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Group work and all that shit.Take a look!


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Posted (edited)

It's nice to see people actually helping in a thread for a change.... I think I'm going to get a tissue and cry somwhere lol.

I told him to make this thread, and was hoping people would help. That's what I wanted to see. BTW, I know EVERYTHING on adding DLC, but would like to see if people can get this on their own, and I will try to help, but don't want to help too much. hehe

First things first, for those helping, from the latest pics he posted of the catalog files, go down the 02 row, and find the pattern.

Edited by brienj
Posted (edited)

Also, look at the 0x08 byte of each file.

Also, there is another pattern on the 00 row.

BTW, they should probably be moved to the first post and put in a spoiler tag or something.

Edited by brienj
Posted

I think I've given enough hints on how to figure out how the DLC catalog files are laid out, and how they work. Just find the patterns, to figure out what each byte in each section does. People start compiling what each does, and I'll let you know if it's right or wrong.

Posted

really homework on a tuesday brien.. i got finals man.. lol. I will check that out love a challenge.

Posted

common sense says copy a file that is already turned on so to speak and just make changes like name and location of dlc file. but if it were that easy it would have been done already... i see a pattern but... hmm.. brb.

Posted

I've made the changes to the chEtc, but am having trouble with the catalog.dlc file, haha.

Posted

@UndertakerWLF, the easiest way to rebuild the chetc file is to uncompress it using quickbms and then rebuild the files using x-packer to create a new pac archive. X-packer will automatically fix the headers for you. I wrote a tutorial on this years ago, cant remember where I posted it.

However in my experience, the chetc file is only used once as the game creates a save file where data is read from. The game then reads wrestler info from the save file. I have no idea if the game still reads from the chetc file to determine wether the wrestler is dlc once the save is created as I've never tried to add dlc before.

Posted (edited)

nevermind, i was thinking about when we enabled the no models how each time we add new ones we had to get a new save..

Edited by zhigge
Posted

Loving this topic, I will help out where I can.

Posted

So they 0x08 byte is a DLC pack number yeah?

  • Like 1
Posted

Thanks for the tip Tekken, I thought creating a new pac archive was for the PS2 only? never mind will give it a shot later :) I'm liking the progress here guys. I'll be looking at this also...

Posted

Also, look at the 0x08 byte of each file.

Also, there is another pattern on the 00 row.

BTW, they should probably be moved to the first post and put in a spoiler tag or something.

I saw the pattern right away ;) Just have 0 time to work on anything :(

Posted

@UndertakerWLF, the easiest way to rebuild the chetc file is to uncompress it using quickbms and then rebuild the files using x-packer to create a new pac archive. X-packer will automatically fix the headers for you. I wrote a tutorial on this years ago, cant remember where I posted it.

However in my experience, the chetc file is only used once as the game creates a save file where data is read from. The game then reads wrestler info from the save file. I have no idea if the game still reads from the chetc file to determine wether the wrestler is dlc once the save is created as I've never tried to add dlc before.

It also re-reads it from DLC, and this is how they add info to your save. ;)

Also, I plan on releasing my PAC Archiver in the near future, and it's easy as hell using that. That's how Mitzah and El Buvor and OTE are making mods so quick and easily, with no need to update your ARC files.

So they 0x08 byte is a DLC pack number yeah?

Maybe ... :D

I saw the pattern right away ;) Just have 0 time to work on anything :(

Yep, the various patterns are pretty easy.

Posted

DLCCRAP_zpsc2af5a6a.png

Orange - DLC Pack number

Red - Start of content line

Blue - Defines what the content is 01 SuperStar, 13 Moveset, 07 Belts

Green - Name Of Content

Purple - ID ?

Light Blue - File number inside DLC

Pink - Menu ID

yellow - This number counts from 0 in DLC1 and counts up threw the DLCs to 1c in DLC3

210x08 is the end of content?

Posted

Sounds like an awesome project and hopefully you all can successfully put your ideas together and create a thing of beauty but like previous users have said before me I have no prior know how of anything hex code related and I'm only able to do paint tool textures thanks to the tutorials presented here and most importantly thanks to Brien J 's tool and his hard work there with creating such a tool. Hope to see more progression here though and hats off to you all for combining and working together it sure is a nice change to the usual For Who For What that some have seen around ;)2

Posted

DLCCRAP_zpsc2af5a6a.png

Orange - DLC Pack number

Red - Start of content line

Blue - Defines what the content is 01 SuperStar, 13 Moveset, 07 Belts

Green - Name Of Content

Purple - ID ?

Light Blue - File number inside DLC

Pink - Menu ID

yellow - This number counts from 0 in DLC1 and counts up threw the DLCs to 1c in DLC3

210x08 is the end of content?

Damn beat me to it! I had figured out the DLC pack number, the amount of bytes between each superstar (40) and the ID.

Posted (edited)

DLCCRAP_zpsc2af5a6a.png

Orange - DLC Pack number

Red - Start of content line

Blue - Defines what the content is 01 SuperStar, 13 Moveset, 07 Belts

Green - Name Of Content

Purple - ID ?

Light Blue - File number inside DLC

Pink - Menu ID

yellow - This number counts from 0 in DLC1 and counts up threw the DLCs to 1c in DLC3

210x08 is the end of content?

The purple is not only a track of the count of the new content, but it counts the files in the file list as well. The new files are listed after the content header.

The light blue is how you determine which things get unlocked when you put in the unlock bits in the DLC. If you want to unlock item 0x1 and item 0x3, then it would be 10100000 in binary for the unlock bytes, which are in the header of the DLC container file itself.

Edited by brienj
Posted

it took me longer making the pic.. lol

I saw the pattern straight away ;)

Posted

Oh, btw, you missed byte 0xC and byte 0xE, those are important too. ;)

Also, I'll tell you all now, so you don't waste time with it, 0x10 to 0x17 is a date stamp. It really doesn't matter what you put, and putting the time stamp of another DLC is usually fine. It just has to be a valid date, not in the future of course.

Posted

at a guess 0xC says if its a Disc Content Unlock or Files to add to the game..

Not sure what 0xE is

Posted

Im really happy to see someone like you still trying to do the dlc thing but i probably wont be abel to help make the download possible because of time and because it took me 3 months just to figure out the modding part so by the time i figure this out you guys will probably be finish with this ,but i can and i will contribute with mods for you guys as much as i can

Posted (edited)

at a guess 0xC says if its a Disc Content Unlock or Files to add to the game..

Not sure what 0xE is

I'll make a wild guess. But I think it's the number of files present in the DLC archive? I know, you'd ask where the hell I came up with that, it just came to me, lol ;)

EDIT: I thought of this last night, wouldn't we have to make an arc file too?

Edited by Miztah Raza
Posted

I would have thought so since each DLC pack is a seperate entity so it makes sense that a new arc is needed, I could be wrong though..

Posted

BTW, I suggested to him to make this topic, and I've been feeding him info as I can. The more people that help him, the more I will likely help. *cough cough*

tell me everything on FB so I can post it here, act like i'm a smart guy and be the savior ! :D

  • Like 2
Posted

4r4vw1.png

My try at making a catalog.dlc file. I know I went wrong somewhere(I think it's offsets 0x10-0x18). I hope I'm not completely wrong though, lol.

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