....oh god... look, listen guys, not to sound rude, but you can't just go around making the rules here. i'm a moderator of this area, and if i say a post containing only the words "yes it would" is spam, it's spam, ok? that's final. you're lucky i'm not as bad tempered as i used to be, or this thread would be locked. chit chat about how cool something would be doesnt go here i dont care where it goes just not here.
you'll find that what i actually said was a dummy axel with "the same properties" as the roxas dummy in FM+ what i meant by that was that the FM+ roxas dummy is somewhat special, and only that dummy is suitable for use in such a code. i'm willing to bet a fair amount of money that that axel dummy is a HQ version anyway.
sephiroth is the exact same as riku in terms of playing as him. and guys, enough spam already chit chat=MSN code talk = here i've had to delete too many posts -.-
as far as i know there isnt a dummy axel model with the same properties as the dummy roxas model in FM+ hence it wouldn't work on PS2 anyway. there probably is a usable axel model using an emulator, but it would be kind of a waste to go to all that trouble for an emulator-only code. not to mention axel loses one of his weapons when you do this, and he crashes a lot. also he loses his textures for no reason (yes, i've tried)
dark riku with Soul eater dark riku with Keyblade DI riku with wooden sword DI riku with soul eater
hey woah hey hey hey do i really come across as that easily offended? i'm sorry. anyway, this thread here seems a little spammish, you guys just keep talking about who's youtibe channel got whatevered, you can do that on MSN or something, not here. if you really want a code, all i need is a dump, and i'll be able to hack it. i just dont have this version of KH, so i can't really do much on my own.
no, it's just incredibly glitchy, moreso than the moveset mod.
Can you not just make them one yourself?
well, for starters, you shouldnt have asked in that thread, but no, i dont think it's possible. all of us have tried and faild. truth got close,...
Oh, no, it's not a rom hack, nor has anybody ever made the code before. but i've seen inside the w_.p2 files, and i'm assuming they'd be hacked the same was as that room mod was hacked. however i'm pretty sure this can be done via codes.
yeah, it is, but it doesnt work very well. That's already possible, i believe truth would be able to do it. you mean like how different weapons have different attack animations? if yes then it's definately possible to mix and match what animations each weapon uses.
That's true, up until recently, when some people started using ndstool to extract and re-pack files.
It just uses a differently coded engine. things arent going to work the same, its not the same game or the same console.
Sorry, no clue what it even does. Also, what you guys have to know is that all character models in this game have basic animations hard-coded into the models, for some reason. this means that those ones that say "sitting" or "walking" are just because that's the only animations they have. That's also why models like ven freeze the game when jumping, because if the game can't find an animation to use, it'll just crash, and not t-stance for some reason. there should be a way to swap only things like bone data and basic anims. i think i know how to do it, but i cant modify models directly, because they're nearly impossible to decipher on their own. so anyway, yeah, There are different animation files for different animation types. the types are as follows: Axxx = Basic animations (stored in model) Axxxwe = Basic animations for weapon (either stored in model or in W_.p2) Bxxx = These have to be battle animations (Stored in am.p2) Bxxxwe = Probably battle animations for weapons (Stored in am.p2) Caxxx = (Not sure what these even are. Stored in ab.p2) Caxxxwe = weapon equivalent of previous (not sure where stored, proabably same place) Dxxx = (Dunno what these are, either... Stored in maX.p.z and it.p.z) Dxxxwe = weapon equivalent of previous Exxx = (...o.O? i cant even find these, but apparently they exist... so yeah...) Exxxwe = weapon equivalent of previous Lxxx = Most probaly limit animations ( stored in li.p.z) Lxxxwe = Most probaly limit animations for weapons (most probably stored in li.p.z) that list is kinda vague anyway, and i didnt really check over it, but yeah... It's weird how a model interacts with an animation file which isnt its own. it doesnt seem to know how to move in the map correctly...so it just doesn't... i'mma try and fix everything at some point, unless someone beats me to it, which they no doubt will
...lol. look it doesnt matter. are we even talking about the same thing here? i'm talking about decoding a completely new archive format made specifically by Square. but we'll onlyever be hex editing it, so it doesnt really matter.
well, it is, i'm sorry to say. we'd need somebody with at least careys knowledge to even TRY making a program to do that.
well, heres the thing. character's weapon models seem to be stored in one giant archive file, one for each character. we'd have to be able to look into the archive and grab each model seperately
Also, Axel seems to duplicate weapons, and makes 2 seperate ones out of one model. same for xemnas, and possibly others. however, DW roxas' weapons are in fact one model, which then splits when it's told to.
....lol. you might not realise how hard that is. basically, the problem is the same as we have in KHII, to a much lesser extent. the game tries to animate stuff even if it's not there, and inversely, it doesnt animate what it doesnt know how to. i know how to locate bones in-game, but modding them wont do anything there. and if i look directly at the files, the data is all offset wrong, presumably because it's not being told what to do by the DS. so yeah...
i've already messed with weapon files and crap. i was trying to make a video but everything i try recording with is crashing at the moment. so yeah...