MKX Package Repacker [File Appendor For Now]
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Re: MKX Package Repacker [File Appendor For Now]
Yes... but 0x50 must not be changed, it is 0x51 not 0x50. So DC 98 02 00 must become DD 98 02 00 not 01 DC 98 02
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Re: MKX Package Repacker [File Appendor For Now]
Yes... but 0x50 must not be changed, it is 0x51 not 0x50. So DC 98 02 00 must become DD 98 02 00 not 01 DC 98 02
Re: MKX Package Repacker [File Appendor For Now]
Oh yes, it was mistake.. it happens me some time, thanks for correction
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Re: MKX Package Repacker [File Appendor For Now]
Anytime Tell me if it worked or not.
Re: MKX Package Repacker [File Appendor For Now]
Well i found that i need change two first strings - CHAR.Kitana.CHAR_Kitana_M to TanyaDLC.CHAR_TanyaDLC_A So i need add overall value +4 to same places like before, but how value will look if its example C8 42 03 00 - it will be just D2 42 03 00 ? Anyway still many (atleast 10) Kitana strings remains.. and i cant change them anywhere in NameTable, ExportTable, but i dont know how they are important to be character playable.
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Re: MKX Package Repacker [File Appendor For Now]
No.wyruzzah wrote:Well i found that i need change two first strings - CHAR.Kitana.CHAR_Kitana_M to TanyaDLC.CHAR_TanyaDLC_A So i need add overall value +4 to same places like before, but how value will look if its example C8 42 03 00 - it will be just D2 42 03 00 ? Anyway still many (atleast 10) Kitana strings remains.. and i cant change them anywhere in NameTable, ExportTable, but i dont know how they are important to be character playable.
You see, you ARE CORRECT, but the string you talked about is stupid. The game says CHAR.Kitana.CHAR_Kitana_M. It is a useless long string that you can "SAFELY" replace with CHAR_Kitana_M. (That's how I made the MESH of RAIN appear on the PS, I renamed NPC.Rain.Rain_A to CHAR_Rain_A).
So if you want to convert that to Tanya then simply replace CHAR.Kitana.CHAR_Kitana_M with CHAR_TanyaDLC_A. That's enough and null the rest (fill with 0).
Re: MKX Package Repacker [File Appendor For Now]
Oh i did not knew this trick and that i can change it to just one string. Thanks much manthethiny wrote:No.wyruzzah wrote:Well i found that i need change two first strings - CHAR.Kitana.CHAR_Kitana_M to TanyaDLC.CHAR_TanyaDLC_A So i need add overall value +4 to same places like before, but how value will look if its example C8 42 03 00 - it will be just D2 42 03 00 ? Anyway still many (atleast 10) Kitana strings remains.. and i cant change them anywhere in NameTable, ExportTable, but i dont know how they are important to be character playable.
You see, you ARE CORRECT, but the string you talked about is stupid. The game says CHAR.Kitana.CHAR_Kitana_M. It is a useless long string that you can "SAFELY" replace with CHAR_Kitana_M. (That's how I made the MESH of RAIN appear on the PS, I renamed NPC.Rain.Rain_A to CHAR_Rain_A).
So if you want to convert that to Tanya then simply replace CHAR.Kitana.CHAR_Kitana_M with CHAR_TanyaDLC_A. That's enough and null the rest (fill with 0).
EDIT: Now character works ok, thanks for all tips man, just few sounds missing, and maybe effects too, i will try fix that and her face needs some eye fixes in Intro, Victory and some kind of yellow klassic reskin is out
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Re: MKX Package Repacker [File Appendor For Now]
Well sounds need fix of the package name to NONE. Effects need replacement of FX_ and SND_ strings.wyruzzah wrote:Oh i did not knew this trick and that i can change it to just one string. Thanks much manthethiny wrote:No.wyruzzah wrote:Well i found that i need change two first strings - CHAR.Kitana.CHAR_Kitana_M to TanyaDLC.CHAR_TanyaDLC_A So i need add overall value +4 to same places like before, but how value will look if its example C8 42 03 00 - it will be just D2 42 03 00 ? Anyway still many (atleast 10) Kitana strings remains.. and i cant change them anywhere in NameTable, ExportTable, but i dont know how they are important to be character playable.
