PREVIOUS CHAPTER: RECV MODDING BASICS - MODELS - Ch.1
https://www.dreamcast-talk.com/forum/vi ... =2&t=16993
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ADDING THE MUSIC BOX DISC AND FIXING THE POINTERS
Open the music box disc nj file in the hex viewer, select only the whole 3d model data, copy it and paste/insert it at the real end of the eom offset.
(Between the second line of FFFFFFFF and the 74000000)
The rest of the file will be pushed down as the new segment gets added.
RECV MODDING BASICS - MODELS - Ch.2 (By CBNJ)
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RECV MODDING BASICS - MODELS - Ch.2 (By CBNJ)
Last edited by cbnj on Wed Nov 29, 2023 5:27 am, edited 9 times in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 2 (By CBNJ)
Now take good note of the new offset the line 74000000 have, in this case should be 7DB0, remember that eom pointer made us land one byte before the 74000000 line, we should respect that so move one byte back to 7DAC, this is our new eom pointer value.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 2 (By CBNJ)
Is time to update our eom pointer value, lets go there at the star of the file to write it, but since we are handling hex values in little endian format this 7DAC should be converted to little endian format too, it will turn out to be AC7D and is in this way as it should be written in the eom pointer.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 2 (By CBNJ)
Since we dont modified any data for now in the texture table (located rigth after the bones pointer as the image show), we can procced to fix the pointers of our added model and link it to one of claire bones, for now, save the changes you have made to this file.
Last edited by cbnj on Tue Dec 19, 2023 9:32 pm, edited 1 time in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 2 (By CBNJ)
Close the music disc box nj file as we wont need it anymore, next select and cut from eom pointer to bones pointer incluiding also this last one in the selection (select and cut the first 5 bytes of the file), then paste them at the end of the envelope data file we created earlier, this way we can switch from both files to quickly consult the pointer values.
Last edited by cbnj on Tue Dec 19, 2023 9:30 pm, edited 7 times in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 2 (By CBNJ)
-This is an extra step made to show you how to configure the pointers in our added models-
Look in the envelope file for the bones pointer and go there in the pl00.ald file (776C).
You should land exactly at the start of the first bone denoted by a 0F000000 line followed by a FFFFFFFF line and a bunch of zeroes rigth after, this is the body root bone, but we will come back to that later, for now find the end of claire model, so move 6 bytes back you will reach the end of claire model marked by a FF000000 line
Look in the envelope file for the bones pointer and go there in the pl00.ald file (776C).
You should land exactly at the start of the first bone denoted by a 0F000000 line followed by a FFFFFFFF line and a bunch of zeroes rigth after, this is the body root bone, but we will come back to that later, for now find the end of claire model, so move 6 bytes back you will reach the end of claire model marked by a FF000000 line
Last edited by cbnj on Tue Nov 28, 2023 6:32 pm, edited 7 times in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 2 (By CBNJ)
The 2 bytes after the FF000000 line are pointers to the start of the vertex table and the start of the triangle strips for claire model respectivelly.
Last edited by cbnj on Sun Nov 26, 2023 11:00 am, edited 2 times in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - CLAIRE pt. 2 (By CBNJ)
since we removed the header of the file (the 5 bytes we cutted and paste into the envelope file) the pointer jumps will be direct jumps to exact offsets.
Go to the first pointer wich is 3218 and you will land exactly at the start of the vertex table rigth afther the middle FF000000 separator byte, go to the second pointer which is 64 and you will land at the start of the triangle strip data whit the byte 13250400, followed by the twins bytes described in the introduction chapter.
Go to the first pointer wich is 3218 and you will land exactly at the start of the vertex table rigth afther the middle FF000000 separator byte, go to the second pointer which is 64 and you will land at the start of the triangle strip data whit the byte 13250400, followed by the twins bytes described in the introduction chapter.
Last edited by cbnj on Fri Dec 01, 2023 7:33 am, edited 9 times in total.
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Re: (Updating...) RECV ARMORING CHARACTERS - INTRODUCTION Ch.2 (By CBNJ)
Is in this way how set up the pointers for our added music box disc model and for every other model we decide to add later.
-End of the extra step-
END OF CHAPTER
NEXT CHAPTER: RECV MODDING BASICS - MODELS - Ch.2-1 (By CBNJ)
https://www.dreamcast-talk.com/forum/vi ... =2&t=16995
-End of the extra step-
END OF CHAPTER
NEXT CHAPTER: RECV MODDING BASICS - MODELS - Ch.2-1 (By CBNJ)
https://www.dreamcast-talk.com/forum/vi ... =2&t=16995
Last edited by cbnj on Wed Nov 29, 2023 5:29 am, edited 17 times in total.
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