BH/RECV/C CBNJ's Mods

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cbnj
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Posts: 248

BH/RECV/C CBNJ's Mods

Post#1 » Wed Oct 04, 2023 4:15 pm

-----------------------------------------------------------DREAMCAST-----------------------------------------------------------------------------------
Update october 18 / 2023
*Reworked mediafire folder structure
*Reworked post structure
*Added DUMMY folder
*Added DSAMPLED folder and contents
*Added item.7z to GENERAL FILES

MEDIAFIRE FOLDER LINK - https://www.mediafire.com/folder/73616gcwyee75/RECVUS

DSAMPLED - Contain Downsampled A/V files
DOWNSFD.z7 - Downsampled sfd Movies
DOWNBGM.7z - Downsampled adx BGM
DOWNVOICE.7z - Downsampled adx Voices

DUMMY - Contain empty Audio files
DMYBGM.7z: Game music will be gone exept those related to events. -updating files.

GENERAL FILES - Game files to use whit this mods.
AFSLnk - Tool to build/rebuild afs files
item.7z - Source folder to build item.afs
system.7z - Source folder to build system.afs

MODS_CBNJ / MODS_SOMBER - Contain the game mods
MOD FILENAME STRUCTURE: [CONSOLE]_[TYPE]_[NAME]_[FTR]_[VERSION]
[CONSOLE] = DC, GC, PS2, PS3, XB360
[TYPE] = S, MS, SMS, MP (SKIN , MODEL SWAP , SUBMODEL SWAP , MODEL PORT)
[NAME] = SHORT NAME OF THE MOD
[FTR] = FILE TO REPLACE BY THE MODIFIED ONE (MANDATORY IF THE MOD DONT USE THE ORIGINAL FILENAME)
[VERSION] = MOD VERSION NUMBER , SUBFIX b FOR BETA / SUBFIX r FOR RELEASE (OPTIONAL)
EXAMPLE: CONSOLE=DC_TYPE=S_NAME=ClaireOutfit_FTR=PL00_VERSION=v0.95 - DC_S_ClaireOutfit_PL00_v0.95b.7z

PLAYABLE CHARACTERS MODS INSTALLATION METHOD
1 - Download AFSLnk.7z and system.7z from GENERAL FILES, extract them and move SYSTEM folder inside AFSLink folder.
2 - Download any of the mods from the folders MODS_CBNJ or MODS_SOMBER, each mod have a preview picture.
3 - Replace the correct file in system folder whit any of the mods, run AFSLnk.bat, write "system" no quotes, next press ENTER key.
4 - Replace the original SYSTEM.AFS file whit the newly created one and rebuild your GDI Image, SYSTEM.AFS works for both discs.
5 - If the mod you download is a SYSTEM.AFS already , just replace the original one whit the downloaded one and rebuild your GDI image.
6 - Play!
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Attachments
1.jpg
Last edited by cbnj on Wed Nov 08, 2023 4:36 pm, edited 48 times in total.

cbnj
brutal
Posts: 248

Re: BH/RECV/C DREAMCAST/PS2 CBNJ's Mods

Post#2 » Sat Oct 07, 2023 7:43 pm

MODDIFYING ROOMS SCRIPT - CHANGING BGM EXAMPLE - Awnswering to fafadou reply in another post related to CV

INTRODUCTION
Whats an opcode?
Is an instruction written in a way a machine can understand, machines work whit numbers, numbers wich have a function assosiated to them, when you write a instruction (number) for the machine to read it, the machine then looks for this instruction (number) in a given list of instructions (numbers) and if the instruction you inputted is in the list, the machine then executes the function associated to that number.

