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Re: 360 Super Street Fighter 4

Posted: Sun Jul 04, 2010 4:33 am
by DerMeister
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
Seriously, it's like it just died. Come on people, someone that knows this shit help us, pleeeeeeaseeeeee!

Re: 360 Super Street Fighter 4

Posted: Sat Jul 10, 2010 5:13 am
by DerMeister
bumping!

Re: 360 Super Street Fighter 4

Posted: Thu Jul 15, 2010 2:59 am
by dknlght
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?

Re: 360 Super Street Fighter 4

Posted: Fri Jul 16, 2010 4:16 pm
by Darko
Just asking in the possibility for a model converter. Hope someone is interested enough to try it.

Re: 360 Super Street Fighter 4

Posted: Sun Jul 18, 2010 6:32 pm
by DerMeister
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?
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.

Re: 360 Super Street Fighter 4

Posted: Thu Jul 29, 2010 3:28 am
by DerMeister
buuuuuuump, still wondering how to recompress that stuff D:

Re: 360 Super Street Fighter 4

Posted: Tue Aug 10, 2010 9:43 pm
by piecemontee
Hi, I cannot update SF4 viewer but I released the sources (https://sourceforge.net/projects/sf4viewer/), I hope it may help.

Re: 360 Super Street Fighter 4

Posted: Thu Aug 12, 2010 4:37 am
by DerMeister
piecemontee wrote:Hi, I cannot update SF4 viewer but I released the sources (https://sourceforge.net/projects/sf4viewer/), I hope it may help.
Awesome! Hopefully someone updates it with SSF4 support.

Re: 360 Super Street Fighter 4

Posted: Mon Aug 16, 2010 9:31 am
by amandabyyy
piecemontee wrote:Hi, I cannot update SF4 viewer but I released the sources (https://sourceforge.net/projects/sf4viewer/), I hope it may help.
EDIT: Nevermind, finally found it. Thanks!

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!

Re: 360 Super Street Fighter 4

Posted: Wed Aug 25, 2010 10:25 pm
by piecemontee
Could not help trying stuff, my wife will kill me :scaredy:
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 :roll:



https://sourceforge.net/project/screens ... sid=135251
Image
P.S. does the term "endianness" really exist ? EDIT: ah, yes it does (http://en.wikipedia.org/wiki/Endianness)

EDIT2: links updated

Re: 360 Super Street Fighter 4

Posted: Thu Aug 26, 2010 2:49 am
by Tosyk
Thank you :mrgreen: But when i open your URL on sourceforge i get error:
There was an error processing your request ...

Re: 360 Super Street Fighter 4

Posted: Mon Aug 30, 2010 11:25 pm
by piecemontee
VICTORY!
(may only satisfy myself though.... sorry :bleh: )

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 ...)

Re: 360 Super Street Fighter 4

Posted: Mon Aug 30, 2010 11:53 pm
by Darko
piecemontee wrote:VICTORY!
(may only satisfy myself though.... sorry :bleh: )

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 ...)
Lol, When are you going to release the viewer with ssf4 support??

Re: 360 Super Street Fighter 4

Posted: Tue Aug 31, 2010 12:04 am
by piecemontee
Darko wrote:Lol, When are you going to release the viewer with ssf4 support??
now!, head over http://sf4viewer.sourceforge.net/

Re: 360 Super Street Fighter 4

Posted: Tue Aug 31, 2010 1:04 am
by Darko
When I try to open a model I get invalid 3dcall.