swipergod Posted December 19, 2014 Posted December 19, 2014 So I was thinking, 2k14 seems to make quite a bit of use of slot number allocation. From what is known, certain sounds (ring entrance names, announcer calls), victory animations, character specific animations (undertaker's sit up), entrance pyro and possibly select screen positions are all dependent on the slot number. Although I'm not at home yet to explore this, what are people's thoughts on this? From the way the game seems to work, it pulls info from the def file and arc file to "run the game". So would it be safe to assume that there's a file somewhere in the game that controls this "slot definition"? I would assume that if the file that labels a slot and assigns functions to it were found, you could do things like add new files like victory animations and as dlc, assign sounds yourself or organize the roster the way you wanted it to look on the selection screen. I'm assuming, like the arc file, that it could only be edited in Hex Editor. Any ideas as to what this file could be? Quote
LordBarker Posted December 19, 2014 Posted December 19, 2014 organize the roster the way you wanted it to look on the selection screen I'm already getting there But if you mean actually change the position, which I think you do - I spoke to Tekken about this once, since my main selection screen is now pretty much legends only. and I wanted to move them about. He commented that it would be in the code somewhere. I can dig the pm's out we exchanged. But I believe he alluded to the fact that it wouldn't be as simple (if you can call it that!) as things we can do already, but rather would require re-coding elements of the game and would be incredibly complex. Obviously I haven't researched enough to make any comments myself, but it would be handy if we could. We can, however, already alter sounds (admittedly we can't ADD anything as such, just replace), change victory animations and move characters around to a certain degree, so I guess what you're suggesting would make the process smoother/easier and/or more direct. Quote
swipergod Posted December 20, 2014 Author Posted December 20, 2014 I thought it might be a lot harder than an info swap. I was thinking about moves for example. If you were to dump brand new moves into the game (not just replace existing moves), then you wouldn't just be adding moves, but you'd have to do stuff like add new strings, which would mean modding the strings file and that would also beg the question of how to tell the game that those string files would need to be read by the custom moveset interface. So for slot readjustment, if it's not centrally located, then it becomes an issue because you'd have to find every instance of where the slot is reference and change that as well. I'd be interested in seeing the PMs if you still have them. Quote
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