to do some more tests, will release xv2patcher 0.4 probably tomorrow. I will also add some functionality so that new characters (not existing in game) get unlocked automatically, without the need of editing any file, it will be done at code level. Thank you man for all the work you provided. You changed Xenoverse modding for good, I can't thank you enough for that. Keep up the great work
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Teenage Mutant Ninja Titan
Administrator
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Started Studying at Game Design School
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Posts: 1,000
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Post by The Mad Titan on Nov 6, 2016 21:59:19 GMT
eternity love you man. thank you so much
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God of Destruction
Komodo
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This is where the fun begins
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Posts: 90
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Last seen: May 2, 2024 21:30:05 GMT
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Post by komodoxeno on Nov 6, 2016 23:00:27 GMT
someone help! apparently this slot makes the screen blank:
[["TRF",0,0,0,false,[158,159]],["TRF",1,0,1,false,[158,159]],["TRF",2,0,2,false,[158,159]],["TRF",3,0,3,false,[158,159]]]
but for the life of me I don't know why :/
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Post by 無限 on Nov 6, 2016 23:06:12 GMT
eternityit probably be easier to make the patch unlock all characters then doing just the added ones. most modders will use hacks or such to get characters unlocked anyways.
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Post by eternity on Nov 6, 2016 23:12:09 GMT
eternity it probably be easier to make the patch unlock all characters then doing just the added ones. most modders will use hacks or such to get characters unlocked anyways. I plan on providing boths, but only one of them will be enabled by default. The unlock all will be able to be toggled in the ini file. The function to patch is the same anyway, it is just that in one case I should always return true, while in the other I firstly check the character code and costume against a table of known characters.
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Post by eternity on Nov 7, 2016 7:22:52 GMT
Ok, xv2patcher has been updated to 0.4, with the possibility of increasing the number of slots.
Instructions: first, you have to modify the file XV2PATCHER/xv2patcher.ini file. Set the variable "new_chara" in the Patches section to true.
After you have done this, it is important to remember one thing: the value in "CharacterMax" (in NewChara section) must match the variable CharacterMax in the .iggy file you are using. (the variable is in the CharaSele.as in case someone doesn't know). If you forget about this, you will get an unusable selection screen.
I've set a default of 160 in the ini file. And now we'll talk about that: my patch (or more like bunch of patches) increases the number of slots, but that doesn't necessarily means that the game will allow that many different characters. That is yet unknown. I want to make that clear, the limit of different characters is so far unknown. That will have to be tested by you guys. If there are more limits, they can always be bypassed in the future, when needed. Things must be done one step at a time.
The number of 160 I put in the .ini file is not an arbitrary number. I know that the game checks an array related with characters against that value (it could be 161 instead, though). However, with my test of "multiple cooler", I was able to put 162 slots, and extra coolers was working. But I haven't done test with real new characters.
Of course, feel free to do all tests you want and increase that number. Just have in mind that number, 160 (and also nearby numbers as 159,161 and 162) in case in the future you encounter some limit.
-------- I've additionally added a couple of ini settings to the patcher too.
unlock_chara_all (defaulted to false): if set to true, it will activate a patch to unlock all characters (without save or quest modifications). unlock_chara_mods (defaulted to true): if the one before is false, and this one is true, only characters that are not usually selectable (ohzarus, bulma, etc and mods characters with new id's) will be unlocked without the need of any file modification.
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Fighter
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Post by dmnbt on Nov 7, 2016 7:52:22 GMT
Thank you very much eternity for all the work you've done!
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Post by Kuroha Saenoki on Nov 7, 2016 11:38:23 GMT
Another thing, why when I add certain characters like TOK (Kaiohshin of time) it makes the roster disappear? Unpack your CHARA01.emb, place a TOK_000.dds inside it, repack the .emb. Since TOK doesn't have an portrait inside the character select screen, it'll break the whole roster. (You can also search TOK.emb, unpack that and just place the TOK_000.dds inside your CHARA01.emb, since they have the same dimensions.)
