Modding SoulCalibur 3

Byros

[09] Warrior
Topaz!

That's great mate!
How did you manage to open it with AFS Explorer?

The PS2 version of voices.afs usually gives out coherency errors, whereas the Arcade Edition Edition version of voices.afs can be opened with AFS Explorer v3.7


 

Byros

[09] Warrior
I actually need voice.afs to pull it off again, and show it how. I need a memory refresh.
Thanks mate, as always when we hit a roadblock we can count on you to remove the obstacle, here's AFS Explorer 3.7 with the PS2 version of voices.asf properly loaded.


Per Topaz Hacker's instructions & guidance the following fix is needed to enable AFS Explorer v3.7 to load PS2 voices.asf properly since the original version is and I quote Topaz: "A pseudo 32-bit AFS, and the aforementioned program only reads 16-bit AFS files correctly"

Use your hex-editor and make this change to voices.asf:

At Offset 0000 0000 change bytes 06 & 07 from FF FF to 00 00.
On the following image, the upper section is how it should look once modded, and the lower section is how the original file looks.

 

Byros

[09] Warrior
A man puts a dead thing in the ground, he expects it to stay there... Sometimes it comes back...
Edward Teach.

Inferno decides to strip away Night Terror's wings and puts them on to good use.




 

TopazHacker

The Unknown Soul
"A pseudo 32-bit AFS, and the aforementioned program only reads 16-bit AFS files correctly"

That is... not what I have said. I said:

"The aformentioned file is a psuedo 32-bit. And because the program is designed to read true 16-bit and true 32-bit files, it can't. Because the file seems to have 4294962827 instead of the true count of 61067, the aformentioned program, goes mad."
 

Byros

[09] Warrior
Weapon properties!

This is still a work in progress, but it seems that special weapon attributes can be modified through the following file:

ROOT.OLK > File3.OLK > File 6.pkg > File5.UNK.

If said file is swapped with the one I'm attaching below, most characters will lose their unique weapon attributes, in the example below Astaroth still keeps special attributes only for the first 3 weapon slots, while the rest are eliminated:

File 481 Astaroth's Weapon: Kulutues - Special attribute - Some counters will have no effect
File 482 Astaroth's Weapon: Kulutues -Special attributes - Recover health while attacking + attack power increase + weapon SE change
File 483 Astaroth's Weapon: Terror Moon - Special attributes - Recover health gradually + recover health while attacking + easier guard impacts + decrease weapon attack power

File 484 Astaroth's Weapon: Great Maul. - No special attributes enabled
File 485 Astaroth's Weapon: Nanbanfu. - No special attributes enabled
File 486 Astaroth's Weapon: Soul Edge. - No special attributes enabled
File 487 Astaroth's Weapon: Stone Slab. - No special attributes enabled
File 488 Astaroth's Weapon: The Ancient... - No special attributes enabled




Notice how the 4th weapon slot (Great Maul) has no special attributes enabled...

 

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TopazHacker

The Unknown Soul
Weapon properties!

This is still a work in progress, but it seems that special weapon attributes can be modified through the following file:

ROOT.OLK > File3.OLK > File 6.pkg > File5.UNK.

If said file is swapped with the one I'm attaching below, most characters will lose their unique weapon attributes, in the example below Astaroth still keeps special attributes only for the first 3 weapon slots, while the rest are eliminated:

File 481 Astaroth's Weapon: Kulutues - Special attribute - Some counters will have no effect
File 482 Astaroth's Weapon: Kulutues -Special attributes - Recover health while attacking + attack power increase + weapon SE change
File 483 Astaroth's Weapon: Terror Moon - Special attributes - Recover health gradually + recover health while attacking + easier guard impacts + decrease weapon attack power

File 484 Astaroth's Weapon: Great Maul. - No special attributes enabled
File 485 Astaroth's Weapon: Nanbanfu. - No special attributes enabled
File 486 Astaroth's Weapon: Soul Edge. - No special attributes enabled
File 487 Astaroth's Weapon: Stone Slab. - No special attributes enabled
File 488 Astaroth's Weapon: The Ancient... - No special attributes enabled




Notice how the 4th weapon slot (Great Maul) has no special attributes enabled...

Great discovery! Will look more into it!
 

NormalMap

[01] Neophyte
Hi guys, is it possible to extract characters models and textures from the game for use in 3D editors? I tried to use OLKexplorer and the BMS script "SC3CharacterTo3dsBeta_fixed", the imported 3ds models look like a mess.
 

Byros

[09] Warrior
As far as I know, some attempts have been made to extract and export models + textures directly from disc files, check the 1st link, you must register over there to view attached files and all images that were posted, unfortunately those who had full understanding of the scripts seem to have vanished, and attempts to contact them have been unsuccesful.

http://forum.xentax.com/viewtopic.php?f=16&t=5648


A lot of information in this thread by 3d format, this guy is absolutely fantastic, and he certainly tries to help everyone in need,
I'm sure I'm doing something wrong since my attempts at converting files from SC2 to SC3 have been unsuccesful, also it seems this site is about to go away in a few days:

http://ps23dformat.wikispaces.com/Soul+Calibur+3

There's an alternate way of extracting models & textures from DirectX 9 memory, you can do that by using PCSX2 + texmod, checkout this thread and you will be able to do so with 3ds:

https://www.vg-resource.com/thread-20541.html

Another thread discussing how to do it:

http://forum.xentax.com/viewtopic.php?f=16&t=9398

In the end, what would be desired is a way to export to a 3D program, export back to disc and inject the modded files to ROOT.OLK to create better mods.

Check this file:
https://files.fm/u/s5jx4u2c

Another approach to modding Soulcalibur 3 is directly from memory, here you will find lot's of interesting information and things not yet possible using the disc method, check out this fantastic web page devoted to ScIII and CaS charatcers:

http://capa.wikidot.com/game:soulcalibur3
 
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artard4321

[10] Knight
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?
 

TopazHacker

The Unknown Soul
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.
 

Byros

[09] Warrior
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)

 

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