Seriously, it's like it just died. Come on people, someone that knows this shit help us, pleeeeeeaseeeeee!DerMeister wrote: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
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360 Super Street Fighter 4
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Re: 360 Super Street Fighter 4
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Re: 360 Super Street Fighter 4
Well I did try but haven't found the right way to compress the files back made a lot of coasters lol. Unfortunately I don't have a JTAG xbox otherwise it would have been easier to do some more testing. But From what I've read the extra costumes that you downloaded from xbox live for SF4 should still work for SSF4 therefore wouldn't those costume still work with the old compression? This means that you should still be able to mod the add-ons if you had the JTAG xbox. Unfortunately I can't verify that. Can someone with a JTAG xbox mod the 2nd costumes for SF4 and see if it works for SSF4?
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Re: 360 Super Street Fighter 4
From what I've seen, SSF4 has the DLC files in the disc. Both the old ones with the new format and the new ones. AFAIK, the DLC pretty much just unlocks the content for use.dknlght wrote:Well I did try but haven't found the right way to compress the files back made a lot of coasters lol. Unfortunately I don't have a JTAG xbox otherwise it would have been easier to do some more testing. But From what I've read the extra costumes that you downloaded from xbox live for SF4 should still work for SSF4 therefore wouldn't those costume still work with the old compression? This means that you should still be able to mod the add-ons if you had the JTAG xbox. Unfortunately I can't verify that. Can someone with a JTAG xbox mod the 2nd costumes for SF4 and see if it works for SSF4?
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Re: 360 Super Street Fighter 4
Hi, I cannot update SF4 viewer but I released the sources (https://sourceforge.net/projects/sf4viewer/), I hope it may help.
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Re: 360 Super Street Fighter 4
Awesome! Hopefully someone updates it with SSF4 support.piecemontee wrote:Hi, I cannot update SF4 viewer but I released the sources (https://sourceforge.net/projects/sf4viewer/), I hope it may help.
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Re: 360 Super Street Fighter 4
EDIT: Nevermind, finally found it. Thanks!piecemontee wrote:Hi, I cannot update SF4 viewer but I released the sources (https://sourceforge.net/projects/sf4viewer/), I hope it may help.
Hey piecemontee. I checked in the directory and only see the executables. I can't seem to find the source code to anything. Am I just stupid and not looking in the right place or did I misunderstand what you meant by sources? (I did find some of the EMA code in one of the zips).
Thanks!
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Re: 360 Super Street Fighter 4
Could not help trying stuff, my wife will kill me
Made some progess on Big Endian handling.
Guys, we cannot magically reverse the whole file endianness like I read on some posts!
I have to process field by field to check alignment :some field where not the size I thought, reversing the endianness messes up a lot of values!
we often have data like 20 00 00 00 and we thought it was a 2 byte offset (20 00 ) and another 2 bytes value always 00 00
WRONG! when reading a console file we find 00 00 00 20 so we put 00 00 in the offset and 20 00 in the dummy value ... a lot of adjustment are needed.
At least fields we'll be known for sure when done / finished
Furthermore faces indices management looks different from PC version but it may be endianness again.
And I skip the C++ programming tweaks to handle structures (I did not read field by field but struct as a whole) and both little endian and big endian in the same code!
But the harder the better we feel when it works
https://sourceforge.net/project/screens ... sid=135251
P.S. does the term "endianness" really exist ? EDIT: ah, yes it does (http://en.wikipedia.org/wiki/Endianness)
EDIT2: links updated
Made some progess on Big Endian handling.
Guys, we cannot magically reverse the whole file endianness like I read on some posts!
I have to process field by field to check alignment :some field where not the size I thought, reversing the endianness messes up a lot of values!
we often have data like 20 00 00 00 and we thought it was a 2 byte offset (20 00 ) and another 2 bytes value always 00 00
WRONG! when reading a console file we find 00 00 00 20 so we put 00 00 in the offset and 20 00 in the dummy value ... a lot of adjustment are needed.
At least fields we'll be known for sure when done / finished
Furthermore faces indices management looks different from PC version but it may be endianness again.
And I skip the C++ programming tweaks to handle structures (I did not read field by field but struct as a whole) and both little endian and big endian in the same code!
But the harder the better we feel when it works
https://sourceforge.net/project/screens ... sid=135251
P.S. does the term "endianness" really exist ? EDIT: ah, yes it does (http://en.wikipedia.org/wiki/Endianness)
EDIT2: links updated
Last edited by piecemontee on Mon Aug 30, 2010 11:31 pm, edited 3 times in total.
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Re: 360 Super Street Fighter 4
Thank you But when i open your URL on sourceforge i get error:
There was an error processing your request ...
There was an error processing your request ...
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Re: 360 Super Street Fighter 4
VICTORY!
(may only satisfy myself though.... sorry )
Console files triangles are not stripped!
If did not find the flag location yet (although there is a suspect field going from 0 to 1 ...)
(may only satisfy myself though.... sorry )
Console files triangles are not stripped!
If did not find the flag location yet (although there is a suspect field going from 0 to 1 ...)
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Re: 360 Super Street Fighter 4
Lol, When are you going to release the viewer with ssf4 support??piecemontee wrote:VICTORY!
(may only satisfy myself though.... sorry )
Console files triangles are not stripped!
If did not find the flag location yet (although there is a suspect field going from 0 to 1 ...)
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Re: 360 Super Street Fighter 4
now!, head over http://sf4viewer.sourceforge.net/Darko wrote:Lol, When are you going to release the viewer with ssf4 support??