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| aj styles titantron |
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Posted by: OrKAdoS - 03-06-2012, 05:46 PM - Forum: Help
- Replies (5)
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anyone could please give me a link to aj styles titantron in HD and without anything wrote in it like someone name and that things...
i can't find it in youtube :/
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| What all has been tried with move swapping so far? |
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Posted by: zhigge - 03-06-2012, 04:46 PM - Forum: Help
- Replies (11)
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I'm about to start working on a way to add and replace moves from other games and wanted to know what all has been tried. I know rag was working on something but i don't see any movement since last year so I'm bored and wanted something to do so this popped in my head. since we haven't found a way to mod svr11 like nike has done with 10 i want to begin working with the m.pac and misc.pac files and find a way to add moves from 2011 to 2010 and eventually hope it leads to being able to add the old moves from like 06 into the game. Its a big task but hey ever little bit counts right..
so i've already tried the lazy man approach of just swapping the 2011 m.pac with the 2010 and of course it didn't work. I tried to copy one line from one game and replace in another but it didn't work. I think only because i didn't know how to link them together properly like when you program, you have a file that calls the move and the move file will contain the movements of the move. creating a link right.. so i'm going to start back with the old method of swapping the files and see i can find a way to match them. I use a tool call beyond compare to do a comparrison. Rags this tool may help you..
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| [Closed] The gameplay of this game |
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Posted by: nikethebike - 03-06-2012, 08:56 AM - Forum: WWE SmackDown vs Raw Series
- Replies (2)
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Man was the gameplay good on this one or what?
I wish they'd just refined what they had in this game, the flow and the length of the matches was awesome.
When playing 2010 for example I find myself squashing my opponents way too often. I was playing 2006 on default difficulty last night for the first time in a while and actually found it quite challenging. I was Triple H against Undertaker and it took me four pedigrees before I got the pin because of rope breaks and the stamina double knockout meter.
There are a lot of things good with the newer games but they are too easy, the opponents are too passive to be challenging.
I got heavily reminded why I liked this game so much back then.
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| [Closed] Two problems with this game. |
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Posted by: nikethebike - 03-05-2012, 02:45 PM - Forum: WWE SmackDown vs Raw Series
- Replies (2)
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There are two things that bug the hell out of me in this game.
1. The unrealistic back flip and drop kick counters.
- There must be a way to remove these from the game. Replacing these animations with something more generic would really make my day.
2. The sleeper drop down ball mini game.
- As good as the thought was with this feature it was still so unrealistic that many matches ended because of that it was too hard to time that damn ball, especially on a laggy emulator.
If ANYONE has an idea or suggestion or anything on how these things could be hacked the hell out of the game, PLEASE tell me!
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| [Closed] SVR2006 hacking... |
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Posted by: nikethebike - 03-04-2012, 08:34 PM - Forum: WWE SmackDown vs Raw Series
- Replies (86)
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Was looking into the 2006 game a little and the lack of plistps2.arc file.
There is not a chance that the game just simply reads the actual headers of the files when there is no ARC-index file to use?
Or does anyone know of a arc-equivalent file for 2006?
If we actually changed the header of the PAC file that were being imported to instead of the arc file, perhaps the import would work also on the 2006 game? Has anyone tried updating the CH.PAC file header manually by hex editing?
The header is different from the 2010 version in that it holds much less info.
You find the header at 0x800.
Looking at CH.PAC, starting at 0x808 seems to be character header info.
01 00 E1 04 02 00 BC 06
That's all header data for character 00 - Inring & entrance for The Rock.
01 01 C0 04 02 01 A9 06 04 01 70 07
11 01 71 04 12 01 EA 05
That's all header data for character 01 - Inring, entrance & special entrance for default attire of Stone Cold plus inring & entrance for alternate attire 1.
In bold the different attire models (attire id, wrestler id in that order and specified in decimal, not hex for some reason). My guess is that the third and fourth bytes are the size but I could be wrong. If you look at the values they seem to make sense though with larger values for entrances and even larger for entrance gear.
Problem is though, if there is no offset, we might need to rebuild the entire file when changing things...
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