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[Closed] SVR2006 hacking... - Printable Version +- Revolution Mall Forums (https://revolutionmall.co.uk/forum) +-- Forum: Modding Zone (https://revolutionmall.co.uk/forum/forumdisplay.php?fid=8) +--- Forum: SmackDown Series (https://revolutionmall.co.uk/forum/forumdisplay.php?fid=329) +---- Forum: WWE SmackDown vs Raw Series (https://revolutionmall.co.uk/forum/forumdisplay.php?fid=57) +---- Thread: [Closed] SVR2006 hacking... (/showthread.php?tid=5265) |
[Closed] SVR2006 hacking... - nikethebike - 03-04-2012 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... [Closed] SVR2006 hacking... - nikethebike - 03-04-2012 Is this the first successful 2006 model hack? ![]() I swapped the models of Triple H and The Rock. My theory was correct, there is no index file for 2006, it uses the actual PAC file headers. Problem is that now the order of files suddenly got important since there seems to be no offset in the 2006 PAC file header. Perhaps adding data to the end of the file could still work but the header needs to be changed in that case. The old data entry must point to a wrestler id that doesn't exist (this could probably work) and new data be added at the end of the header after the last data entry. The other option is to completely rebuild the entire file. Also the way the header is set up, it seems like the maximum number of characters on this game is 100. 00-99 in decimal. However, the breakthrough here is that to achieve what I did above I just reassigned the ids of the header so that the entry of file 1 got the id of Triple H instead of The Rock. Since this worked, it means the game reads the header and not a lost arc file. [Closed] SVR2006 hacking... - AKI Man - 03-04-2012 Speechless! Thats fucking awesome work Nike, a huge development! "The time is now" [Closed] SVR2006 hacking... - HARDX36 - 03-05-2012 that is amazing i think that the same method used in svr07 too [Closed] SVR2006 hacking... - nikethebike - 03-05-2012 Probably. It is probably easier rebuilding the files on this format than the newer ones, since no offset means that one could just overwrite the old file part (and insert extra data) and update the header size of that part, the offsets for the rest should be calculated. This is still only a theory though. [Closed] SVR2006 hacking... - Govos - 03-05-2012 OMG Youre simple awesome!!!, the svr 2006 its my favorite of the svr series, great work dude!!! [Closed] SVR2006 hacking... - Tired - 03-05-2012 There is an arc file on the 2007, 2008 and 2009 isos. [Closed] SVR2006 hacking... - 80las - 03-05-2012 Great progress Nike, this will be great even if replacing only existing characters is possible. There are several characters i would like to replace with legends ![]() Using SVR06 for mods will be so much better than SVR10, more moves, better gameplay, old wwf arena, and no need for selection pics (since it used the much better system of showing the 3D models)! [Closed] SVR2006 hacking... - Deleted User - 03-06-2012 Didn't notice this until now, this is actually very interesting, good one, nike. [Closed] SVR2006 hacking... - nikethebike - 03-06-2012 In about a month I'll probably have a little more time to spend. I have a bunch of projects I want to do. Researching this game is one. Converting the editor for PS3 is a second. Converting the editor for PSP is a third. Actually finishing a mod that I can play for my PS2 is a fourth... I also want to find where the default game difficulty and gameplay settings are stored. If we found these settings it would be really interesting to tamper with them and see what type of gameplay it would be possible to get out of the newer games. And finally, being able to export and import the moves and animations between the games... That would save the series for me. |