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  1. Soraoscuro
    I updated my program, but just a little. Now it can extract text files from the game and extract some missing PMOs such as keyblade keychain or separated boss parts that weren't extracted before. Nothing that is really going to save your ass, but still a little good thing.

    I'm planning on adding more features to the program but I can't think of anything useful. Maybe you guys could enlighten me.
    Post by: Soraoscuro, Jun 1, 2011 in forum: Code Vault
  2. Soraoscuro
    In fact, you can do that. What you cannot do is swap a bigger model in a smaller one.
    Post by: Soraoscuro, Jun 1, 2011 in forum: Code Vault
  3. Soraoscuro
    I got once to replace like 80% of the animations and load Vanitas model without 1 texture but then it turned out that PAM wasn't the right one so I got pissed and stopped trying to get anyone playable, lol.

    I will give it a try later.
    Post by: Soraoscuro, May 30, 2011 in forum: Code Vault
  4. Soraoscuro
    Haha, it's not as simple as it looks like. I tried myself but it's not that easy D;
    Post by: Soraoscuro, May 30, 2011 in forum: Code Vault
  5. Soraoscuro
    Unfortunately there is no animation viewer, but using logic you can guess what some things are.
    0XX animations are standing, running, etc.
    30X are ground attacks.
    31X are aerial attacks.
    4XX are finishers.
    And the rest are the commands and stuff, that's all the info I have.
    Post by: Soraoscuro, May 30, 2011 in forum: Code Vault
  6. Soraoscuro
    It depends on what you want to do... If you want to replace enemies in a event or something the only thing you have to do is mod the OLO files from bbs0.

    If what you want is actually play as someone else you need to do the following: (Let's say we want to play as Vanitas.)
    1- Unpack p03ex00 (Terra).
    2- Unpack b10ex00 (Vanitas).
    3- Take mesh1 (if it exists mesh2 too) textures and bones.
    4- Replace those by the ones in Terra folder.
    5- Pack the new pmo.
    6- Check if the new PMO's size is bigger than the original. (If it is bigger you'll have to remove a texture or find another way to do it.)
    7- Put the new PMO with the original name in its respective folder.
    8- Reinsert all the files.

    Also, to check if a model is going to work in-game load it in the noesis model viewer and if it doesn't crash when loading it, it should work.
    Post by: Soraoscuro, May 30, 2011 in forum: Code Vault
  7. Soraoscuro
    Uh... yeah, you can do that, but you can't have only 1 decrypted and the rest unencrypted. If you want to run the game all files have to be decrypted or undecrypted, it can't be half-decrypted.
    Post by: Soraoscuro, May 30, 2011 in forum: Code Vault
  8. Soraoscuro
    http://xeeynamo.blogspot.com/2011/01/revelated-dnas-keys-of-kingdom-hearts.html
    To use it place the program in PSP/GAME, then copy bbs1/2/3 to your MS root and then run the program from your PSP. (It takes a while to decrypt)
    Post by: Soraoscuro, May 30, 2011 in forum: Code Vault
  9. Soraoscuro
    As Kurasa said, you use GGS (Game Graphic Studio) mainly. I will try to add a tool myself but I don't know how it'll work out, lol.
    Anyways, there is a way to decrypt USA files, you have to use Xeeynamo's dnas_decrypter you can find the tool in his blog. You need to decrypt the files using your PSP by the way. Also, as an extra you need a modified eboot.bin so the newly decrypted files work. You can get said file in my Youtube account if I'm not wrong, there was a video with a Mirage Arena fix, there you could download the fixed eboot.

    Here: http://www.mediafire.com/?nx59656e2kxm1d8
    That's the modified eboot you need to make USA bbs to run with decrypted files.

    It is meant to work with all the versions of the game as long as the files are decrypted.
    Post by: Soraoscuro, May 30, 2011 in forum: Code Vault
  10. Soraoscuro
    That's because you probably have an untouched version of the game. Untouched versions of the game have BBS1/2/3 encrypted, so no matter how many times you try to scan the file it won't find anything because the data is encrypted.
    Get a translated version of the game with my latest patch or something. That version should have all files ready to extract.

