37c391 No.822 [View All]
Here in this thread, you can post mods for the Neptunia games!
36 posts and 54 image replies omitted. Click [Open thread] to view. ____________________________
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37c391 No.3052
>>3043
>>3044
Bonus: JP text.
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37c391 No.3058
>>3044
>hex edit
That's sorta hacky…although I guess it's hardly worse than using the old RB tools.
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37c391 No.3059
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37c391 No.3060
Even more textures
I don't know why they're flipped
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37c391 No.3062
>>3060
>60:41 aspect ratio
>1920x1286 resolution even with the black bar removed
This is the native resolution of the image? A little odd, especially considering a fair amount of it gets cropped out.
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37c391 No.3064
>>3062
Header says so.
>00 40 00 81
Shit I don't get yet, maybe channels and bit-depth
>00 C0 99 00
Data size (uncompressed), 0x99C000 = 10076160 bytes
>80 07 00 00
Width, 0x780 = 1920 px
>20 05 00 00
Height, 0x520 = 1312 px
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37c391 No.3065
>>3042
well, stcm was used in rebirths. looking at the screenshots, it looks very different.
could anyone post a hexdump?
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37c391 No.3066
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37c391 No.3067
>>3066
yup, it's completely different, unfortunately. but at least it looks like a single instruction now doesn't take at least 16bytes to encode.
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37c391 No.3081
Updates! Now with ZLIB support PNGZIP
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37c391 No.3121
Does anybody know offhand where the button icons are in the pacs? I wanna mod in PlayStation and maybe some proper Xbox coloured buttons for prompts and stuff.
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37c391 No.3122
>>3121
Not gonna happen, at least yet. Those textures have non-standard compression.
I'm working on it.
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37c391 No.3125
>>3122
They aren't just 24-bit bmps in .tid format?
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37c391 No.3132
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37c391 No.3133
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37c391 No.3144
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37c391 No.3274
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37c391 No.3293
Someone in the recent Nep thread on /v/ said they "cracked LZ77 for Noire". Is this just DEFLATE or another implementation in addition to that?
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37c391 No.3294
>>3293
The vanilla(est) sliding window of 255 bytes.
I've found it being common in japanese PS3 games. Examples are White Album, Date A Live: Ars Install, Utawarerumono: False Mask and such.
I bet that it's very easy to "decompress"; PS3's SPUs can do it in background.
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37c391 No.3306
>>3293
>>3294
Turns out it's LZSS with specific parameters. "LZSS-lite", if you will.
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37c391 No.3418
V-II's archives have the same format as Re;Births'. Audio is the same .xsb/.xwb ordeal too. Uncompressed textures in .tid files.
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37c391 No.3419
>>3418
CL3 for script has changed.
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37c391 No.3420
>>3419
.cl3 are general archives now, used for quite a bit of stuff
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37c391 No.3429
Who deleted the technical posts just a few hours ago?
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37c391 No.3430
>>3429
I did. Because they were shit.
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37c391 No.3431
New Neptools update. Big news is VII script support (provisionally), and toaster support.
https://github.com/u3shit/neptools/releases/tag/v0.3.5
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37c391 No.3434
I guess these are good to go now.
cl3s:
