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  1. Jadentheman
    Like the font and ARDs?
    Post by: Jadentheman, Sep 20, 2013 in forum: Code Vault
  2. Jadentheman
    I see him now Sora. Hopefully this weekend I can get my ARD files up and help throw more english text into this thing. Get it finished before November at the latest
    Post by: Jadentheman, Sep 20, 2013 in forum: Code Vault
  3. Jadentheman
    :(

    You guys and your debbie downers lol. Where is the camera function located though?[DOUBLEPOST=1379745925][/DOUBLEPOST]Anyone think it's possible to add any icons from Kh2 on the KH1 command menu?

    Regarding the fifth command slot, can we replace that slot texture with the green triangle command thingy?

    [​IMG]
    Post by: Jadentheman, Sep 20, 2013 in forum: Code Vault
  4. Jadentheman
    The uitex.bin has the command menu correct? How would I go about finding that? And that fifth command slot, is that including in there or does the game add that?

    If we can move around that fifth command slot and prompt the commands and the triangle thing to appear and disappear when needed. Then it could work in theory. It should work no differently then when text appears for a command when prompted to talk or do a special attack or open a chest.

    Oh and where is the camera function located? Is it in the SLPS files?
    Post by: Jadentheman, Sep 19, 2013 in forum: Code Vault
  5. Jadentheman
    What is the password to expach1h?[DOUBLEPOST=1379646132][/DOUBLEPOST]
    Well all the models used in those flashback cutscenes are present in the game files for KH2FM.
    Post by: Jadentheman, Sep 19, 2013 in forum: Code Vault
  6. Jadentheman
    So that's probably how they were able to put in better looking models and textures in KH2.

    this game truly pushed the PS2 back then. Another interesting thing to note is the fact that Roxas's dreams weren't pre-rendered. Every scene was in real time including scenes that are shown pre-rendered at the end KH1 and the beginning of re:com. Truly crazy. I wonder if the event data is still left in those models.
    Post by: Jadentheman, Sep 19, 2013 in forum: Code Vault
  7. Jadentheman
    Well if we go off what the PMO extractor for BBS goes, it extracts the meshes, skeleton, and textures from the model. I am assuming the same is for MDLS. Falo actually posted a QuickBMS script for 1.5 HD MDLS model extraction. I wonder if we can modify his script to work with the original. The only thing that has changed is the MDLS header IIRC.

    Need to learn how to programmer. Thinking about learning C++ and in 8-9 months I could probably help you CrazyCat XD[DOUBLEPOST=1379631030][/DOUBLEPOST]I don't know how to get the command bar in TM2 format. I copied it in the HEx editor and save as, but it didn't work.
    Post by: Jadentheman, Sep 19, 2013 in forum: Code Vault
  8. Jadentheman
    can we make an MDLS extractor from that? I remember reading that thread and someone said they already figured out how to extract those models or something along those lines. Argh, I wish Xentax forums didn't die. Falo, Yaz0r,revelation, and fadedsoulz could have helped us on this project.

    @Sora665 trying to find where the triangle thingy is stored on KH2.

    Crazycat you have a recom dumper right?
    Post by: Jadentheman, Sep 19, 2013 in forum: Code Vault
  9. Jadentheman
    The final version was posted a while ago. He intergrated it with steam, but I recommend holding off until we can really change this game.[DOUBLEPOST=1379607727][/DOUBLEPOST]If anyone can help me find anythign useful from this thread, tell me.

    http://forum.xentax.com/viewtopic.php?f=16&t=5221
    Post by: Jadentheman, Sep 19, 2013 in forum: Code Vault
  10. Jadentheman
    Sora stay in contact with him. Ok?
    Post by: Jadentheman, Sep 17, 2013 in forum: Code Vault
  11. Jadentheman
    Yes Sora you will need to do that. Along with the voice cutscenes and lip syncing.

    Also importing the French translation wouldn't be so bad either. There is something you can translate
    Post by: Jadentheman, Sep 17, 2013 in forum: Code Vault
  12. Jadentheman
    In the models Sora. You need to switch every model from the FM version with the JP version.

    Unfortunately you will need 1.5 for the Sephy battle[DOUBLEPOST=1379385451][/DOUBLEPOST]
    Something about animating the faces or have the HP models just doing the basic motions the default models are doing.
    Post by: Jadentheman, Sep 16, 2013 in forum: Code Vault
  13. Jadentheman
    It's okay, Sora doesn't weither, but he's trying to translate End of the World. We'll see how that works out though:cool:[DOUBLEPOST=1379376341][/DOUBLEPOST]Did the menu for the items always have the "Take Out" option or is that totally new?
    Post by: Jadentheman, Sep 16, 2013 in forum: Code Vault
  14. Jadentheman
    Maybe we can try to replace the young Sora, Riku, and Kairi with their BBS HP models just to test that theory
    Post by: Jadentheman, Sep 16, 2013 in forum: Code Vault
  15. Jadentheman
    I do too, but those default faces man...
    Post by: Jadentheman, Sep 16, 2013 in forum: Code Vault
  16. Jadentheman
    The guys at Xentax already have the extraction script to put in QuickBMS. It's the re-ppacking that we would need to do.
    textures are in GTF format which can be converted with gtf2dss application. Didn't know the sound effects were repackaged into a different file. What I really want is the 1.5 ARDs/EVM files and the EVT font. Direct copy/paste (maybe?) baby!

    [DOUBLEPOST=1379335729][/DOUBLEPOST]
    They must have replaced the old models with DDD/BBS/RE:COM models. Not too bad IMO, but they needed to not zoom in on the cutscenes because the default faces does make it look ugly. So forget what I said about trying to copy those guys. I rather take the real 16x9 with model glitches than that ugly look.

    Also replacing the Heartless models with their modern KH2/BBS/RE:COM models wouldn't be bad either.
    Post by: Jadentheman, Sep 16, 2013 in forum: Code Vault
  17. Jadentheman
    The polygonal count looks the same to me. Although I never put both in 3DS max and checked it out, but I thought it was the same.
    Post by: Jadentheman, Sep 16, 2013 in forum: Code Vault
  18. Jadentheman
    Parts like this

    [​IMG]
    [​IMG]

    yeah...

    For the other worlds the timing in the lines have been the same as the original NA version, but for the worlds that have the extra Final Mix stuff, I guess they didn't bother to fix those hard coded timings.[DOUBLEPOST=1379298194][/DOUBLEPOST]Oh and this game is definitely using the DDD models (not just the textures), at least for the main characters excluding Donald, Goofy, and Mickey. After reviewing the models side by side at least Square didn't lie on that part. Makes me all the more want those HD files since those DDD models are in mlds form rather than the PMO we have from BBSFM. Save the trouble for the porting
    Post by: Jadentheman, Sep 15, 2013 in forum: Code Vault
  19. Jadentheman
    Oh and a note to Trilix I am look at some 1.5 HD videos and it seems like SE NA also didn't feel like fixing some of the different timings in final mix lol.

    So they put in three lines of text haha. They copied you
    Post by: Jadentheman, Sep 15, 2013 in forum: Code Vault
  20. Jadentheman
    What do EVM files do exactly? Maybe they hold the timings?
    Post by: Jadentheman, Sep 15, 2013 in forum: Code Vault