Modding SOULCALIBUR I for Dreamcast

Byros

[10] Knight
This will have to do for now as a teaser, more info in a few days, we're going to have fun.


///

Listing of SEGAKATANA SOULCALIBUR FOR DREAMCAST GD-ROM / TRACK 03.BIN / HUMAN.DAT
Category: Container Archive (OLK)
Platform: Dreamcast (Legacy)
Internal Files: 210

///

09/09/1999 00:00 AM <DIR> .
09/09/1999 00:00 AM <DIR> ..
09/09/1999 00:00 AM 895,840 at 0x000006A0 File 1.bin Mitsurugi 1P
09/09/1999 00:00 AM 901,984 at 0x000DB200 File 2.bin Mitsurugi 2P
- <blank> at 0x001B7560 File 3.blank
- <blank> at 0x001B7560 File 4.blank
09/09/1999 00:00 AM 1,645,888 at 0x001B7560 File 5.bin Mitsurugi Moveset
09/09/1999 00:00 AM 268,576 at 0x003492A0 File 6.bin Mitsurugi Weapon 1P
09/09/1999 00:00 AM 268,544 at 0x0038ABC0 File 7.bin Mitsurugi Weapon 2P
- <blank> at 0x003CC4C0 File 8.blank
09/09/1999 00:00 AM 268,928 at 0x003CC4C0 File 9.bin Mitsu Weapon EM
- <blank> at 0x0040DF40 File 10.blank
09/09/1999 00:00 AM 882,880 at 0x0040DF40 File 11.bin Seung Mina 1P
09/09/1999 00:00 AM 883,776 at 0x004E5800 File 12.bin Seung Mina 2P
- <blank> at 0x005BD440 File 13.blank
- <blank> at 0x005BD440 File 14.blank
09/09/1999 00:00 AM 1,623,936 at 0x005BD440 File 15.bin Seung Mina Moveset
09/09/1999 00:00 AM 268,672 at 0x00749BC0 File 16.bin Seung Mina Weapon 1P
09/09/1999 00:00 AM 267,744 at 0x0078B540 File 17.bin Seung Mina Weapon 2P
- <blank> at 0x007CCB20 File 18.blank
09/09/1999 00:00 AM 266,656 at 0x007CCB20 File 19.bin Seung Mina Weapon EM
- <blank> at 0x0080DCC0 File 20.blank
09/09/1999 00:00 AM 879,072 at 0x0080DCC0 File 21.bin Taki 1P
09/09/1999 00:00 AM 881,152 at 0x008E46A0 File 22.bin Taki 2P
- <blank> at 0x009BB8A0 File 23.blank
- <blank> at 0x009BB8A0 File 24.blank
09/09/1999 00:00 AM 1,546,720 at 0x009BB8A0 File 25.bin Taki Moveset
09/09/1999 00:00 AM 269,120 at 0x00B35280 File 26.bin Taki Weapon 1P
09/09/1999 00:00 AM 268,448 at 0x00B76DC0 File 27.bin Taki Weapon 2P
- <blank> at 0x00BB8660 File 28.blank
09/09/1999 00:00 AM 268,960 at 0x00BB8660 File 29.bin Taki Weapon EM
- <blank> at 0x00BFA100 File 30.blank
09/09/1999 00:00 AM 910,816 at 0x00BFA100 File 31.bin Maxi 1P
09/09/1999 00:00 AM 909,600 at 0x00CD86E0 File 32.bin Maxi 2P
09/09/1999 00:00 AM 905,824 at 0x00DB6800 File 33.bin Maxi 3P
- <blank> at 0x00E93A60 File 34.blank
09/09/1999 00:00 AM 1,654,304 at 0x00E93A60 File 35.bin Maxi Moveset
09/09/1999 00:00 AM 133,728 at 0x01027880 File 36.bin Maxi Weapon 1P
09/09/1999 00:00 AM 133,728 at 0x010482E0 File 37.bin Maxi Weapon 2P
- <blank> at 0x01068D40 File 38.blank
09/09/1999 00:00 AM 269,504 at 0x01068D40 File 39.bin Maxi Weapon EM
- <blank> at 0x010AAA00 File 40.blank
09/09/1999 00:00 AM 584,960 at 0x010AAA00 File 41.bin Voldo 1P
09/09/1999 00:00 AM 591,968 at 0x01139700 File 42.bin Voldo 2P -Waistpiece
09/09/1999 00:00 AM 593,728 at 0x011C9F60 File 43.bin Voldo 3P
09/09/1999 00:00 AM 591,200 at 0x0125AEA0 File 44.bin Voldo 4P
09/09/1999 00:00 AM 1,606,208 at 0x012EB400 File 45.bin Voldo Moveset
09/09/1999 00:00 AM 271,168 at 0x01473640 File 46.bin Voldo Weapon 1P
09/09/1999 00:00 AM 270,464 at 0x014B5980 File 47.bin Voldo Weapon 2P
- <blank> at 0x014F7A00 File 48.blank
09/09/1999 00:00 AM 269,376 at 0x014F7A00 File 49.bin Voldo Weapon EM
- <blank> at 0x01539640 File 50.blank
09/09/1999 00:00 AM 883,392 at 0x01539640 File 51.bin Sophitia 1P p
09/09/1999 00:00 AM 895,296 at 0x01611100 File 52.bin Sophitia 2P p
09/09/1999 00:00 AM 875,392 at 0x016EBA40 File 53.bin Sophitia 3P p
- <blank> at 0x017C15C0 File 54.blank
09/09/1999 00:00 AM 1,441,856 at 0x017C15C0 File 55.bin Sophitia Moveset
09/09/1999 00:00 AM 271,168 at 0x01921600 File 56.bin Sophitia Weapon 1P
09/09/1999 00:00 AM 271,456 at 0x01963940 File 57.bin Sophitia Weapon 1P
- <blank> at 0x019A5DA0 File 58.blank
09/09/1999 00:00 AM 271,616 at 0x019A5DA0 File 59.bin Sophita Weapon EM
- <blank> at 0x019E82A0 File 60.blank
09/09/1999 00:00 AM 870,080 at 0x019E82A0 File 61.bin Siegfried 1P
09/09/1999 00:00 AM 872,576 at 0x01ABC960 File 62.bin Siegfried 2P
09/09/1999 00:00 AM 869,888 at 0x01B919E0 File 63.bin Siegfried 3P
- <blank> at 0x01C65FE0 File 64.blank
