Modding SoulCalibur 2

TopazHacker

The Unknown Soul
Yeah, that was the idea-- I wanted to give Heihachi and Spawn's movesets to the bonus characters or something so that the main cast doesn't suffer, and then port the HD textures from the PS3 version into Dolphin

Then... why not?
 

Ian

[10] Knight
The issue was with the endianness between the PS2/Xbox versions and the GC version. The movesets have a lot of identical chunks, but the endianness is reversed in large chunks between them. If my screenshots are still floating around, they should be accessible a few pages back. I couldn't figure out a clean way to flip the endianness without doing it manually by hand (blech)-- At least, this is all what I recall. It's been a while since I've looked at this stuff
 

Beeb

[03] Disciple
Then... why not?

from what I've found a lot of the data between characters and console is the same, if you want to help us please do.

this is link and heihachis movesets compared in flexhex
 

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TopazHacker

The Unknown Soul
from what I've found a lot of the data between characters and console is the same, if you want to help us please do.

this is link and heihachis movesets compared in flexhex
I mean, I am making a tool for editing OLK with 99% ease and control in the SC3 section (which also works for SC2) which is almost finished.
After that, I can help using the said tool to make some shit. I missed modding the SC Series :^)
 

TopazHacker

The Unknown Soul
The issue was with the endianness between the PS2/Xbox versions and the GC version. The movesets have a lot of identical chunks, but the endianness is reversed in large chunks between them. If my screenshots are still floating around, they should be accessible a few pages back. I couldn't figure out a clean way to flip the endianness without doing it manually by hand (blech)-- At least, this is all what I recall. It's been a while since I've looked at this stuff
I can make a program to flip the endianness automatically.
 

Beeb

[03] Disciple
The issue was with the endianness between the PS2/Xbox versions and the GC version. The movesets have a lot of identical chunks, but the endianness is reversed in large chunks between them. If my screenshots are still floating around, they should be accessible a few pages back. I couldn't figure out a clean way to flip the endianness without doing it manually by hand (blech)-- At least, this is all what I recall. It's been a while since I've looked at this stuff

I managed to get heihachis hitboxes on link
Whenever I attack his fist will glow like heihachis and he seems to have heihachis voice patterns too (ex: when I input heihachis spinning demon he'll yell 3 times in sync with heihachis move) also strangely enough he'll do a random array of animations when performing different moves (some not even links own which baffles me)

what I did was examine heihachi's "file1" in the olk explorer and compared it to links, then i realized despite the gamecube version having only an .unk file it still had similar hex strings I was able to take note of and eventually I found the parameters to link's very own "file1" (bad explanation but it's hard to explain) So I took that portion of heihachi's hex string and put it over link's and got this. And with that we're halfway there. Oh and I think I've solved the endian mystery too, I believe if someone is able to convert heihachi's "file2.mot" to big endian I'll be able to insert it within links file972.unk
I'm pretty sure that's the only thing that's relevant to getting heihachi to work within links.unk file.

when finished I'll place the moveset over assassin, but for now I'm testing it on link.

Anyway here's a pic of him doing "rising uppercut" aka wind god fist along with his basic BB punch combo (Might make a video demonstrating it later) and if you're wondering how I got heihachi's cammand list over links, turns out it's in all versions of the game.

I'm close to solving it , so close I can taste it. If anyone can help with the info I just provided let me know.
 

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TopazHacker

The Unknown Soul
I managed to get heihachis hitboxes on link
Whenever I attack his fist will glow like heihachis and he seems to have heihachis voice patterns too (ex: when I input heihachis spinning demon he'll yell 3 times in sync with heihachis move) also strangely enough he'll do a random array of animations when performing different moves (some not even links own which baffles me)

what I did was examine heihachi's "file1" in the olk explorer and compared it to links, then i realized despite the gamecube version having only an .unk file it still had similar hex strings I was able to take note of and eventually I found the parameters to link's very own "file1" (bad explanation but it's hard to explain) So I took that portion of heihachi's hex string and put it over link's and got this. And with that we're halfway there. Oh and I think I've solved the endian mystery too, I believe if someone is able to convert heihachi's "file2.mot" to big endian I'll be able to insert it within links file972.unk
I'm pretty sure that's the only thing that's relevant to getting heihachi to work within links.unk file.

when finished I'll place the moveset over assassin, but for now I'm testing it on link.

Anyway here's a pic of him doing "rising uppercut" aka wind god fist along with his basic BB punch combo (Might make a video demonstrating it later) and if you're wondering how I got heihachi's cammand list over links, turns out it's in all versions of the game.

I'm close to solving it , so close I can taste it. If anyone can help with the info I just provided let me know.

I guess you won't need the tool after all :P Great job!
 

Beeb

[03] Disciple
Kek. Will work on the tool tomorrow then. Will be a part of the new OLK Explorer's 0.2 Version.

