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The preview file WAZA.PAC; Move Tutorial Part 4
Topic Started: Aug 28 2016, 01:42 PM (586 Views)
eatrawmeat391


So you added My Taunt (ID: 25A8) and all animations in the game(MOT_ for off-universe animation,MOTP for in-game universe animation,MVMT for Create A Moveset animation),let’s go to Create A Moveset and assign the move.
We’ll try to preview it:
Spoiler: click to toggle

Oops,the moveset guys are no where to be found.
If you can preview the move,skip this topic
- ”But but but,I imported a move into MVMT” – this may be your reaction
There is a file call WAZA.pac that control how the preview should be(like moveset men’s position,camera angle).The file is,in full path,is contained in:
+ /pac/menu/mvMot.pac
You use Expert (/w DPAC plugin) or my PAC Editor and perform the ‘Extract All’ option,then you can get WAZA.pac in MTDA folder
The WAZA.pac is a PAC format,but there is a tool designed exclusive for it,which is WAZA Editor,included with my anim editor.
We’ll open the WAZA.pac with WAZA Editor
Spoiler: click to toggle

As you can see,the interface is similar to YMKS Editor,just with minor differences:
+ There is no part in the filename,so its format is (ID).anim
+ All moves are in one file,so there is no need to scan
There are the following cases when it comes to move modding:
+ Move freezes when attempting to perform it : You did not import the move correctly
+ Move crashes the game : You imported the wrong type of move.(Ex: MOT_ to MOTP)
+ No Moveset Men when previewing: There is no file in WAZA.pac that instruct the game to preview the move
So you’ll have to add a file to the WAZA.pac that has the name 25A8.anim.
See I’m highlighting 2603.anim here?Because that’s the base move we’ll use to make 25A8.anim(re-read earlier part if you don’t know why)
We’ll perfrom an extract all and extract 2603.anim from the zip archive
We’ll open 2603.anim in a hex editor
Spoiler: click to toggle

The data at offset 0x00->0x0B is the WAZA header data
+ 01 00 00 00 -> There is one animation file
+ 03 26 -> The animation ID is 0x2603
+ 00 00 00 -> The animation data is at animation address 0
+ A9 00 00 -> The animation file has 0xA9 size
First off,copy all the data from 0x0C to end and paste it in a file called Untitled1.bpe
Use unrrbpe.exe or my BPE Tool to decompress Untitled1.bpe,name it Untitled1.bpe.unpacked
You’ll notice the unpacked file has less size than the bpe file.Open Untitled1.bpe.unpacked in Hex Editor
Spoiler: click to toggle

The first line (0x00-> 0x0F) is the header,don’t care about it just the 3 bytes in offset 0x0D->0x0F.That’s the file size and you’ll have to update it.Copy all data from 0x10 to end to a file named Untitled2.bpe
Extract Untitled2.bpe to Untitled2.bpe.unpacked.Open the unpacked file in a hex editor
Press the Window button,type ‘Calculator’,press Enter
Convert 0x2603 from hex to decimal,you’ll get 9731.Open Untitled2.bpe.unpacked with Notepad++
Spoiler: click to toggle

Convert 0x25A8 (The id we want to instruct the game to preview) to decimal,you’ll get 9640.Replace all occurences of ‘9731’ to ‘9640’.Save the file
Open Untitled2.bpe.unpacked in a hex editor,press CTRL-A and CTRL-C to copy all data
Open Untitled1.bpe.unpacked in a hex editor,highlight data from offset 0x10 to end(but do not copy it)
Spoiler: click to toggle

Press CTRL-V to paste
Spoiler: click to toggle

The new size is now 0xBD ,go to offset 0x0D to update it(make it 3 bytes from right to left as BD 00 00, if the size is 0x132 then you have to write 32 01 00).Then save the file
Spoiler: click to toggle

Copy 2603.anim as 25A8.anim.Open 25A8.anim in Hex Editor.Close all the files except 25A8.anim and Untitled1.bpe.unpacked
Copy all the data from Untitled1.bpe.unpacked (CTRL-A & CTRL-C)
Open 25A8.anim and select the data from offset 0x0C to end(but do not copy it)
Spoiler: click to toggle

Hit CTRL-V to paste
Spoiler: click to toggle

The new size is 0xCD ,make it 3 bytes (‘CD 00 00’) then write the new size at offset 0x09
Spoiler: click to toggle

Save the file
Add 25A8.anim into the WAZA zip file
Rebuild WAZA file from zip
Rename WAZA.pac to WAZA.pac.bak
Rename WAZA.pac-NEW to WAZE.pac
Rebuild mvMot.pac with Expert(DPAC plugin) or my PAC Editor
Update the arc with mvMot
Import mvMot.pac to your iso
Here’s the result
Spoiler: click to toggle
Edited by eatrawmeat391, Aug 29 2016, 07:55 AM.
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ERI619
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レインメーカ

Thanks for the post man!
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dadydodo


the series u are making is very simple and full of details great work brother
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barney
barney
what is ID finisher in the table of all svr ?
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eatrawmeat391


I have never touched table moves and this is the wrong place to post
Edited by eatrawmeat391, Nov 30 2016, 07:31 AM.
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The H.S.N
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Its gonna be Legen...(wait for it)...dary!
great tutorial ... thanks for posting ERM391
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