09/09/1999 00:00 AM 1,639,616 at 0x01C65FE0 File 65.bin Siegfried Moveset
09/09/1999 00:00 AM 269,568 at 0x01DF64A0 File 66.bin Siegfried Weapon 1P Requiem Blunt
09/09/1999 00:00 AM 269,696 at 0x01E381A0 File 67.bin Siegfried Weapon 2P Requiem Dented
- <blank> at 0x01E79F20 File 68.blank
09/09/1999 00:00 AM 268,640 at 0x01E79F20 File 69.bin Siegfried Weapon EM The Ancient
- <blank> at 0x01EBB880 File 70.blank
09/09/1999 00:00 AM 776,416 at 0x01EBB880 File 71.bin Rock 1P
09/09/1999 00:00 AM 769,792 at 0x01F79160 File 72.bin Rock 1P
- <blank> at 0x02035060 File 73.blank
- <blank> at 0x02035060 File 74.blank
09/09/1999 00:00 AM 1,593,024 at 0x02035060 File 75.bin Rock Moveset
09/09/1999 00:00 AM 271,520 at 0x021B9F20 File 76.bin Rock Weapon 1P
09/09/1999 00:00 AM 271,552 at 0x021FC3C0 File 77.bin Rock Weapon 2P
- <blank> at 0x0223E880 File 78.blank
09/09/1999 00:00 AM 269,792 at 0x0223E880 File 79.bin Rock Weapon EM
- <blank> at 0x02280660 File 80.blank
09/09/1999 00:00 AM 897,504 at 0x02280660 File 81.bin Hwang 1P
09/09/1999 00:00 AM 900,864 at 0x0235B840 File 82.bin Hwang 1P
- <blank> at 0x02437740 File 83.blank
- <blank> at 0x02437740 File 84.blank
09/09/1999 00:00 AM 1,612,640 at 0x02437740 File 85.bin Hwang Moveset
09/09/1999 00:00 AM 270,592 at 0x025C12A0 File 86.bin Hwang Weapon 1P
09/09/1999 00:00 AM 271,264 at 0x026033A0 File 87.bin Hwang Weapon 2P
- <blank> at 0x02645740 File 88.blank
09/09/1999 00:00 AM 269,248 at 0x02645740 File 89.bin Hwang Weapon EM
- <blank> at 0x02687300 File 90.blank
- <blank> at 0x02687300 File 91.blank
- <blank> at 0x02687300 File 92.blank
- <blank> at 0x02687300 File 93.blank
- <blank> at 0x02687300 File 94.blank
- <blank> at 0x02687300 File 95.blank
09/09/1999 00:00 AM 238,400 at 0x02687300 File 96.bin XXX Weapon 1P?
09/09/1999 00:00 AM 229,824 at 0x026C1640 File 97.bin XXX Weapon 2P?
- <blank> at 0x026F9800 File 98.blank
09/09/1999 00:00 AM 227,808 at 0x026F9800 File 99.bin XXX Weapon EM?
- <blank> at 0x027311E0 File 100.blank
09/09/1999 00:00 AM 916,544 at 0x027311E0 File 101.bin Ivy 1P
09/09/1999 00:00 AM 915,904 at 0x02810E20 File 102.bin Ivy 2P
- <blank> at 0x028F07E0 File 103.blank
- <blank> at 0x028F07E0 File 104.blank
09/09/1999 00:00 AM 1,575,872 at 0x028F07E0 File 105.bin Ivy Moveset
09/09/1999 00:00 AM 271,072 at 0x02A713A0 File 106.bin Ivy Weapon 1P
09/09/1999 00:00 AM 272,640 at 0x02AB3680 File 107.bin Ivy Weapon 2P
- <blank> at 0x02AF5F80 File 108.blank
09/09/1999 00:00 AM 273,792 at 0x02AF5F80 File 109.bin Ivy Weapon EM
- <blank> at 0x02B38D00 File 110.blank
09/09/1999 00:00 AM 910,112 at 0x02B38D00 File 111.bin Kilik 1P
09/09/1999 00:00 AM 912,608 at 0x02C17020 File 112.bin Kilik 1P
- <blank> at 0x02CF5D00 File 113.blank
- <blank> at 0x02CF5D00 File 114.blank
09/09/1999 00:00 AM 1,656,480 at 0x02CF5D00 File 115.bin Kilik Moveset
09/09/1999 00:00 AM 266,272 at 0x02E8A3A0 File 116.bin Kilik Weapon 1P
09/09/1999 00:00 AM 265,856 at 0x02ECB3C0 File 117.bin Kilik Weapon 2P
- <blank> at 0x02F0C240 File 118.blank
09/09/1999 00:00 AM 136,000 at 0x02F0C240 File 119.bin Kilik Weapon EM?
- <blank> at 0x02F2D580 File 120.blank
09/09/1999 00:00 AM 865,728 at 0x02F2D580 File 121.bin Xianghua 1P
09/09/1999 00:00 AM 854,080 at 0x03000B40 File 122.bin Xianghua 2P
09/09/1999 00:00 AM 860,608 at 0x030D1380 File 123.bin Xianghua 3P
- <blank> at 0x031A3540 File 124.blank
09/09/1999 00:00 AM 1,534,944 at 0x031A3540 File 125.bin Xianghua Moveset
09/09/1999 00:00 AM 270,688 at 0x0331A120 File 126.bin Xianghua Weapon 1P Blue
09/09/1999 00:00 AM 269,984 at 0x0335C280 File 127.bin Xianghua Weapon 2P Red
09/09/1999 00:00 AM 271,488 at 0x0339E120 File 128.bin Xianghua Weapon EM
09/09/1999 00:00 AM 270,880 at 0x033E05A0 File 129.bin Xianghua Weapon 4P Black
- <blank> at 0x034227C0 File 130.blank
09/09/1999 00:00 AM 687,104 at 0x034227C0 File 131.bin Lizardman 1P
09/09/1999 00:00 AM 698,592 at 0x034CA3C0 File 132.bin Lizardman 2P
- <blank> at 0x03574CA0 File 133.blank
- <blank> at 0x03574CA0 File 134.blank
09/09/1999 00:00 AM 1,558,816 at 0x03574CA0 File 135.bin Lizardman Moveset
09/09/1999 00:00 AM 270,016 at 0x036F15C0 File 136.bin Lizardman Weapon 1P
