Modding SoulCalibur 3

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So... Yea. File5 in File6 in File3 is a WPN (Weapon Attributions) file. How the fuck did we miss this?
 
It's been a while now but is there any luck in making Ivy and Yoshimitsu work in Arcade Edition by the way? Is that still a work in progress or is it known to not be fixable?
 
It's been a while now but is there any luck in making Ivy and Yoshimitsu work in Arcade Edition by the way? Is that still a work in progress or is it known to not be fixable?
One guy or gal managed it, but with some concequences. Check the "Porting SC3:AE to PS2" article for more.
 
Ok, here's a bit more information about the MMP file format, as discussed earlier MMP is some sort of audio container for the PS2 hardware, it appears to store compressed RAW PCM audio files, with a rather old PSX utility Psound.exe its is possible to scan & find audio tracks inside any MMP audio container.

http://snailrush.online.fr/
PSound audio extraction tool webpage.

All mmp files are found within Root.olk, containing several audio tracks with voices or SFX (but no music that I'm aware of), the file type seems to be used for weapon sounds and some in-game character voices & SFX such as short voices, grrsss & death screams, whereas the opening & ending battle voices are stored within VOICES.AFS which stores ADX sounds files.

Perhaps short sounds (MMP>ADPCM) are loaded to main memory and some others are read from disc on-demand (AFS>ADX) ???

The actual structure of mmp. files seems to follow this pattern:

Hexadecimal:

At offset 0000 0000
6D 6D 70 00 (mmp) file header at the very start of the file, the whole chain appears to be 40 bytes in length.

At offset 0000 0040
50 48 44 70 (PHDp) sub-header - it would appear this section is the index of files within the container, and after the index the actual RAW compressed PCM audio is stored.

Afterwards, some lines of 0s is what appears to separate individual audio tracks, but I've been unable to identify start or ending headers on those.

Please find attached a mmp sound container, within it 2 audio tracks (the announcer calling inferno's name in 2 slight variations), those actually appear to be some sort of RAW Compressed PCM Audio (Mono 16 bit with a 22050 khz sampling rate)

An additional file named Inferno2.raw is also included, and it actually is the 2nd audio track from the aforementioned MMP container, it was manually extracted with a Hex Editor, that file can also be played by PSound, if we can find a suitable program such as Goldwave or Audacity to import & then edit the files, it could theoretically be possible to re-insert them to the MMP container to enjoy modded SFX.

To hear the audio contents scan the files with PSound.exe (Link above)

mmp_2.png
 

Attachments

  • Inferno MMP.zip
    27.3 KB · Views: 188
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Excellent. Thanks for the info, unfortunately you just extended the release date for OLK Editor as I will try to implement MMP Backplay now :^)
 
Excellent. Thanks for the info, unfortunately you just extended the release date for OLK Editor as I will try to implement MMP Backplay now :^)

Hey, if you're incorporating MMP audio playback into OLK Editor, i will gladly wait for that!
 
hello again, did any of you found out how to change a character height on soul calibur 3 or any sort of codes that let you control the camera in the replay ?
 
Oh that's lovely.
Isn't it? I am slowly reverse engineering the model format of Soulcalibur 3 along with textures but, fire works strangely.
It is WHITE, but the engine, unless any other color applied, makes it GREEN. So the fire color palette was hard to spot.
 
Is there anyone here that has access to the games textures? There's a painting of nightmare on a stage that I'm trying to get a hold of.
 
Is there anyone here that has access to the games textures? There's a painting of nightmare on a stage that I'm trying to get a hold of.

I do have access but... cannot really export. You see, the textures are swizzled. I am currently trying to work on a de-swizzle mech for my tool.
 
I do have access but... cannot really export. You see, the textures are swizzled. I am currently trying to work on a de-swizzle mech for my tool.

Ah, I see. Hm, that's unfortunate. I appreciate the response, keep up the good work! If you do happen to sort it out, please do let me know.
 
i watched a video from the demo of soul calibur 3. is there anyway to bring the stuff from the demo version and have it on the full game ? like i saw the two characters standing by each other and it shows the full body of the model, another thing is different is the character selection screen models act different as well. so if it can be done for the full game, it would be great to see that happen in the future.
 
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Hello! I am attempting to rip the voice lines from SCIII using AFS explorer. I've managed to pull lines from the VOICES.AFS file, but it seems that most of the attack/damage/battle sounds aren't in there, or at least that AFS Explorer isn't loading them. Does anyone know how I can extract those sounds in particular?

In this case I am looking to get Siegfried's battle sounds.

Thanks.
 
Hello! I am attempting to rip the voice lines from SCIII using AFS explorer. I've managed to pull lines from the VOICES.AFS file, but it seems that most of the attack/damage/battle sounds aren't in there, or at least that AFS Explorer isn't loading them. Does anyone know how I can extract those sounds in particular?

In this case I am looking to get Siegfried's battle sounds.

Thanks.

So, heres the thing. I figured this out yesterday, too.
The fighting lines are actually in the ROOT.OLK/File6(7 if you are using olkexplorer).olk as .MMP files.

I will extract the lines and will deliever if you want, but if ya wanna DIY, they are File600-900 or File300-400 IIRC. Note that only PSound can open and unpack the .MMP Archives.

Happy Modding ^^
 
So, heres the thing. I figured this out yesterday, too.
The fighting lines are actually in the ROOT.OLK/File6(7 if you are using olkexplorer).olk as .MMP files.

I will extract the lines and will deliever if you want, but if ya wanna DIY, they are File600-900 or File300-400 IIRC. Note that only PSound can open and unpack the .MMP Archives.

Happy Modding ^^
I would love That! Thanks so much!
 
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