You see, you ARE CORRECT, but the string you talked about is stupid. The game says CHAR.Kitana.CHAR_Kitana_M. It is a useless long string that you can "SAFELY" replace with CHAR_Kitana_M. (That's how I made the MESH of RAIN appear on the PS, I renamed NPC.Rain.Rain_A to CHAR_Rain_A).
So if you want to convert that to Tanya then simply replace CHAR.Kitana.CHAR_Kitana_M with CHAR_TanyaDLC_A. That's enough and null the rest (fill with 0).
EDIT: Now character works ok, thanks for all tips man, just few sounds missing, and maybe effects too, i will try fix that and her face needs some eye fixes in Intro, Victory and some kind of yellow klassic reskin is out
Re: MKX Package Repacker [File Appendor For Now]
Which package string name exactly and just with hex editing? Also i encountered problem when i select this swaped Tanya against Kitana, Kitana not show in player select, so i changed string CharID_Kitana to CharID_TanyaDLC and Kitana_grp to TanyaDLC_grp with adding value +4 to header part, but now when i select Tanya game stops, if this not works, i dont know how will i be able change atleast 20 remaining Kitana strings
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Re: MKX Package Repacker [File Appendor For Now]
You can't extend thos grp and ID, because when you do that you change the files, not the name table, which means the header doesn't change at all. I can explain to you later when my hand is healed.
Anyways, for the player select, the ini CHARACTESETTINGS.char_name_costume must have the same name of the file, and the mesh name must match the second CHAR_name_costume in the file.
Example: You will find
Kitana Kitana_A Kitana_B
if the file is called Char_Kitana_B then mesh name= Kitana_B.
And the string you edited earlier must also match that which wqill cause it to appear on the PS Screen. You will find the same thing in the scriptassets file though to get a look of what the inernals should look like.
And BTW, I forgot to tell you that you also need to edit the first entry in the export table, add +1 to the offset, then use my offset fixer AFTER you fix the header.
These also need to be converted from little endian to big endian (01 02 03 becomes 03 02 01)
Anyways, for the player select, the ini CHARACTESETTINGS.char_name_costume must have the same name of the file, and the mesh name must match the second CHAR_name_costume in the file.
Example: You will find
Kitana Kitana_A Kitana_B
if the file is called Char_Kitana_B then mesh name= Kitana_B.
And the string you edited earlier must also match that which wqill cause it to appear on the PS Screen. You will find the same thing in the scriptassets file though to get a look of what the inernals should look like.
And BTW, I forgot to tell you that you also need to edit the first entry in the export table, add +1 to the offset, then use my offset fixer AFTER you fix the header.
These also need to be converted from little endian to big endian (01 02 03 becomes 03 02 01)
Re: MKX Package Repacker [File Appendor For Now]
Oh, i wish you soon hand recovery. Anyway its starts to be little hardcore for my low hex editing skills I fixed that default Kitana (KLASSIC) mesh appearing against this edited Tanya (KITANA SWAP), so i just need to fix sounds and one effect (her vanish effect), but still i dont know what meant by 'Well sounds need fix of the package name to NONE'
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Re: MKX Package Repacker [File Appendor For Now]
Each Package file is basically an empty file that refers to the name table 'NONE'.
The vanish effect probably is called FX_ Something.
The vanish effect probably is called FX_ Something.
Re: MKX Package Repacker [File Appendor For Now]
Thx, again and about FX prefix i know, but can you tell me just where do i change package to NONE or with what? Like crazy examples "You will edit name table and change string Package word to NONE." or "You will grab audio.package file and edit file to be empty and inject it." or i dont know.. just be more specific, like im totally stupid, because i just dont know where
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Re: MKX Package Repacker [File Appendor For Now]
It is a file called "anything.PACKAGE"that is very small.
Re: MKX Package Repacker [File Appendor For Now]
There is audio.package file that is 8 kb, but how do i change it to NONE.package as you said..thats what im still asking ? With your Package Adjuster i found that Package Audio (audio.package) is on F5B9F offset, so its 9F 5B 0F in Little Endian.. can i just change that to default Tanya's offset to be her sounds fixed?