09/09/1999 00:00 AM 270,848 at 0x03733480 File 137.bin Lizardman Weapon 2P
- <blank> at 0x03775680 File 138.blank
09/09/1999 00:00 AM 270,112 at 0x03775680 File 139.bin Lizardman Weapon EM
- <blank> at 0x037B75A0 File 140.blank
09/09/1999 00:00 AM 730,656 at 0x037B75A0 File 141.bin Yoshimitsu 1P
09/09/1999 00:00 AM 732,192 at 0x03869BC0 File 142.bin Yoshimitsu 2P
- <blank> at 0x0391C7E0 File 143.blank
- <blank> at 0x0391C7E0 File 144.blank
09/09/1999 00:00 AM 1,609,504 at 0x0391C7E0 File 145.bin Yoshimitsu Moveset
09/09/1999 00:00 AM 268,608 at 0x03AA5700 File 146.bin Yoshimitsu Weapon 1P
09/09/1999 00:00 AM 268,640 at 0x03AE7040 File 147.bin Yoshimitsu Weapon 2P
- <blank> at 0x03B289A0 File 148.blank
09/09/1999 00:00 AM 269,248 at 0x03B289A0 File 149.bin Yoshimitsu Weapon EM
- <blank> at 0x03B6A560 File 150.blank
09/09/1999 00:00 AM 898,336 at 0x03B6A560 File 151.bin Edge Master 1P
09/09/1999 00:00 AM 902,464 at 0x03C45A80 File 152.bin Edge Master 2P
- <blank> at 0x03D21FC0 File 153.blank
- <blank> at 0x03D21FC0 File 154.blank
- <blank> at 0x03D21FC0 File 155.blank
- <blank> at 0x03D21FC0 File 156.blank
- <blank> at 0x03D21FC0 File 157.blank
- <blank> at 0x03D21FC0 File 158.blank
- <blank> at 0x03D21FC0 File 159.blank
- <blank> at 0x03D21FC0 File 160.blank
09/09/1999 00:00 AM 879,904 at 0x03D21FC0 File 161.bin Nightmare 1P
09/09/1999 00:00 AM 891,360 at 0x03DF8CE0 File 162.bin Nightmare 2P
- <blank> at 0x03ED26C0 File 163.blank
- <blank> at 0x03ED26C0 File 164.blank
09/09/1999 00:00 AM 1,639,648 at 0x03ED26C0 File 165.bin Nightmare Moveset
09/09/1999 00:00 AM 273,696 at 0x04062BA0 File 166.bin Nightmare Weapon 1P SoulEdge Eye
09/09/1999 00:00 AM 271,072 at 0x040A58C0 File 167.bin Nightmare Weapon 2P SoulEdge Skull
- <blank> at 0x040E7BA0 File 168.blank
09/09/1999 00:00 AM 268,640 at 0x040E7BA0 File 169.bin Nightmare Weapon EM The Ancient
- <blank> at 0x04129500 File 170.blank
09/09/1999 00:00 AM 897,216 at 0x04129500 File 171.bin Astaroth 1P
09/09/1999 00:00 AM 905,472 at 0x042045C0 File 172.bin Astaroth 2P
- <blank> at 0x042E16C0 File 173.blank
- <blank> at 0x042E16C0 File 174.blank
09/09/1999 00:00 AM 1,627,104 at 0x042E16C0 File 175.bin Astaroth Moveset
09/09/1999 00:00 AM 271,232 at 0x0446EAA0 File 176.bin Astaroth Weapon 1P
09/09/1999 00:00 AM 270,560 at 0x044B0E20 File 177.bin Astaroth Weapon 2P
- <blank> at 0x044F2F00 File 178.blank
09/09/1999 00:00 AM 269,216 at 0x044F2F00 File 179.bin Astaroth Weapon EM
- <blank> at 0x04534AA0 File 180.blank
09/09/1999 00:00 AM 381,440 at 0x04534AA0 File 181.bin Inferno 1P - Solid Orange - No metal
09/09/1999 00:00 AM 374,624 at 0x04591CA0 File 182.bin Inferno 2P - Solid Blue - No metal
09/09/1999 00:00 AM 510,784 at 0x045ED400 File 183.bin Inferno 3P - Bones - No flames
- <blank> at 0x04669F40 File 184.blank
- <blank> at 0x04669F40 File 185.blank
- <blank> at 0x04669F40 File 186.blank
- <blank> at 0x04669F40 File 187.blank
- <blank> at 0x04669F40 File 188.blank
- <blank> at 0x04669F40 File 189.blank
- <blank> at 0x04669F40 File 190.blank
09/09/1999 00:00 AM 903,872 at 0x04669F40 File 191.bin Cervantes 1P
09/09/1999 00:00 AM 895,264 at 0x04746A00 File 192.bin Cervantes 2P
- <blank> at 0x04821320 File 193.blank
- <blank> at 0x04821320 File 194.blank
09/09/1999 00:00 AM 1,642,304 at 0x04821320 File 195.bin Cervantes Moveset
09/09/1999 00:00 AM 270,592 at 0x049B2260 File 196.bin Cervantes Weapon 1P
09/09/1999 00:00 AM 273,024 at 0x049F4360 File 197.bin Cervantes Weapon 2P
- <blank> at 0x04A36DE0 File 198.blank
09/09/1999 00:00 AM 271,232 at 0x04A36DE0 File 199.bin Cervantes Weapon EM
- <blank> at 0x04A79160 File 200.blank
- <blank> at 0x04A79160 File 201.blank
- <blank> at 0x04A79160 File 202.blank
- <blank> at 0x04A79160 File 203.blank
- <blank> at 0x04A79160 File 204.blank
- <blank> at 0x04A79160 File 205.blank
09/09/1999 00:00 AM 135,968 at 0x04A79160 File 206.bin XXX Weapon 1P Rod
09/09/1999 00:00 AM 136,000 at 0x04A9A480 File 207.bin XXX Weapon 2P Rod
- <blank> at 0x04ABB7C0 File 208.blank
09/09/1999 00:00 AM 137,984 at 0x04ABB7C0 File 209.bin XXX Weapon 1P Rod
- <blank> at 0x04ADD2C0 File 210.blank

