I’ve been getting some progress on recompressing EMB’s to EMZ.
Some EMZ’s have a tiny difference, but it seems to work…
Here’s a modified self-created EMZ file, this one didn’t end up being the same size as the original somehow.
Wait, that’s obvious right? The texture was changed so the compression will be different.
Oh well, it works in-game though :wgrin:
If your WAVs are already 48 kHz, then try converting them to 44,1 kHz, then to adx and finally pack them.
48 kHz is required only by these sound banks: BGM_MAIN_OM.csb BGM_AVX_E.csb BGM_AVX_J.csb BGM_CLX.csb BGM_GAG.csb BGM_RYX.csb
I think the drag’n’drop method send them here:
C:\Documents and Settings*your_username* (for XP)
or here
C\Users*your_username* (for Vista/Seven)
It doesn’t have to be the same size as long as the game can decompress it. It uses the deflate algorithm. The zlib library and SharpZipLib can be used to de/recompress the data.
I’ve been playing around with address offset 04. Turns out that it and 06 are directly related. 04 seems to not only affect a move’s properties, but also determines the starting point for reaction offsets that are handled in 06.
Before I get into this, here’s a a more refined list of the animation values I found. This time I was able to properly determine the values and ripped the animation names straight out of the file.
These are just the basic offsets. The actual moves start at 100, neatly enough. I haven’t gone into it yet though. Will do that later.
So now that I’ve gone over that, here are some key values to address 04:
00 - (starts at 83) hit
01 - (starts at 00) basic?
02 - (starts at 44) guard
03 - (starts at 00) basic again?
04 - (starts at C0) knockdown 1
05 - (starts at 00) knockdown 2 (aside from starting value, seems no different)
06 - (starts at 1A) knockdown 3 (probably for air/juggle hits only)
This was tested with Chun Li’s close standing WP. There may be subtle differences with other characters.
The (starts at …) part is the reaction animation value that the move starts at. So for example, if address 04 is set to 00, and address 06 is set to 0F, the animation produced will be 83+0F=92, which is DAMAGE_ASHIBARAI (a.k.a. hit by a sweep). If you wanted to make it so the opponent pops into the air a little but use the same animation, you’d change address 04 to 05, and address 06 to 92. Then they’ll pop up and land as if hit by a sweep.
Yeh but it has to be the same size if anyone wants to modify files from SF4 on Xbox360.
Do you know if there’s a way to make it output the same size?
It looks like they used the highest level GZIP compression (level 9??)
Wow thank you for your hard work!! I love the music now! Just brings memories hearing Chun Li’s, Ryu and ken’s music! The game is truly perfect now :)! Thanks for your hard work! :)!!
I think the secret laboratory should have M Bison stage music, just seems it would fit. The current music is just terrible on that stage! Thanks for saving our ears!!!
I’m not sure if anyone noticed it, but you can add transparency to certain parts of the clothes by editing the alpha channel. But use it at your own risk, abusing will result to a game crash and the skin will have to be created again.
@Gojira
Awesome job you are doing there!!
I wish I understood more about hex editing in general just to be able to fully understand the info that you supplied.
1st of all, nice skin! :lol:
2nd, I tried editing alpha channels multiple times before, but I never got it to work.
There seems to be something like “AlphaBlend” “AlphaTest” and “AlphaBlendMode” in the COL files, I guess it only works when this value is applied to that specific object.
thanks bro and yeah the new music definitely gives the game a more classic feel, i would love to see more stages though, don’t know why capcom didn’t recreate more classic stages like Sagat’s (you can see a sketch in the gallery so i think it was planned), Cammy’s original stage was nice also; some of the new stages are pretty bad in comparison…
Well, I’ve edited the alpha channel for Ryu’s costume (by adding some black) with success, showing holes in his pants, and some destroyed parts on his top.
That looks great ingame. But when I tryed to make like a short pants, I think there was too much black on the alpha and the game crashed.
So I’m a little affraid now…
But I will try again and put some screenshots here if I got the time.
EDIT: Thx all, and by the way, adding OCRemix in SFIV is the best idea ever. I’m still using foobar, but anyway, thanks a lot mmaster_po. Nice move.