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360 Super Street Fighter 4
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Re: 360 Super Street Fighter 4
the bms script posted here does not need any change its the model viewer program you mentioned he has to makea small adjustment to make it read 360 files as they are in the reverse endian order compared to the pc files.
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Re: 360 Super Street Fighter 4
I've managed to extract the stuff from the battle.eaf thanks to the quickBMS script.
But I'm wondering, how would I go about repacking the file?
But I'm wondering, how would I go about repacking the file?
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Re: 360 Super Street Fighter 4
I've managed to inject the files back into the battle.eaf using infuser and it works fine, but I've noticed that the compression used by the costumes seems different this time around.
I suck at this stuff, does anyone else know how to recompress the costumes?
I suck at this stuff, does anyone else know how to recompress the costumes?
Re: 360 Super Street Fighter 4
you mentioned you used infuser to inject the file back into the battle.eaf and it works. Does that mean the game still loads and saw the new costume? if you used infuser how did you know which position to inject the files back into the battle.eaf? also did inject the files back uncompress or compressed? if you inject it back uncompress would it have corrupted the battle.eaf?
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Re: 360 Super Street Fighter 4
I made a .bat file that made the quickbms script write a log. The log has the offsets. Using the offsets and number of the file, I managed to use infuser to inject the file back into the .eaf.dknlght wrote:you mentioned you used infuser to inject the file back into the battle.eaf and it works. Does that mean the game still loads and saw the new costume? if you used infuser how did you know which position to inject the files back into the battle.eaf? also did inject the files back uncompress or compressed? if you inject it back uncompress would it have corrupted the battle.eaf?
I can't test if it works, tho, because I don't know how to RECOMPRESS the costumes. The compression seems to be different.
I probably suck at explaining, so tell me if you didn't understand what I just said :U
Re: 360 Super Street Fighter 4
actually I do follow you, can you post your quickbms script that logs the offset? I'm going to use the same compression I used on the original street fighter 4 xbox game and see if it actually works.
thanks
thanks
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Re: 360 Super Street Fighter 4
I just put this into a .bat file.
Just replace the things with your own locations for the files.
Here's the quickbms script if you don't have it: http://hcs64.com/files/eaf03.bms
The offsets are off by 10 when I did it, so I had to remove that 10 to inject correctly (or atleast what seems to be correctly). Like, 00133b10 becomes 00133b00.
And I think that when using SF4's compression, the filesize ends up being way bigger, that would cause the battle.eaf to corrupt. You should test anyway, maybe I did it wrong.
I have to say, tho, that the script seemed to decompress the files inside the battle.eaf after it extracted them, which would fuck it all up. I used sora3087's tool for actual extraction. Only really used the script to get a list of the offsets.
Code: Select all
quickbms.exe <EAF Script's location here> <Battle.eaf's location here> <Output folder> > battle.eaf.extractionlog.txt
Here's the quickbms script if you don't have it: http://hcs64.com/files/eaf03.bms
The offsets are off by 10 when I did it, so I had to remove that 10 to inject correctly (or atleast what seems to be correctly). Like, 00133b10 becomes 00133b00.
And I think that when using SF4's compression, the filesize ends up being way bigger, that would cause the battle.eaf to corrupt. You should test anyway, maybe I did it wrong.
I have to say, tho, that the script seemed to decompress the files inside the battle.eaf after it extracted them, which would fuck it all up. I used sora3087's tool for actual extraction. Only really used the script to get a list of the offsets.
Re: 360 Super Street Fighter 4
Finally had some time to test the procedure in which you used infuser to put the extract files back into the battle.eaf and I'd like to confirm that it works. Using infuser and the offset generated by quickbms script -10 (as you indicate) does generate a valid battle.eaf file. I did two test. first re-insert an unmodified costume file just to see if the insertion process produced a valid battle.eaf file. Second decompress and re-compress a costume file and re-insert it back. The first test worked i inserted the files extracted using sora's app back into the battle.eaf place the battle.eaf back into the iso and was still able play as the characters I modified but it seems that compression for SF4 doesn't work for SSf4. I manage to compress BSN costume file smaller than the original using the same SF4 compression tool but it still locked up when I loaded the character. So we just need to figure out which compression would be compatible with SSF4.
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Re: 360 Super Street Fighter 4
Make sure you have theese 4 files:
Copy them and create a new folder to make the things easier, and then paste them there.