210 File(s) 78,500,544 bytes
90 Blank File(s)

///

SOULCALIBUR Character List:

01 Mitsurugi
02 Seung Mina
03 Taki
04 Maxi
05 Voldo
06 Sophitia
07 Siegfried
08 Rock
09 Hwang
10 Ivy
11 Kilik
12 Xianghua
13 Lizardman
14 Yoshimitsu
15 Edge Master
16 Nightmare
17 Astaroth
18 Inferno
19 Cervantes

///

The legend will never die...
 

Attachments

  • screenshot49.png
    screenshot49.png
    615.8 KB · Views: 80
  • screenshot35.png
    screenshot35.png
    619.5 KB · Views: 99
  • screenshot16.png
    screenshot16.png
    597.5 KB · Views: 93
  • screenshot1.png
    screenshot1.png
    655.8 KB · Views: 98
Last edited:
 
This is an absolutely fantastic gift, you just gave us the keys to the kingdom.
 
Is it possible to mod Soulcalibur I for Dreamcast?
Yes! It is possible to swap 3D models, sounds, images, and possibly more game assets.

What tools are needed?
-GDIBuilder v2.1.1 get it here: https://projects.sappharad.com/tools/gdibuilder.html
-OLK Surveyor 0.177 get it here: https://rhpz.org/33084
-A Dreamcast emulator get it here: https://redream.io/
-Or use the emulator of your preference,

Edit: It works perfectly with real hardware as well, so:
-A Dreamcast console modded with a GD-EMU - Read about it here: https://videogameperfection.com/2016/03/07/dreamcast-gdemu-review/
-Use the standard procedure to prepare an SD card with your games, just add the modded version of Soulcalibur and it will boot and play just fine.
-Have a blast playing the masterpiece with mods directly on the console and a big screen TV!

How is it done?
In a general sense the procedure is quite simple and similar to what can be done with Soulcalibur 2 and 3 with OLK Explorer.
-Export a 3D / image file
-Import a 3D / image file to the current slot from a different slot
-Rebuild the GD-ROM image
-Test it out

Comments:
-Backup your files.
-Start simple and verify results
-Generally it's not a good idea to mix file types (the game will freeze or crash)
-It's safer to swap files of equal or smaller size for best compatibility.
-.DAT files are an earlier version of the OLK container files found in later Soulcalibur games.
-OLK Surveyor looks like a rip-off of OLK Explorer. It sure is, and it pays homage to the tool and author (Cypher35) that started it all back in 2004.
-OLK Surveyor also has basic support for PS2 OLK files from Soulcalibur 2 and 3.

Proof of Concept Suggested Procedure: - Let's start with a simple image used as the title screen:

Make sure you have the GDI version of Soulcalibur I for Dreamcast, it's usually a ZIP, 7Z or RAR compressed file
Make a backup of that file, you might need it soon enough...

Open and extract the contents of that file to a new folder called GDI Original - Here you will find files with naming similar to:
-Soulcalibur v1000xxx.GDI
-Track01.bin
-Track02.raw
-Track03.bin

Open GDIBuilder, select "Navigate or Extract" a new window will appear, select Open...

GDIBuilder0.png


Navigate to the GDI Original folder you created earlier, inside it open the file that has the. GDI extension, it usually is Soulcalibur v1000xxx.GDI or similar, a new window will appear where you will see all the contents of the GDROM high density data section with 88 or so files, click the "Extract all files.." button and place all files inside a new folder called Extracted.