# Megadimension Neptunia VII PC
# Uncompressed .cl3
# "CL3L" ID
#
# Long and unoptimised for visibility and readability. Maybe.
#
# script for QuickBMS: http://quickbms.aluigi.org
endian little
idstring "CL3L"
/*
get DUMMY long
get DUMMY long
get DUMMY long
get DUMMY long
get DUMMY long
*/
goto 0x40
idstring "FILE_COLLECTION"
goto 0x60
get FILES long # file count
get DUMMY long # section size
get OFFSETGLOBAL long # section global offset
/*
goto 0x90
idstring "FILE_LINK"
goto 0xB0
get DUMMY long # "link" count
get DUMMY long # section size
get DUMMY long # section global offset
*/
goto OFFSETGLOBAL
set OFFSETLOCAL OFFSETGLOBAL
if FILES > 1 # if there is more than 1 file in archive
set PATH string "/" # workaround for strings that contain only numbers - refer to the description of "String" command, "=" operator in quickbms.txt
get TMP basename 0 # get input filename w/o extension
string PATH += TMP
string PATH += / # make it into a directory
endif
for i = 0 < FILES
goto OFFSETLOCAL
get NAME string # get filename
math OFFSETLOCAL += 0x200
goto OFFSETLOCAL
get FILEINDEX long # file index in archive, should match the current value of 'i'
get FILEOFFSETLOCAL long # file offset in FILE_COLLECTION section
get SIZE long # file size
set OFFSET OFFSETGLOBAL
math OFFSET += FILEOFFSETLOCAL # calculate global offset for file
if FILES > 1 # if there is more than 1 file in archive
string TMP = PATH
string TMP += NAME
string NAME = TMP # put extracted files in a folder with input file name
endif
log NAME OFFSET SIZE
math OFFSETLOCAL += 0x30
next i
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37c391 No.3435
And look for other on zenhax because The body was too long.
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37c391 No.3449
until if/ch fixes the ex bug in vii which is probably never ever, as it's working as intended, and if you didn't see the non-existing huge warning that if you carry over extra characters into ng+, it'll completely fuck up your dlc characters as a thanks for your extra money, here is a fix!
here's a cheatengine table that'll persuade the engine that ex characters are actually not ex characters, as far as event unlocking concerned, so you should be able to get those dlc events (even when you shouldn't get it normally, like unlocking the characters while the cpus are held captive, but it's still better than nothing…)
apparently cheatengine tables are just xml files, so save the following to a text file and rename it to something.ct and open it in cheatengine
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="21">
<CheatEntries>
<CheatEntry>
<ID>24</ID>
<Description>"fix ex bug"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>define(address,"NeptuniaVII.exe"+bac66)
[ENABLE]
address:
and edx,0
[DISABLE]
address:
and edx,1
</AssemblerScript>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols/>
</CheatTable>
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37c391 No.3521
REMINDER THAT MOST OF THE SKINS MADE ABOVE WILL WORK FINE WITH MEGADIMENSION NEPTUNIA VII!
Because it does not use Kitserver, you will have to pack and repack the files in order for them to work.
I'm also going back to the old method of uploading the textures rather than packing them together and will still use the instructions for people using Kitserver.
Anyways, here are some new costumes:
This is MAGES as Marisa Kirisame from Touhou Project!
This mod was made for Re;Birth 3 but it is also compatible with Re;Birth 1.
For Re;Birth 3: Drop these in KitFolder\DLC\NRB3DLC000000003\DL0100000\model\chara\191\texture\001
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37c391 No.3522
>>3521
2nd set of the Marisa themed costume
This replaces Mage Checkers
For Re;Birth 3: Drop these in KitFolder\DLC\NRB3DLC000000003\DL0100000\model\chara\192\texture\001
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37c391 No.3523
>>3522
3rd set of the Marisa themed costumes
This replaces Helper
For Re;Birth 3: Drop these in KitFolder\DLC\NRB3DLC000000003\DL0100000\model\chara\193\texture\001
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37c391 No.3524
>>3523
Last set of the Marisa themed costumes
This replaces Airi
For Re;Birth 3: Drop these in KitFolder\DLC\NRB3DLC000000003\DL0100000\model\chara\194\texture\001
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37c391 No.3525
Is there a download link for kitserver for R;B3?
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37c391 No.3527
>>3525
I'm compiling premade packages of these mods for all 4 main games. Won't have them all in a day, but I'll release them in bursts.
These packages will be fully Retranslation compatible BTW.
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37c391 No.3528
More new costumes made! I've made many versions this time for those who want choices.
This is Nepgear in the Alice costume, fitting for exploring the Wonderland that is Gamindustri!
It replaces Classical Maid
This mod was made for Re;Birth 3 but it is compatible with the Re;Birth Trilogy!
For Re;Birth 3: KitFolder\data\GAME200000\model\chara\042\texture\001
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37c391 No.3529
>>3528
1st pic is Very Blue, 2nd Pic is Not so Blue
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37c391 No.3530
This is Uni's Alice costume.
It replaces Black Heart Apron
This mod was made for Re;Birth 3 but it is compatible with the Re;Birth Trilogy!