In the rar I uploaded we have 2 folders:
SF4 and SF4newtool. First we need to open SF4 folder, and create 2 folders called: emz and emb. After that we're gonna open SF4tool.exe:
So we're gonna uncompress the files we copied before. To do that just drag and drop in the square saying emz decompress:
The uncompressed files are gonna be stored in the emz folder we created before:
Erase the .emb extensions to get this:
Now get out of the sf4 folder and open sf4toolnew and open sf4toolnew.exe:
We're gonna drag and drop pne of the new files, and if the files is correct, a button will appear:
Click on the button and repeat it with all the files to get this:
Erase the old files and keep the new files. Erase the newpack extension, and at this rate the file we need to get the model is ready. If you want to replace a sfiv character with a ssfiv one, first we need to rename the files for one of sfiv characters. Open piecemontee and open a sfiv character file, in this case i'm gonna choose chunli:
Under the emb subtree, we see 4 files, so we're gonna rename our Juli files:
After that, in you sf4tool.exe where we decompressed the files, there is a white square text with two buttons and an exporer above it. Choose the emz folder and press the first button, and something like this has to appear in the square text:
After that just select the text and press the second button to get an emz file:
And rename it with the file's name you want to replace.
This is what we get:
Hope someone is interested to write a proper converter for the models we got from all this process.
Copy them and create a new folder to make the things easier, and then paste them there.
In the rar I uploaded we have 2 folders:
SF4 and SF4newtool. First we need to open SF4 folder, and create 2 folders called: emz and emb. After that we're gonna open SF4tool.exe:
So we're gonna uncompress the files we copied before. To do that just drag and drop in the square saying emz decompress:
The uncompressed files are gonna be stored in the emz folder we created before:
Erase the .emb extensions to get this:
Now get out of the sf4 folder and open sf4toolnew and open sf4toolnew.exe:
We're gonna drag and drop pne of the new files, and if the files is correct, a button will appear:
Click on the button and repeat it with all the files to get this:
Erase the old files and keep the new files. Erase the newpack extension, and at this rate the file we need to get the model is ready. If you want to replace a sfiv character with a ssfiv one, first we need to rename the files for one of sfiv characters. Open piecemontee and open a sfiv character file, in this case i'm gonna choose chunli:
Under the emb subtree, we see 4 files, so we're gonna rename our Juli files:
After that, in you sf4tool.exe where we decompressed the files, there is a white square text with two buttons and an exporer above it. Choose the emz folder and press the first button, and something like this has to appear in the square text:
After that just select the text and press the second button to get an emz file:
And rename it with the file's name you want to replace.
This is what we get:
Hope someone is interested to write a proper converter for the models we got from all this process.
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Re: 360 Super Street Fighter 4
Awesome stuff.dknlght wrote:Finally had some time to test the procedure in which you used infuser to put the extract files back into the battle.eaf and I'd like to confirm that it works. Using infuser and the offset generated by quickbms script -10 (as you indicate) does generate a valid battle.eaf file. I did two test. first re-insert an unmodified costume file just to see if the insertion process produced a valid battle.eaf file. Second decompress and re-compress a costume file and re-insert it back. The first test worked i inserted the files extracted using sora's app back into the battle.eaf place the battle.eaf back into the iso and was still able play as the characters I modified but it seems that compression for SF4 doesn't work for SSf4. I manage to compress BSN costume file smaller than the original using the same SF4 compression tool but it still locked up when I loaded the character. So we just need to figure out which compression would be compatible with SSF4.
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Re: 360 Super Street Fighter 4
I drag'n'droping my file on square emz decompress -> "window with ok" shows up, but files in my emz folder don't creating.Darko wrote:So we're gonna uncompress the files we copied before. To do that just drag and drop in the square saying emz decompress:
why?
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Re: 360 Super Street Fighter 4
If the program doesn't decompress the files, just use the bms scrypt that come in the rar.Tosyk wrote:I drag'n'droping my file on square emz decompress -> "window with ok" shows up, but files in my emz folder don't creating.Darko wrote:So we're gonna uncompress the files we copied before. To do that just drag and drop in the square saying emz decompress:
why?
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Re: 360 Super Street Fighter 4
Has any progress been made when it comes to recompressing the costumes themselves, to make skins, you know?
I haven't been able to come up with anything
I haven't been able to come up with anything