GDIBuilder1.png


Now open OLK Surveyor, navigate to the Extracted folder, select and open CINIT.DAT, a tree view will appear, click on the + signs to expand nested files inside. Navigate to: CINIT.DAT / File6.pak / File1.pak / File4.jpg. Make sure to select File4.jpg, Click the "Export file" button and place it in a folder called JPG, a confirmation dialog will pop up. This file has an original size of 74,036 bytes,

0.png


Now you may edit this image or replace it with another JPG, just ensure it remains a 640x480 24 bit JPG file with a size equal or lower to 74,036 bytes. In my case I simply did a quick AI recoloring for demonstration purposes:

1a.png


Once you have readied the modded JPG file you are going to insert, place it in the JPG folder, make sure that CINIT.DAT / File6.pak / File1.pak / File4.jpg is selected in OLK Surveyor , click the "Import file" button, select your modded JPG and a confirmation dialog will pop-up telling you that some zeroes will be padded, just press OK and the new file will be inserted back in that slot.

Open GDIBuilder once again and select "Patch a copy" a new window will open where you will have to select 3 things:
-Original GDI: - Click browse and select the folder GDI Original you created at the start of this procedure.
-Modified files: - Click browse and select the folder Extracted you created at the start of this procedure.
-Output dir: - Click browse and create a new folder called GDI Modded (This is where a new GD-ROM image will be created with your modded files)

GDIBuilder2aapng.png


Press the "Rebuild GD-ROM" button, a confirmation dialog will appear indicating Track03.bin already exists and will be overwritten, select yes, you will get a confirmation dialog indicating the GDI was generated successfully. Look inside the GDI Modded folder and now you will see your newly created GD-ROM image where you again will find:
-disc.GDI -- With the current date.
-Track01.bin
-Track02.raw
-Track03.bin - With the current date.

Now open up your emulator, in my case I use ReDream, click on library, browse and select the GDI Modded folder and click add to library, You will immediately see the game's album cover, select it and the game will start, wait until the intro comes up and press the key bound to "start button" it usually is the spacebar in your keyboard. If everything went right Now you will see your modded JPG as the title screen in Soulcalibur for Dreamcast.

screenshot52.png


Congratulations! You have just modded Soulcalibur for Dreamcast.

Troubleshooting:
If the game freezes or crashes something went wrong, make sure to follow all the instructions and restart from your backups.
If the game loads up perfectly but nothing has changed you probably selected the GDI Original folder in your emulator, make sure to select the GDI Modded folder that actually has the modded files.
If you have a saved game with everything unlocked in your emulator, you usually had a golden shade title screen with a collage of all character, that's: CINIT.DAT / File6.pak / File1.pak / File4.jpg
If you don't have a saved game, then the title screen that is displayed when new out of the box is: CINIT.DAT / File6.pak / File1.pak / File1.jpg make sure to check that.

BONUS:
At the very end of the post there is simple list of 3D model files inside HUMAN.DAT you may also swap to experiment, for now just Export/Import the complete PAK files, don't mess with the BIN files housed inside yet, and don't mind the blank files.

2b.png


Export to a folder both:
  • File 67: Siegfried Weapon 2P Requiem
  • File 166: Nightmare Weapon 1P (Soul Edge Eye)

To make Siegfried wield Soul Edge:
-Import File 166: Nightmare Weapon 1P (Soul Edge Eye) into Siegfried's slot 69

To make Nightmare wield Requiem:
-Import File 67: Siegfried Weapon 2P Requiem into Nightmare's slot 169.

Complete the GD-ROM rebuild process, then go in-game and with the left trigger select Siegfried0s Weapon EM and Nightmare's Weapon EM:

screenshot56.png


Now Siegfried wields the cursed sword once again!

screenshot65.png


Time for the Eyecandy!
A simple swap of Soul Edge and Requiem 2P, enables Siegfried to wield Soul Edge and Nightmare to wield Requiem. See attached images.

screenshot57.png


.

screenshot58.png


.
screenshot59.png


.

screenshot61.png


.

screenshot62.png


.

screenshot64.png


.

screenshot65.png


.

screenshot67.png


.

screenshot71.png


.

screenshot72.png


.

screenshot81.png


.

screenshot83.png


.

screenshot85.png


.

screenshot86.png


///

SOULCALIBUR for Dreamcast HUMAN.DAT preliminary file list:

Mitsurugi

  • File 1: Mitsurugi 1P
  • File 2: Mitsurugi 2P
  • File 5: Mitsurugi Moveset
  • File 6: Mitsurugi Weapon 1P
  • File 7: Mitsurugi Weapon 2P
  • File 9: Mitsu Weapon EM

Seung Mina

  • File 11: Seung Mina 1P
  • File 12: Seung Mina 2P
  • File 15: Seung Mina Moveset
  • File 16: Seung Mina Weapon 1P
  • File 17: Seung Mina Weapon 2P
  • File 19: Seung Mina Weapon EM

Taki

  • File 21: Taki 1P
  • File 22: Taki 2P
  • File 25: Taki Moveset
  • File 26: Taki Weapon 1P
  • File 27: Taki Weapon 2P
  • File 29: Taki Weapon EM

Maxi

  • File 31: Maxi 1P
  • File 32: Maxi 2P
  • File 33: Maxi 3P
  • File 35: Maxi Moveset
  • File 36: Maxi Weapon 1P
  • File 37: Maxi Weapon 2P
  • File 39: Maxi Weapon EM