Managed to get olkexplorer to read link as a ".pkg" file like it does with all the ps2 characters and files. I can confirm this works because I compared the files of raphael using this method to get his file1 file2 and file3 and they are the same size as the files within the ps2 version BUT his .mot file differs in that the gamecube version uses big endian and ps2 uses little endian. between versions it seems file1.unk is identical regardless of version. other than that we now have a solid way to insert heihachi's big endian converted .mot file into the gamecube version and now we know exactly what needs to be converted solving the mystery of what we need to convert.

The pic is an example of what you have to do to accomplish this. now windows will say it's still an UNK file BUT when you replace links file with that header data olkexplorer will now treat it as a pkg. you can reverse the process and achieve the opposite.

look at the red highlights in the pic

I can probably convert the endian myself now that i know what I have to do, but if you could be a bro and do it that'd be great too lol
 

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Ian

[10] Knight
Wow awesome work. Thanks for this effort, I'm gonna look into getting the HD textures from the XBL version.

The next step would be getting into and editing the models on the GC version-- then we could truly have Soul Calibur 2 HD with Heihachi and Spawn's models. It's been done on the Xbox version, but I'm assuming many of the tools are dead.
 

TopazHacker

The Unknown Soul
Managed to get olkexplorer to read link as a ".pkg" file like it does with all the ps2 characters and files. I can confirm this works because I compared the files of raphael using this method to get his file1 file2 and file3 and they are the same size as the files within the ps2 version BUT his .mot file differs in that the gamecube version uses big endian and ps2 uses little endian. between versions it seems file1.unk is identical regardless of version. other than that we now have a solid way to insert heihachi's big endian converted .mot file into the gamecube version and now we know exactly what needs to be converted solving the mystery of what we need to convert.

The pic is an example of what you have to do to accomplish this. now windows will say it's still an UNK file BUT when you replace links file with that header data olkexplorer will now treat it as a pkg. you can reverse the process and achieve the opposite.

look at the red highlights in the pic

I can probably convert the endian myself now that i know what I have to do, but if you could be a bro and do it that'd be great too lol

It's a PKG file but it's bigEndian. If you swap the endians, it will read it as a PKG because the last value in the header will be the fileSize.
Also, do NOT swap it that way (File1 Header with File2 header). This will cause the file to be corrupted because the files are NOT in the places that the header tells them.
 

TopazHacker

The Unknown Soul
Managed to get olkexplorer to read link as a ".pkg" file like it does with all the ps2 characters and files. I can confirm this works because I compared the files of raphael using this method to get his file1 file2 and file3 and they are the same size as the files within the ps2 version BUT his .mot file differs in that the gamecube version uses big endian and ps2 uses little endian. between versions it seems file1.unk is identical regardless of version. other than that we now have a solid way to insert heihachi's big endian converted .mot file into the gamecube version and now we know exactly what needs to be converted solving the mystery of what we need to convert.

The pic is an example of what you have to do to accomplish this. now windows will say it's still an UNK file BUT when you replace links file with that header data olkexplorer will now treat it as a pkg. you can reverse the process and achieve the opposite.

look at the red highlights in the pic

I can probably convert the endian myself now that i know what I have to do, but if you could be a bro and do it that'd be great too lol
Also, the file seems to be littleEndian while the header is bigEndian.
Can ya give me both the files so I can see which parts are bE and which parts are lE?
 

TopazHacker

The Unknown Soul
Wow awesome work. Thanks for this effort, I'm gonna look into getting the HD textures from the XBL version.

The next step would be getting into and editing the models on the GC version-- then we could truly have Soul Calibur 2 HD with Heihachi and Spawn's models. It's been done on the Xbox version, but I'm assuming many of the tools are dead.
I mean, if they are, we just have to RE again, eh?
 
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Ian

[10] Knight
I mean, if they are, we just have to RE again, eh?

Yeah I suppose so-- Here's an old thread about SC2 models, and here's a series of videos (unfinished) by mariokart64n. I recall talking to him about it and he said something along the lines of the tools being very program specific and he never got around to finishing his tutorial and the work just sort of evaporated from there. Anyway, those are things I've found in my own searching if it's something you're interested in.
 

Beeb

[03] Disciple
It's a PKG file but it's bigEndian. If you swap the endians, it will read it as a PKG because the last value in the header will be the fileSize.
Also, do NOT swap it that way (File1 Header with File2 header). This will cause the file to be corrupted because the files are NOT in the places that the header tells them.

I swapped links file 1 with heihachis file 1 and it worked just like when I hex edited it. No joke file 2 differs in endian though so that crashes the game
 

TopazHacker

The Unknown Soul
I swapped links file 1 with heihachis file 1 and it worked just like when I hex edited it. No joke file 2 differs in endian though so that crashes the game
Again, do not. Just endian swap them like:
1, 2, 3, 4 to 4, 3, 2, 1
 

TopazHacker

The Unknown Soul
Yeah I suppose so-- Here's an old thread about SC2 models, and here's a series of videos (unfinished) by mariokart64n. I recall talking to him about it and he said something along the lines of the tools being very program specific and he never got around to finishing his tutorial and the work just sort of evaporated from there. Anyway, those are things I've found in my own searching if it's something you're interested in.
I may remake the GreedXplorer and make it work with PS2 and GC. And also for SC3.
Emphasize on ***may***