(Due diferent byte bit lenghts in progamming laguages i will refer to a byte as octect, byte (in its de facto standaritation form in 1993 wich continues up till today) and octect are both 8 bits length, but the term byte is often used with diferent kind of bit lengths for diferent architecture platforms before and after 1993)

The "CALL_BGM" opcode is a halfoctect instruction, this means is using only half of the lengh of one octect to write a complete instruction for the machine to read it and then execute the associated function, a octect = 8 bits = 00000000, the half = 4 bits = 0000.
Since the CALL_BGM opcode is a halfoctect instruction, this means it will fit complete in four zeroes of space, and you could write another opcode rigth after, by example 9500CF00 will tell the machine to call bgm track number 0 and just inmediatelly after that to set the inventory to Battle Game mode (instructed by the opcode CF00), but this layout dont always work due many in game factors i wont decribe here, is always better to leave another halfoctect of space before to write the next opcode (unless you trully know what are you doing), so the safest layout for the previous example is 95000000 CF000000, and so on for every other opcode you decide to add ONLY IF this new opcodes are also halfoctects other way you will have to adjust the order and space bewtween the opcodes to fit them correctly under this layout, but to actually find an opcode, the best way is to try one value at time to see the changes each one does in game.

CHANGING THE BGM GUIDE
For this test R0_0010.RDX will be used (i actually recommend this room if you are a beginner in this since this room script is very short).

Move your RDX file inside RDXTool and run RDX_Ex.bat, you will be asked to extract the room textures press 0 and ENTER.
The files contained inside the rdx file will be extracted in this directory and also will be backed up inside a folder named after the rdx filename, the original RDX file will be moved inside that folder too.

From all the files you have in screen, chose the one whit subfix _4_01.yxy, this file will contain the room script for every room you extract and the extencion .yxy makes it unique among all the other files.
Open this _4_01.yxy, file whit a hex editor and the first octect you see in the screen is the one marking the starting offset of the script, dummy/pad the file starting at octect 2 (fill it up whit zeroes) till you reach the end of it, once the whole file is full of zeroes exept for the octect 1, we will change the value of this first octect to point to the offset of octect 2, change its value to 04000000 this will tell the game to start to read the opcodes at offset 4 wich is the octect 2 and ahead, is here at octect 2 where to start to input our custom opcodes script for debugging purposes.

Now we have our script file ready and we know the basic about the opcodes, we can modify the bgm for room R0_0010, lets write the call_bgm opcode at octect 2 and our script now holds the values 04000000 in octect 1 and 95000000 in octect 2, the rest of bytes are just zeroes.
All done! you succefully added a BGM track to this room, everytime you enter to room R0_0010.RDX the BGM track 0 will be played, if no any other room in the game holds a bgm opcode this track will be played for the rest of game or untill another BGM opcode tell it to change the track or stop playing the BGM.
you dont want to play BGM track 0? - well you can chose any track to be played changing the numbers of the last 2 bits in the CALL_BGM opcode, you want to play track 10? input the value 0A = 950A, you want to play track 30? input that value 1E = 951E, you want to play track 120? then input the value 120 = 9578, the values to input are in hex notation, the hex range for BGM tracks in CV is from 00-78 for both disc.
(HEX notation is the way you input values in a game, almost all and every game on earth works whit hex numbers, some do it in little endian and some in big endian formats, again this is out of the scope of this guide and to browse the net for info about this is your best bet)

REBUILDING YOUR RDX ROOM
Once you finished modifying the script, save the cahnges and run RDX_Re, this will create a file named R0_0010.rdx file in the RDXtool folder but this is not yet an RDX file, this file needs to be compressed in a format the game was designed to work whit, in this same folder there is another folder nammed csharp-prs-GUI, open this folder and run the exe wich have the same name, this will open a window and show you instructions and also an area to input diferent compression levels, the window is split in two one half to compress and one to decompress, first of all in search buffer size (compression) input the value 0 (0 for faster compression or 255 if you want max file compression), next thing to do is to drag and drop our R0_0010.rdx file into the compression area of the window and a temporary folder will open showing you the compressed R0_0010.RDX file, this is the file we will use in the game.
rigth click this R0_0010.RDX file and select the option "cut", close the window wich contained the compressed RDX file but DO NOT CLOSE the csharp-prs-GUI program, we will keep this program open the whole time we are planning to keep making changes in game.
Now go to your "GAMENAME"_Extracted folder and rigth click anywhere in the empty space of this folder and select the option "paste", answer yes when you get asked about to overwrite the existent file, finally rebuild your GDI disc imageand run it whit your favorite DC emulator to test it.

