03-04-2012, 08:34 PM
(This post was last modified: 03-04-2012, 11:26 PM by nikethebike.)
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...
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...

![[Image: 2006_RockAsTripleH.jpg]](http://www.svr2010.rr.nu/texture_edits/2006_RockAsTripleH.jpg)
