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  1. Soraoscuro
    I didn't do any MIPS, I wish I could, honestly but my knowledge doesn't reach that far. I did it editing the RAM directly and by guessing the full path using some clues. If you want to discuss it more in depth we can talk through MPs or skype if you have an account.
    Post by: Soraoscuro, Jul 7, 2013 in forum: Code Vault
  2. Soraoscuro
    Well, it can't run the game at constant 60 fps, but I'm currently playing it on my PSP and 90% of the time it can run it at constant 60 frames per second.
    Also, I read some pages back and I get what you were saying, although I didn't use any flag code or anything. What I did is that I looked inside the BBS iso for event paths and then forced the game to load certain files knowing their full path.
    Post by: Soraoscuro, Jul 7, 2013 in forum: Code Vault
  3. Soraoscuro
    The cheat does work on PSP but it just can't mantain the 60 FPS constantly and it doesn't seem to be working when I play as Ventus for some reason. Also, I'm kinda lost, what are you talking about?
    Post by: Soraoscuro, Jul 7, 2013 in forum: Code Vault
  4. Soraoscuro
    KH1FM, not KH2FM and it's a real game function, it's not making the game speed double or anything, it just removes the 30 FPS lock. The game internally runs at 60 FPS (FMVs play at double speed though).
    Post by: Soraoscuro, Jul 2, 2013 in forum: Code Vault
  5. Soraoscuro
    So, I think you will like this, guys.
    While trying to hack another code I accidentally found a code that makes KH1FM run at 60 frames per second, so I'm here to share it with you.
    I must warn you though, using this code requires your machine the double of power to run the game.

    60 FPS Hack
    002BBE0C 00000000
    Post by: Soraoscuro, Jul 1, 2013 in forum: Code Vault
  6. Soraoscuro
    Bones have nothing to do with textures. Texture maps do.
    Post by: Soraoscuro, Jul 14, 2011 in forum: Code Vault
  7. Soraoscuro
    Try this: http://www.mediafire.com/?brqter0t271vt5l
    It should work properly now, extraction and insertion.
    Post by: Soraoscuro, Jun 5, 2011 in forum: Code Vault
  8. Soraoscuro
    I'm pretty sure the inserter works properly but I'm going to check just in case. If they were files you never touched there shouldn't be a reason for the reinsertion to fail...
    Post by: Soraoscuro, Jun 4, 2011 in forum: Code Vault
  9. Soraoscuro
    Could you please give me an example so I can check what's wrong?
    Post by: Soraoscuro, Jun 4, 2011 in forum: Code Vault
  10. Soraoscuro
    There is no "guide" for the program. There are some easy-to-use functions such as the EAD or OLO editor that allow you to change the enemies loaded in a battle or edit the properties of a specific effect of an attack.

    Anyways, I will try to create a better "How to use" file for people who don't know how to use the program's functions.
    Post by: Soraoscuro, Jun 4, 2011 in forum: Code Vault
  11. Soraoscuro
    Extension is ".pmf".

    It depends on the version.
    BBS4 JAP - 2 videos
    BBS4 USA - 3 videos
    BBS4 FM - 7 videos (afaik)


    Nope, I just finished adding the code to extract the pmfs for 1.4.1 version.
    Here you can download the latest: http://www.mediafire.com/?ua0ys34ay5ri4bh
    Post by: Soraoscuro, Jun 4, 2011 in forum: Code Vault
  12. Soraoscuro
    Doesn't work what? Are you sure you're using the latest version of the program? Cause it works perfectly for me.
    Post by: Soraoscuro, Jun 3, 2011 in forum: Code Vault
  13. Soraoscuro
    Kurasa said it before... BBS0 is not encrypted, it doesn't need to be decrypted.
    Post by: Soraoscuro, Jun 3, 2011 in forum: Code Vault
  14. Soraoscuro
    As I said in my latest post, it seems they changed the file format from at3 to sscf in the USA version.
    Also, ripping from the RAM wouldn't give you the same file names as my extractor xD.

    Eh.. so yeah, there's nothing we can do about those songs.
    Post by: Soraoscuro, Jun 3, 2011 in forum: Code Vault
  15. Soraoscuro
    It is in the USA version too, I extracted them myself O.o That picture was in BBS0 if I remember properly. The files were changed of place depending on the versions.

    As for the animations, the only thing it can be done is trial and error, unfortunatelly... Unless someone creates an animation viewer. I would do it but I don't have the required knowledge.

    Honestly... I have no friggin' idea. I once extracted them from the RAM and they were AT3 files.

    EDIT: Nevermind, it seems they changed the music format since BBS USA. It seems songs are now in SSCF files, not 100% sure about this.
    Post by: Soraoscuro, Jun 2, 2011 in forum: Code Vault
  16. Soraoscuro
    All the commands/shotlocks and all that stuff is in a same CTD. The other extra items are in other files.

    I don't have anything specific planned, I'm coding stuff along the way. If you have any idea of any other tools/feature I should add just tell me and I will try to create it.
    Post by: Soraoscuro, Jun 2, 2011 in forum: Code Vault
  17. Soraoscuro
    Nope, they are ripped and they are AT3.
    Also, I updated my program by adding a new CTD editor. Now you can modify the game's text at will.
    Post by: Soraoscuro, Jun 2, 2011 in forum: Code Vault
  18. Soraoscuro
    Yeah, I found that ages ago. That's why you can also find models from KH3D. The reason behind all this is that the PSP was being used to render KH3D cutscenes shown in trailers and stuff but they left all the models and animations.
    The EXA events are nowhere to be seen or were deleted from the game, so we cannot trigger the original events that use those models.

    There IS something we can do, and that is trigger the already existing animations for those models, but that is really time consuming... it would be better if someone figured out the animation format and made it able to be played like in KH2 model viewer.
    Post by: Soraoscuro, Jun 2, 2011 in forum: Code Vault
  19. Soraoscuro
    Hmm? You cannot convert to tm2 with GGS, what you do is apply the pixels on the png to an already existing tm2 picture. What you do is load your edited png and the unedited tm2. Then click on the edited png thumbnail, after that you drag the picture loaded to the tm2 picture thumbnail, then click the button "Apply" and you're done.
    Post by: Soraoscuro, Jun 2, 2011 in forum: Code Vault
  20. Soraoscuro
    That's already in the tool. It's the TEX Extractor/inserter/conversor. TEX textures are inside FEP files (@Special_Meshes folder). You can also mod the animation colors using the EAD editor using RGBA values and you can even change the "trail" a weapon leaves. Like this:
    [​IMG]
    [​IMG]


    Also, something for the lol:
    [​IMG]
    [​IMG]

    And this is something I'm working on to control ilumination on maps:
    [​IMG]
    [​IMG]


    I guess I will have to add some tutorials for the features I didn't explain yet.
    Post by: Soraoscuro, Jun 1, 2011 in forum: Code Vault