For Re;Birth 3: KitFolder\data\GAME200000\model\chara\052\texture\001
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37c391 No.3531
>>3530
1st pic is Very Blue, 2nd Pic is Not so Blue
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37c391 No.3532
This is Ram's Alice costume.
It replaces Gothic Maid
This mod was made for Re;Birth 3 but it is compatible with the Re;Birth Trilogy!
For Re;Birth 3: ''KitFolder\data\GAME200000\model\chara\072\texture\001'
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37c391 No.3533
>>3532
1st pic is Very Blue (Black and White), 2nd Pic is Not so Blue (Black and White), 3rd pic is Very Blue (Solid White), 4th Pic is Not so Blue (Solid White)
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37c391 No.3535
This is Rom's Alice costume.
It replaces Gothic Maid
This mod was made for Re;Birth 3 but it is compatible with the Re;Birth Trilogy!
For Re;Birth 3: KitFolder\data\GAME200000\model\chara\062\texture\001
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37c391 No.3536
>>3535
1st pic is Very Blue (Black and White), 2nd Pic is Not so Blue (Black and White), 3rd pic is Very Blue (Solid White), 4th Pic is Not so Blue (Solid White)
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37c391 No.3537
Hey, I was going to test out the mods on Rebirth 1, but apparently both Kitserver and Neptools has been broken with the latest patch (which added Japanese language support). Apparently doing that changed more things behind the hood than any other alteration between Victory/RB1 and VII.
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37c391 No.3538
OK, I dunno about KS, but it looks like NT's aware of the problem.
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37c391 No.3561
>>3538
Looks like it's fixed.
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37c391 No.3562
Oh, here's how to get graphics for PC Neptunia working for Vita. However this will require you to do a little hex editing. If you do not want to do that, just don't bother.
Anyway, the TID Tool included with Kitserver is sort of messy so it will not produce a file that is compatible with Vita. The first picture is a fresh TID from the Rebirth 3 logo for Vita. The second picture is a slightly modified logo that used to be a TIFF file, that's been returned to the TID format.
Anyway, you'll see two changes right away here. First, the fourth hex address (0x03) in the Vita original has a value of 92. In the Kitserver TID, it's 90. If the value is not 92, the graphics file will not load on a Vita. So, change it to 90 and save.
However, if you put it back on your system, the colors will look bad. This is because a byte of empty space (empty space = address value "00") from before the part where the graphics data actually begins (with all the "FF" values) is moved to the very end of the file, which causes the alpha and color channels to get screwed up.
To fix the bad colors, add a whole new "00" byte to a point just before hex address 0x80 (0x73 works good). Now go to the very very end of the file, and if there's a "00" there, completely delete and remove that byte from the file.
Save, and load onto your Vita. You should have perfectly functional Vita graphics now. At the very least, this will work for changing the game's logo. You might have additional difficulties working with other textures.
Note that if you work with PNG files and not TIFF, all the "FF" values will disappear. Those are not important for the functioning of the graphics, although they are a good way to see where the graphics data begins. Just do what's instructed, ignoring that one difference, and you will be fine.
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7833ac No.5592
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6596c5 No.6789
>>881
>>1583
I wish somebody saved these and re-uploaded them elsewhere, since the links to them are down.
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a74d28 No.7014
>>6789
This is my first and last post on 8kun.
Now for the good news and bad news.
The good news is that I still have the night time mod and have reuploaded it here.
https://www9.zippyshare.com/v/ziW4YtB3/file.html
The bad news is that I am missing the forest (First pic) and factory's (Fifth pic) night textures, so it is unfortunately a partial reupload instead of it being complete.
The other bad news is that I don't have the Re;Birth 1 CPU Candidate Portrait fixes, but they aren't completely lost in the abyss like the forest and factory night textures are because it involves a very simple replacement process where the portraits from 2 & 3 overwrite's 1. That's basically what the mod was anyway.
I haven't tested the night mod but it should work if you run with Kitserver or put them in the .pac files.
Have fun with what's left of the modding time capsule and keep them somewhere safe as sites will either crack down on uploads or close their doors for good, and stay nepped.
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