Voldo

  • File 41: Voldo 1P
  • File 42: Voldo 2P (-Waistpiece)
  • File 43: Voldo 3P
  • File 44: Voldo 4P
  • File 45: Voldo Moveset
  • File 46: Voldo Weapon 1P
  • File 47: Voldo Weapon 2P
  • File 49: Voldo Weapon EM

Sophitia

  • File 51: Sophitia 1P
  • File 52: Sophitia 2P
  • File 53: Sophitia 3P
  • File 55: Sophitia Moveset
  • File 56: Sophitia Weapon 1P
  • File 57: Sophitia Weapon 2P
  • File 59: Sophita Weapon EM

Siegfried

  • File 61: Siegfried 1P
  • File 62: Siegfried 2P
  • File 63: Siegfried 3P
  • File 65: Siegfried Moveset
  • File 66: Siegfried Weapon 1P (Requiem Blunt)
  • File 67: Siegfried Weapon 2P (Requiem Dented)
  • File 69: Siegfried Weapon EM (The Ancient)

Rock

  • File 71: Rock 1P
  • File 72: Rock 2P
  • File 75: Rock Moveset
  • File 76: Rock Weapon 1P
  • File 77: Rock Weapon 2P
  • File 79: Rock Weapon EM

Hwang

  • File 81: Hwang 1P
  • File 82: Hwang 2P
  • File 85: Hwang Moveset
  • File 86: Hwang Weapon 1P
  • File 87: Hwang Weapon 2P
  • File 89: Hwang Weapon EM

Ivy

  • File 101: Ivy 1P
  • File 102: Ivy 2P
  • File 105: Ivy Moveset
  • File 106: Ivy Weapon 1P
  • File 107: Ivy Weapon 2P
  • File 109: Ivy Weapon EM

Kilik

  • File 111: Kilik 1P
  • File 112: Kilik 2P
  • File 115: Kilik Moveset
  • File 116: Kilik Weapon 1P
  • File 117: Kilik Weapon 2P
  • File 119: Kilik Weapon EM

Xianghua

  • File 121: Xianghua 1P
  • File 122: Xianghua 2P
  • File 123: Xianghua 3P
  • File 125: Xianghua Moveset
  • File 126: Xianghua Weapon 1P (Blue)
  • File 127: Xianghua Weapon 2P (Red)
  • File 128: Xianghua Weapon EM
  • File 129: Xianghua Weapon 4P (Black)

Lizardman

  • File 131: Lizardman 1P
  • File 132: Lizardman 2P
  • File 135: Lizardman Moveset
  • File 136: Lizardman Weapon 1P
  • File 137: Lizardman Weapon 2P
  • File 139: Lizardman Weapon EM

Yoshimitsu

  • File 141: Yoshimitsu 1P
  • File 142: Yoshimitsu 2P
  • File 145: Yoshimitsu Moveset
  • File 146: Yoshimitsu Weapon 1P
  • File 147: Yoshimitsu Weapon 2P
  • File 149: Yoshimitsu Weapon EM

Edge Master & Nightmare

  • File 151: Edge Master 1P
  • File 152: Edge Master 2P
  • File 161: Nightmare 1P
  • File 162: Nightmare 2P
  • File 165: Nightmare Moveset
  • File 166: Nightmare Weapon 1P (SoulEdge Eye)
  • File 167: Nightmare Weapon 2P (SoulEdge Skull)
  • File 169: Nightmare Weapon EM (The Ancient)

Astaroth

  • File 171: Astaroth 1P
  • File 172: Astaroth 2P
  • File 175: Astaroth Moveset
  • File 176: Astaroth Weapon 1P
  • File 177: Astaroth Weapon 2P
  • File 179: Astaroth Weapon EM

Inferno & Cervantes

  • File 181: Inferno 1P (Solid Orange)
  • File 182: Inferno 2P (Solid Blue)
  • File 183: Inferno 3P (Bones)
  • File 191: Cervantes 1P
  • File 192: Cervantes 2P
  • File 195: Cervantes Moveset
  • File 196: Cervantes Weapon 1P
  • File 197: Cervantes Weapon 2P
  • File 199: Cervantes Weapon EM

Unknown Weapon Refs

  • File 96: XXX Weapon 1P?
  • File 97: XXX Weapon 2P?
  • File 99: XXX Weapon EM?
  • File 206: XXX Weapon 1P Rod
  • File 207: XXX Weapon 2P Rod
  • File 209: Weapon 3P Rod
 
Last edited:
Hey great to see another modder in the SC1 Scene.

Id like to bring some stuff up that spaztron64 has been on work with, mainly for the arcade release with some DC/Ports.
sc1_model_reader
sc1_model_tools
sc1_dc_model_importer

Thoe the big thing to note is allot of assets are NLZ1 Compressed. So its dubbed in android (BTW a gold mine for symbols n whatnot.)
nlz1decoder

There is some work needed. But this compression algorithm was used in the Arcade releases of 2/3 for there executable.
rle_decompressor

Else the tidbits of work I've done is stored in
SoulTools-1

I've been trying to update spz importer to support material or texture change to make it easy-er to import models into blender.
Else texture are fun. Said textures can contain multiple formats. I've seen with Cervantes for example YUV(Basic diffuse texture) + rgba4444(transparency with gradiant) and RGBA5551 (Transparency with hard on or off). I have a hunch there determined by the model its self.

Else spaz and I are usualy on the SoulchargeFGS SC1 discord if you want to jump by.
 
Hey Zephix! Thank you for your kind words! I think you have done a fantastic job in the SC3 modding section, gathering all the knowledge so it can be preserved, I use your thread to recall lots of information and details, it's the definitive guide for SC3.