Final note: Since we are dumying the original script whit zeroes everything in the room will stop working exept for things controlled directly by the game executable and all those other subfiles you got extracted out of the RDX file, items become infinite, you cant call save menu using typewritter, enemies using a diferent animation block than 1 will be T posed or disappear, new items or stuff you never seen in game will appear on screen (like mamoths flying around invisible ligth sources or characters hands/models scatered across the rooms), game effects will always be turned ON and lots more of craziness because there is no more script to control such things, so be ready to get some heavy lag if you try this in another rooms because the game will be trying to render stuff at same time away of its capabilities, thats why R0_0010 is a great starter room to experiment whit scripting debuggin, later on i can explain deeply how the script works and how to modify it in a non invasive/destructive way but you should have to learn quite a bunch of stuff first.

Here is a list of some opcodes already found.

2000 Derender players
3A00 ???? is used in battle mode no visible change - probably setup game mode or flag someway.
4000 Look at Target followed by 000000 for input target xyz cordenates.
9500 Play BGM last 2 bits select song, range 00 to 78 hex for both discs.
CB00 Albinoid gas trap setup - This single opcode sets up a 45 seconds timer and calls all the necessary effects and animations for the gas trap to work and kill claire after time runs up (very awesome in fact) you need to input this opcode in every room for it to start over again, if you only input this code in one room the time keep running even after you swap rooms.
CD00 Jump to main menu - good for a gameplay mod trial release, to be used in the following room you will swap, when you enter that room game will send you to main menu screen.
CE00 Set first person view as soon you enter the room holding this opcode.- opcode to do the opposite still not found but i already think i know where to find it. (Cough.. the room whit the crane and box puzzle in airport...)
CF00 Set the battle game inventory for your actual character (the same opcode is used for all the characters since you can only play whit one character at time).
A000 Force map screen - cannot exit the map screen unless the opcode to cancel the force map screen is called or maybe a quantity of time in the next or following bits, not experimented whit this code at all to be honest.
--Nov/15/2023--
6500 diables player input exept menu callers, recover movement after exit the menu screens, if you wait too much before to eneter any menu all inputs gets disbled permanently.
A100 Reduces health gradually while you are in the room, stops reaching danger status.
A200 renders ligther flame on claire rigth hand
A201 renders ligther flame on claire left forearm
A202 renders ligther flame on claire on head
A300 Attaches room first item to claire feet (ID 0)
A400 Triggers climb up stairs animation
A410 stuck claire visual body to 0,0,0, you can move around whit physical invisible body, permanent.
A401 step sound + claire turn around and walk if the next bits are modified, probably a "GOTO" opcode
A402 same as A401 this continues untill A405
A600 Play BGM last 2 bits select song 00-78
A700 Play BGM last 2 bits select song 00-78
CB01 5 minutes until detonation (really cool what happens if you wait till count finishes!)
CB02 5 minutes until detonation + countdown voice last 10 seconds (really cool what happens if you wait till count finishes!)
Attachments
1.jpg
2.jpg
RDXTool.7z
(1.45 MiB) Downloaded 42 times
Last edited by cbnj on Mon Jan 01, 2024 6:37 pm, edited 60 times in total.

cbnj
brutal
Posts: 248

Re: BH/RECV/C DREAMCAST/PS2 CBNJ's Mods

Post#3 » Sun Oct 08, 2023 12:02 pm

Update November 15 / 2023
Added new opcodes to the opde list.

cbnj
brutal
Posts: 248

Re: BH/RECV/C CBNJ's Mods

Post#4 » Sun Dec 31, 2023 10:59 am

12/31/2023

PLFILES_NO_ENV.7z

DREAMCAST Player files whit envelope section removed, necessary for a correct display of múltimesh bodies (only naomi zombies for now).

