Search results

  1. Anthony Ryuki

    How to port Soul Calibur III: Arcade Edition to PS2

    I've just found out that Hwang and Li Long have some new pre-battle and victory quotes that are enabled by File9.pkg in the 3D model, although they do not function correctly when imported into the PS2 version. The characters will lose those quotes if you try. The Characters part of the first...
  2. Anthony Ryuki

    Modding Soul Calibur III (UPDATED - 18.09.2020)

    By the way, I kind of believe that some of the data we're looking for, like flame color for Inferno/Will-O'-The-Wisp, weapon trail color, weapon size, lifebars format and possibly other stuff is stored in the game's executable. After all, that's where the character names are stored. But since...
  3. Anthony Ryuki

    Modding Soul Calibur III (UPDATED - 18.09.2020)

    No problem! By the way, is it possible to change the color of Inferno's fire with a hex editor? It is supposed to be orange, but when imported to the PS2 version, it looks green.
  4. Anthony Ryuki

    How to port Soul Calibur III: Arcade Edition to PS2

    OK, so I've just tidied up the content of the first post. The Stages file is also now fully documented.
  5. Anthony Ryuki

    Modding Soul Calibur III (UPDATED - 18.09.2020)

    And here's one more find. Once extracted, the files found in MOVIE.AFS can be played and converted to a more standard video format with VirtualDub. Also, the opening movie and a few other movies must be stretched to 16:9 manually. These movies use the Sofdec format.
  6. Anthony Ryuki

    Modding Soul Calibur III (UPDATED - 18.09.2020)

    I've just discovered what some files in Human.OLK are. They are the characters's battle screams: Japanese files are 22050 Hz, English files are 20000 Hz 319 Mitsurugi Japanese 320 Mitsurugi English 321 Seong Mi-na Japanese 322 Seong Mi-na English 323 Taki Japanese 324 Taki English 325 Maxi...
  7. Anthony Ryuki

    Modding Soul Calibur III (UPDATED - 18.09.2020)

    I believe that the files 319-368 and the files 1182-1259 in File7.olk are some kind of weapon properties data (size, sound effects, trail color, etc...). These are also found inside the SC3AE character model files as File9.pkg.
  8. Anthony Ryuki

    I made a Soul Calibur themed arcade cabinet

    It features an actual System 12 board.
  9. Anthony Ryuki

    I made a Soul Calibur themed arcade cabinet

    What do you think? :)
  10. Anthony Ryuki

    Modding Soul Calibur III (UPDATED - 18.09.2020)

    Here you go. I believe the extra characters get a new thumbnail here.
  11. Anthony Ryuki

    Modding Soul Calibur III (UPDATED - 18.09.2020)

    This is how they look like if you hack them into the PS2 version. Looks like this is not as easy as I thought...
  12. Anthony Ryuki

    Modding Soul Calibur III (UPDATED - 18.09.2020)

    Here is the .pkg file contaning the AE lifebars.
  13. Anthony Ryuki

    Modding Soul Calibur III (UPDATED - 18.09.2020)

    I believe all it takes to get them working properly is to swap a couple of textures. In both versions, they are found inside File3.olk>File6.pkg.
  14. Anthony Ryuki

    Modding Soul Calibur III (UPDATED - 18.09.2020)

    Hi there! How do you open a VXT file? I was wondering if it was possible to properly put the AE lifebars in the PS2 edition (if you simply port the file over, they will look a bit scrambled).
  15. Anthony Ryuki

    How to port Soul Calibur III: Arcade Edition to PS2

    By the way, I'll tell you a little secret about Li Long's AE moveset. If you beat Cervantes with Li Long, he will do one of Maxi's win poses. Check it out :)
  16. Anthony Ryuki

    How to port Soul Calibur III: Arcade Edition to PS2

    Actually, if I remember something I did a while a go correctly, it turned out that only File1 is different from the original version, so only that file is required for these movesets to work. That's all I know, though.
  17. Anthony Ryuki

    How to port Soul Calibur III: Arcade Edition to PS2

    The files 1-4 from the AE do not work correctly with the original movesets. If you import the AE movesets, this problem will be fixed.