I'm still modding both SC1 and SC3 and I have some nice stuff for MMP soundbanks which can already be extracted and injected by OLK Surveyor, I just haven't found the time to debug, write and document how it works and maybe create a video as a demo, but the tool already has that capability.

In the mean time I'm having lots of fun with RL, work, other issues, SC1 stages, file formats, OSB soundbanks, PVR and even some MegaDrive mods. Once I get more time, I'll jump back in the other thread and write the MMP stuff.
 
Hey Zephix! Thank you for your kind words! I think you have done a fantastic job in the SC3 modding section, gathering all the knowledge so it can be preserved, I use your thread to recall lots of information and details, it's the definitive guide for SC3.

I'm still modding both SC1 and SC3 and I have some nice stuff for MMP soundbanks which can already be extracted and injected by OLK Surveyor, I just haven't found the time to debug, write and document how it works and maybe create a video as a demo, but the tool already has that capability.

In the mean time I'm having lots of fun with RL, work, other issues, SC1 stages, file formats, OSB soundbanks, PVR and even some MegaDrive mods. Once I get more time, I'll jump back in the other thread and write the MMP stuff.
I’m really glad to hear that! I’m not sure if you’re active on Discord, but I’ve sent you an invitation to a “secret” Soulcalibur modding server.

What you saw in my thread is just the basic stuff, we’ve done much more on Discord, like editing executable functions and working with MIPS code. We’d really love to have you join us there!
 
I’m really glad to hear that! I’m not sure if you’re active on Discord, but I’ve sent you an invitation to a “secret” Soulcalibur modding server.

What you saw in my thread is just the basic stuff, we’ve done much more on Discord, like editing executable functions and working with MIPS code. We’d really love to have you join us there!

Well that's impressive! Well beyond the good old PKG swaps, guess I'll have to see what modern SC3 modding has unlocked!
 
Hey great to see another modder in the SC1 Scene.

Id like to bring some stuff up that spaztron64 has been on work with, mainly for the arcade release with some DC/Ports.
sc1_model_reader
sc1_model_tools
sc1_dc_model_importer

Thoe the big thing to note is allot of assets are NLZ1 Compressed. So its dubbed in android (BTW a gold mine for symbols n whatnot.)
nlz1decoder

There is some work needed. But this compression algorithm was used in the Arcade releases of 2/3 for there executable.
rle_decompressor

Else the tidbits of work I've done is stored in
SoulTools-1

I've been trying to update spz importer to support material or texture change to make it easy-er to import models into blender.
Else texture are fun. Said textures can contain multiple formats. I've seen with Cervantes for example YUV(Basic diffuse texture) + rgba4444(transparency with gradiant) and RGBA5551 (Transparency with hard on or off). I have a hunch there determined by the model its self.

Else spaz and I are usualy on the SoulchargeFGS SC1 discord if you want to jump by.

My apologies, somehow I missed this gold mine of a post.

It is wonderful, it has so much information and resources to read and try! It's great to see more people working so hard to mod SC1, I read some of the titles, and it seems you have already figured out a lot of Dreamcast format stuff which is amazing!

Thank you for sharing all of this, it's going to be fun for sure! I need to read & learn so much of what you've included, we'll see how we can use all of this to contribute to the SC1 scene!
 
Last edited:
My apologies, somehow I missed this gold mine of a post.

It is wonderful, it has so much information and resources to read and try! It's great to see more people working so hard to mod SC1, I read some of the titles, and it seems you have already figured out a lot of Dreamcast format stuff which is amazing!

Thank you for sharing all of this, it's going to be fun for sure! I need to read & learn so much of what you've included, we'll see how we can use all of this to contribute to the SC1 scene!
Hello, so I got a problem here. I've been trying to replace Siegfried's voice with Kilik's for Soulcalibur I, but whenever I try to do that, I get a Size Violation message saying:

WARNING: Imported file is larger than the target slot!

Target Size: 224064 bytes
Import Size: 253600 bytes

In-place Master Import cannot expand files. Because this is a nested sub-file, please extract the container, replace the file, and use the Tools → Rebuild Container Options.

And whenever I try to rebuild it, I get this error message:

Rebuild aborted due to an error.

I've been trying to figure out another way how to lower it so I can import Siegfried's osb voice file, but I don't know what else to do. That also happened when I tried to replace Xianghua's voice with Seong-mina's. So, if you know what else I can do, try to message me as soon as you can.
 
Coming back to inform you, secondhand the System2x6 development has created a python iteration of the decompression and Compression!
Decompress & Compress
As such its experimental stage for SC1 modding. But a few assets i know you maybe up to trying your hand at.
Models Example
Human.dat/File1(PKG)/File1(PKG)/1(CMP) - This is the model, which once tooling is made could make custom models.
Human.dat/File5(PKG)/2+ are all moveset related stuff (file 1 is the animation which is uncompressed)

I have a ImHex Pattern setup ported over from the 010 one Spaztron made.
HexPat
 
Hello, so I got a problem here. I've been trying to replace Siegfried's voice with Kilik's for Soulcalibur I, but whenever I try to do that, I get a Size Violation message saying:

WARNING: Imported file is larger than the target slot!

Target Size: 224064 bytes
Import Size: 253600 bytes

In-place Master Import cannot expand files. Because this is a nested sub-file, please extract the container, replace the file, and use the Tools → Rebuild Container Options.

And whenever I try to rebuild it, I get this error message:

Rebuild aborted due to an error.