Replace ALL the player files whit this ones in system folder, then you can procced to install model replacements for the corresponding character/s and build system.afs using AFSLnk.

If you install a model replacement and you dont replaced first all the player files whit the no envelope versión the game will crash at certain points.
Attachments
PLFILES_NO_ENV.7z
(948.34 KiB) Downloaded 362 times
Last edited by cbnj on Sat Jan 06, 2024 5:39 pm, edited 14 times in total.

cbnj
brutal
Posts: 248

Re: BH/RECV/C CBNJ's Mods

Post#5 » Sun Dec 31, 2023 11:10 am

DC MODEL REPLACEMENT
REQUIRE PLFILES_NO_ENV.7z TO BE INSTALLED FIRST

Claire_Prisoner_Zombie_0
(beta file)
Attachments
Claire_Prisoner_zombie_1.jpg
Claire_Prisoner_Zombie_1.7z
(204.1 KiB) Downloaded 33 times
Last edited by cbnj on Sat Jan 06, 2024 5:31 pm, edited 12 times in total.

cbnj
brutal
Posts: 248

Re: BH/RECV/C CBNJ's Mods

Post#6 » Sun Dec 31, 2023 11:31 am

DC MODEL REPLACEMENT
REQUIRE PLFILES_NO_ENV.7z TO BE INSTALLED FIRST

Chris_SecurityGuard_Zombie_8
(beta file)
Attachments
Chris_SecurityGuard_zombie_8.jpg
Chris_SecurityGuard_Zombie_8.7z
(163.97 KiB) Downloaded 31 times
Last edited by cbnj on Sat Jan 06, 2024 5:32 pm, edited 5 times in total.

cbnj
brutal
Posts: 248

Re: BH/RECV/C CBNJ's Mods

Post#7 » Wed Jan 03, 2024 9:02 am

DC MODEL REPLACEMENT
REQUIRE PLFILES_NO_ENV.7z TO BE INSTALLED FIRST

Steve_Graveyard_Zombie_9
(beta file)
Attachments
Steve_Graveyard_Zombie_9.jpg
Steve_Graveyard_Zombie_9.7z
(162.17 KiB) Downloaded 32 times
Last edited by cbnj on Sat Jan 06, 2024 5:33 pm, edited 4 times in total.

cbnj
brutal
Posts: 248

Re: BH/RECV/C CBNJ's Mods

Post#8 » Thu Jan 04, 2024 3:41 pm

DC MODEL REPLACEMENT
REQUIRE PLFILES_NO_ENV.7z TO BE INSTALLED FIRST

Wesker_Military_Zombie_04
(beta file)
Attachments
Wesker_Military_Zombie_4.jpg
Wesker_Military_Zombie_4.7z
(170.98 KiB) Downloaded 35 times

cbnj
brutal
Posts: 248

Re: BH/RECV/C CBNJ's Mods

Post#9 » Sun Jan 07, 2024 9:37 am

DC MODEL REPLACEMENT
REQUIRE PLFILES_NO_ENV.7z TO BE INSTALLED FIRST

ClaireB_Worker_Zombie_24
(beta file)
Attachments
ClaireB_Worker_Zombie_24.jpg
ClaireB_Worker_Zombie_24.7z
(180.4 KiB) Downloaded 31 times

cbnj
brutal
Posts: 248

Re: BH/RECV/C CBNJ's Mods

Post#10 » Sun Jan 07, 2024 3:27 pm

PLFILES_NO_ENV_v2.7z

Second release of player files whit no envelope, this ones are blank canvas for future model replacements in the upcomming recv modding intermediate guides.

changelog:
Bone pointers remain static, this means 20 pointers less to modify for every model replacement.
Attachments
PLFILES_NO_ENV_v2.7z
(860.99 KiB) Downloaded 28 times

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