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Hero
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Posts: 363
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Last seen: Jul 21, 2021 23:32:09 GMT
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Post by Feraz on Nov 7, 2016 13:41:51 GMT
Thanks for helping
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God of Destruction
Komodo
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This is where the fun begins
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Posts: 90
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Last seen: May 2, 2024 21:30:05 GMT
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Post by komodoxeno on Nov 7, 2016 14:55:52 GMT
Okay I give up trying to get the new stages to work. I think we should wait for the DLC and find a way to expand the screen to enable scrolling like in the CSS before trying to continue. Other possibilities of iggy editing no one seems be working on:
- Adding support for more races (highly unlikely, this involves CRC anims and CMS edits among countless other things)
- Adding support for more player character customization options
- Adding support for more player character presets
- Adding support for more player characters
- Hiding HUD elements by keystroke/options page
- Enable player character vs player character fights
[/font][/ul]
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Hero
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Posts: 363
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Last seen: Jul 21, 2021 23:32:09 GMT
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Post by Feraz on Nov 7, 2016 15:02:39 GMT
Thanks everyone for your work, now we just need a tool or something else to add characters and it's perfect
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Post by Kuroha Saenoki on Nov 7, 2016 16:32:45 GMT
Thanks everyone for your work, now we just need a tool or something else to add characters and it's perfect Inside MugenAttacks tool thread, he updated the XV2Lib to Release 5. It comes with the CMSEditor so we can add characters without having to do the pointers and stuff now. I'm still decoding what all the pointers ... point to, got a nice list coming from trial&error. Along with Eternitys updated XV2Patcher, we basically can add as many characters as we want
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Hero
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Posts: 363
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Last seen: Jul 21, 2021 23:32:09 GMT
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Post by Feraz on Nov 7, 2016 16:48:18 GMT
Yeah, nice list now I understand what some values are and I can try to add some cms models, but for aura and skills?
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Post by 無限 on Nov 7, 2016 16:56:46 GMT
Yeah, nice list now I understand what some values are and I can try to add some cms models, but for aura and skills? eventually they will come. you just have to be patient.
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Hero
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Posts: 363
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Last seen: Jul 21, 2021 23:32:09 GMT
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Post by Feraz on Nov 7, 2016 17:11:53 GMT
Ok.
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Post by Kuroha Saenoki on Nov 7, 2016 17:20:15 GMT
Yeah, nice list now I understand what some values are and I can try to add some cms models, but for aura and skills? Aura: This byte at Offset 18 determines how many Auras are loaded into the game. I have added some already, so the byte will be different for you. NOTE: These auras only affect the base character, later on, the transformation auras are linked to the skill itself, later once I get everything else set right, I'm going to try to add an transformation skill for Black, as of now, I don't know how. Anywho, now just scroll to the bottom, I'll use Goku Black as an example. 83 00 00 00 00 00 00 00 20 00 00 00 00 00 00 00 AA 00 00 00 BB 00 00 00 CC DD DD DD EE 00 00 00 AA is the Hex Character ID BB is the Costume ID CC is the Aura ID DD is the Glow EE is the Infinite Flag, set this to 01 to enable, (so it'd look like 01 00 00 00) makes the Aura keep flaring, not every Aura can do this and if you pick one that can't, it'll revert back to Blue. 83 00 00 00 = Hex ID 00 00 00 00 = Costume ID 20 00 00 00 = Aura ID 00 00 00 00 = There is no Infinite Flag enabled To add to this list, you'd just copy paste someones 10 bytes of code, change the newly pasted code to match your new character then go to the top and update that byte at Offset 18. Skills: Most of the header here is all pointers and one of them, just like the auras, is a byte to say how many skill lists are loaded EF = How many Skill Sets, once you reach past FF, it'll become 00 01 and then continue 281E, 5469,8C86,F891,F891,7C96 are all pointers If you reverse these, 281E would become 1E28, If you start from Offset 00 and go to 1E28, then you'll see that's where the skill list ends and goes to another section Once you add another skillset, it'll expand each one of these pointers. So, go to 1E28, You'll find the skillset for the very last character, copy his section & paste another one 87 00 00 00 is the Hex ID, so you'd change that to whatever you'd want it go onto 00 00 00 00 is the Costume ID, 00 is Slot 1 4605 = Super 4705 = Super 4805 = Super 5102 = Super 7418 = Ultimate FFFF = Ultimate (FFFF is the code to disable the move) 562C = Evasive 0C53 = EE66 = Awaken/Awoken Once you change these up to match your character, go back to the top to fix the header: EF + 1 new character = F0 (duh) 281E = 1E28, 1E28 + 20 = 1E48, 1E48 = 481E, You'd continue to do this for all the header pointers. After this, search for "KMH", under "GTW' is the first skill with a pointer included. So, DC9C flipped is 9CDC + 20 = 9CFC = FC9C. A good way to speed through this as fast as possible would be to hex search onwards for 9C and do all the pointers. Then go for 9D, then 9E, and so on until you reach the bottom of the file. In the default file, it'll end at A2. Due to all these pointers, I'd just wait for Mugen to make his skill tool or you can use this file I created that has 200 placeholder skillsets coded. www.mediafire.com/file/6osbiym8govb7ia/custom_skill+200+added+dummy+slots.zip
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Post by 無限 on Nov 7, 2016 17:29:43 GMT
your wrong about the glow part, its just aura. no where in the original aura file a character has that.
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Hero
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Posts: 363
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Last seen: Jul 21, 2021 23:32:09 GMT
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Post by Feraz on Nov 7, 2016 17:31:28 GMT
GREAT! Thanks you seriously now I can finally try to add characters
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