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Blayer98 wrote:Oh, I assume the formats haven’t been fully figured out to make fully custom DLC then...? not even a model swap would work? (If anyone’s attempted to make a encryptor program)
Xiden wrote:Blayer98 wrote:Oh, I assume the formats haven’t been fully figured out to make fully custom DLC then...? not even a model swap would work? (If anyone’s attempted to make a encryptor program)
Depends also if the dlc was already on the game itself or not too (not sure in the case of SA1). Model swap may work if the model code was actually on the vmu
Blayer98 wrote:Xiden wrote:Blayer98 wrote:Oh, I assume the formats haven’t been fully figured out to make fully custom DLC then...? not even a model swap would work? (If anyone’s attempted to make a encryptor program)
Depends also if the dlc was already on the game itself or not too (not sure in the case of SA1). Model swap may work if the model code was actually on the vmu
DLC was given out in VMS files for SA1 and SA2. AFAIK, with SA2, apparently the PRS file isn’t compressed.
Yeah, I’ve read a SA1/DX hacking thread on another site and sonicblur’s tool (which can be downloaded from there) can decrypt VMS content and you can see all the files in all your saves afaik. It’s also possible to extract the model data by hex editor.
http://forums.sonicretro.org/index.php? ... 91&st=2600
Here’s that thread that I read up on.
By model swap, I thought that the model was in it’s own file, not within one PRS file.
I was later thinking of swaps like sounds, text, textures, etc., and then encrypting the VMS file again.
“The decrypted VMS file is pretty straightforward. It contains the name of the DLC, the icon, DLC event-related text strings, textures (PVM), sometimes music/sound data (MLT archives), and at the very bottom there's a PRS-compressed binary file with model data, probably code too.”
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