    And yes, I do plan on adding stuff for those things, they're just in my "to do way later" list. Right now I'm working on analyzing the cutscene event files and I'm almost there, I got to work stuff like this:

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    Post by: Soraoscuro, May 30, 2011 in forum: Code Vault
  11. Soraoscuro
    The game is splitted this way:

    BBS0 - Cutscene models (HQ, MQ), some bosses (MF, ...), all battle events, story sounds, etc...
    BBS1 - All the in-game stuff.
    BBS2 - Maps and cutscene events.
    BBS3 - Extra stuff, beta models, debug info, bosses' AIs, ....
    BBS4 - 2 videos (literally, nothing else apart from those videos).

    I updated my program so now the textures of the characters aren't in the TEXTURES folder, now TEXTURES only has the pictures that do not belong to any model in particular o just random pictures from the game... so, if you want to mod someone's textures you use the new PMO packer/unpacker.

    The process is simple:
    1- Choose the model you want to modify and unpack it.
    2- Edit the textures.
    3- Pack the files into a new PMO.
    4- Place the model back in the folder with the original name and replace it.
    5- Reinsert all files.

    Latest version of the program here: http://www.mediafire.com/?q62j585sbb80u28

    By the way, Ventus, Terra and Aqua are the first p01ex00, p02ex00 and p03ex00 that get extracted from BBS1.dat


    Right now it extracts around the 65-70% of the files in the game. The files that aren't extracted are useless things to romhacking.... such as text files, 2D tiles, source code, etc...
    Post by: Soraoscuro, May 30, 2011 in forum: Code Vault
  12. Soraoscuro
    The program is coded in Visual C++.NET. I'm adding more functions to the program as time goes by. I'm planning right now on adding an event editor to create your own cutscenes but it's gonna take me quite some time because I have to analyze the files completely.

    I thought it was good to have (finally) a KH that's highly moddable through romhacking.

    Also, for the other people sayin' stuff about romhacking, with my tool you really don't have to have any romhacking knowledge since my tool does almost everything for you. If there is any functionality you think the tool lacks or anything just tell me and I will try to implement it.
    Post by: Soraoscuro, May 28, 2011 in forum: Code Vault
  13. Soraoscuro
    All this is done with a tool I am developing to mod all BBS versions. It allows you to do all kind of stuff from modding a weapon's effect, creating your own movesets, change the enemies loaded in specific events and a lot more stuff.

    I don't know if this counts as spam or not, but you can find the tool here: http://www.pspgweber.com/forums/viewtopic.php?f=39&t=26194&sid=a77864934027f237cf60fe4bf98e89ee
    I update the tool as soon as I add/improve something in it.
    Post by: Soraoscuro, May 26, 2011 in forum: Code Vault
  14. Soraoscuro
    It is already possible through romhacking (not possible through codes as of yet), as you can see here:

    [​IMG]

    Also, almost any weapon is weildable and fully hittable through romhacking as you can see here:

    [​IMG]
    [​IMG]
    Post by: Soraoscuro, May 25, 2011 in forum: Code Vault
  15. Soraoscuro
    I have no idea. I messaged him on youtube and he answered me "I'll see what I can do." so I guess we can do nothing but wait.
    Post by: Soraoscuro, Mar 10, 2011 in forum: Code Vault
  16. Soraoscuro
    The codes are already made, however, someone needs to share the DLC files with us. I already contacted with someone who has KH Cloud and he's going to share it.
    Post by: Soraoscuro, Mar 10, 2011 in forum: Code Vault
  17. Soraoscuro
    That's actually no problem, only thing you have to do is use a code so you always keep your commands... like Command Mod (Dunno if it has been hacked for USA yet.)
    Post by: Soraoscuro, Dec 26, 2010 in forum: Code Vault
  18. Soraoscuro
    No, it works EVERYWHERE, you just have to enable it before the the main title screen.
    Post by: Soraoscuro, Dec 16, 2010 in forum: Code Vault
  19. Soraoscuro
    I really don't know if they work since I have no other PSP to test it with, but if both use the same code it should work. Also, post only mines, Roxas's ones are the same as mines.
    Post by: Soraoscuro, Dec 1, 2010 in forum: Code Vault
  20. Soraoscuro
    Oops, some digits are wrong, fixing them. Check the list in the previous post in 2 minutes.

    EDIT:
    Fixed MX, Eraqus, Terranort 1 and added unmasked Vanitas digits.
    Post by: Soraoscuro, Nov 30, 2010 in forum: Code Vault