I've been trying to figure out another way how to lower it so I can import Siegfried's osb voice file, but I don't know what else to do. That also happened when I tried to replace Xianghua's voice with Seong-mina's. So, if you know what else I can do, try to message me as soon as you can.

Nice to see someone finally downloaded the tool and used it, eventually it should get better.

Oh yes, for the time being OLK Surveyor can only inject and expand PAK files that are on the root level of the OLK/DA file. There are still a ton of bugs to iron out, for now it is just safer to replace smaller files.

Since Kilik's OSB Soundbanck file (247kb) is larger than Siegfried's OSB Soundbank (218Kb) the tool refuses to carry out the operation, and still for good reason since it usually causes side effects.

There are some workarounds to force this though, here's version 0.205 of OLK Suveyor for you:
OLK Suveyor 0.205

There are 3 ways to force this, the one at the bottom has the TL:DR and what currently works for sound, I'm keeping the others methods for completeness sake, they seem to work most of the time for other file types other than soundbanks.

///

Method 1 Still broken for sound and facial expressions:
Open Human.DAT, and export:

File 61.pak (Siegfried)
File 111.pak (Kilik)


Also export both Kilik's and Siegfried's OSB Soundbank files (file2.osb) located inside their respective pak file.

Click on Menu / Tools / PKG Edit /

0c.png


A dialog window will open up, by default it only allows PKG files, click on select all files on the lower right, now you will select File61.pak (Siegfried).

1a.png


Now you can view Fie61.PAK, select and open it, now you can view the contents of the PAK container, and directly Import/Export files within, in this new dialog select Node 2/ File2.osb, click the Import File button.

1.png


Select Kilik's OSB Soundbank file to to replace Siegfried's File2.osb.

2.png


Now you will get an updated screen where new file size shows the bigger file size and the legend imported custom in the Status column, Click the BUILD.PKG button on the lower right corner. You will get a warning about trying to import a bigger file than the original, you the tool will carry on and let you save a Rebuilt_File61.pak file, ensure the extension is saved as PAK not PKG.

3.png


The Rebuilt PAK container is saved...

3a.png


Now go back to Human.DAT and select file61.pak, click the Dark Grey Import File Button on the lower left, and select your Rebuit_filr61.pak file. OLK Surveyor will complain about importing a larger file, but it will now let you proceed if you click the OK button.

3c.png


After it completes you will get a confirmation dialog:

3d.png


I tried this today but it still buggy and broke Siegfried's voice and face.

Method 2 - Soundbanks sometimes work, but facial expressions are broken:

You must have previously exported File61.pkg and File2.osb as they were originally.

Open File61.pkg as a standalone file and click the + sign to expand the nodes, select file2.osb and select the custom OSB Soundbank you want (from Kilik or any other character), you will get a warning about file sizes, but you will be allowed to continue.

M0.png


Now you have modified File61.pak that has a different OSB Soundbank inside.
Open Human.DAT, select File61.pak and replace it with the custom version you created in the previous step., you will again get a warning about trying to import a bigger/smaller file than the original, but if you click Ok, it will perform the import operation regardless.


M2.png


The good:
This method will allow Siegfried to use Kiliks voice OSB sounbank.

The Bad:
Siegfried's face is still corrupted, see below:

M3.png



TLDR:
Again, the previous 2 methods, have issues with soundbanks, but seem to work for other file types when forcing a bigger file is desired for experimental purposes.

Method 3 - A bit counter intuitive but It seems to work for OSB Soundbanks:

The way I got it work is to first extract:

-Both Kilik's and Siefgried's complete PAKs, (File 61.pak and File111.pak)
-Both Kilik's (File111.pak/File1.pak) and Siegfried's F(ile61/File1.pak) (their actual 3D model PAKs)

Open Human.DAT, select file61.pak (Siefried) and replace it with file111.pak (Kilik), disregard the size warning and proceed.

Now exit and reopen OLK Surveyor, open the modded Human.DAT, select file61.pak (It now has Kilik's data) expand the treeview nodes and select File61.pak/File1.pak, replace this file with Siegfried's original File61.pak/File1.pak, this will restore Siegfried's 3D model while still keeping Kilik's voice sound bank and doesn't seem to corrupt faces.

The good:
-I think it accomplishes what you want, it looks like Siegfried and and sounds like Kilik.
-Lip sync seems perfect

The bad:
-Not a direct method as it should, but it will have to do for now.
-Still shows Siegfried's text subtitles and not Kilik's,
-I guess it's just a matter of finding the sub-text and replacing it, I just don't have time and energy at the moment to further research this.

Rebuild the GD-ROM with GDI Builder, here's how it looks and sounds:

 

Attachments

  • M2.png
    M2.png
    75.6 KB · Views: 11
  • 1a.png
    1a.png
    96.9 KB · Views: 13
Last edited:
Coming back to inform you, secondhand the System2x6 development has created a python iteration of the decompression and Compression!
Decompress & Compress
As such its experimental stage for SC1 modding. But a few assets i know you maybe up to trying your hand at.
Models Example
Human.dat/File1(PKG)/File1(PKG)/1(CMP) - This is the model, which once tooling is made could make custom models.
Human.dat/File5(PKG)/2+ are all moveset related stuff (file 1 is the animation which is uncompressed)

I have a ImHex Pattern setup ported over from the 010 one Spaztron made.
HexPat

This is so good, I have not been able to dive into all this information yet, and I really want to, you will eventually have to teach me.

I must sincerely apologize to you, Zephix and Topaz who have provided me with lots of info and encouragement, I'm unfortunately struggling again with health issues and some other life complications; my research and compiling efforts have stalled to a mere crawl at best
 
Last edited:
Back
Top Bottom