Visualizzazione post con etichetta hack. Mostra tutti i post
Visualizzazione post con etichetta hack. Mostra tutti i post

mercoledì 19 gennaio 2011

Revelated the DNAS keys of Kingdom Hearts Birth By Sleep (Final Mix too)


BBS1JP: 18E597E96C559AD378DED05F3C25AB9C
BBS1US: 77B9DE64CD1FC39279D190564728A378
BBS1FM: C111DA2CF00E66AAEADD609EEEA6FC8A

martedì 4 gennaio 2011

Birth By Sleep Tools

Waiting Final Mix release, I'm preparing some tools compatible with Windows that unpack or repack textures and archive files that contains 3D models or a lot of other interesting stuff:

BBST_TIM:
This tool will extract all TIM files on BBSX.DAT (replace X with 0, 1, 2 or 3). It will create also an LIST file that contain the original position of TIM files if you want to edit textures and put them back to BBSX.DAT archives.
BBST_ARC:
This is similar to BBST_TIM but this will extract ARC files, archives that contains a lot of data (textures, 3D models or other infos). This also create the LIST file.
BBST_Patch:
This tool is require if you want to put back the TIM and ARC files. Simply use the command line or batch files to  use this (BBST_Patch <bbsx.dat> <list file>).
BBST_UNARC:
Unpack the ARC files and create an ARCLIST for recreate an ARC archive.
BBST_PKARC:
Create a new ARC file (the old ARC isn't require like BBSX.DAT with BBST_Patch) and repack the files extracted from BBST_UNARC using the ARCLIST. If you want to increase the size of the ARC be careful!!! For example lets take out_0A6DD800.arc from the US/EU BBS0.DAT and take the size: 331.288 byte. Now divide this for 2048 obtaining 161,76171875. Remove the numbers after the comma and multiplies 161 per 2048 (we'll get 329728) and subtrac the original size with the last result (331288 - 329728): we'll obtain 1560. This means that the ARC file size can increase of 1560 reaching an maximum size of  332848 bytes. This limit (but useful) born from the decryption format that Birth By Sleep use and from the undiscovered LBA that the various BBSXs use.

You can create also some scripts like "Terra to Terranort" using Batch language to obtain results like this:

venerdì 22 ottobre 2010

Megaman X in... Emerald Hill!

Yes, on last 3 days I worked on this little hack. I have implemented new things on Megaman X editor like Block structure editor (32x32), Scene editor (256x256) and a simple window where you can import/export/convert palettes, tiles and other stuff and this help me to import Emerald Hill on Highway Stage. I'm able to redirect the tiles to have more free space. MegaED X still miss collision and object editor, things very important for an editor. I wanna improve some WinControl elements and clean the code (during some cleans the size of .exe was reduced of 11kb o_O now it's 86kb). I'm planning to support the reallocation of data (expanding the rom and move data) and DirectDraw/Direct3D support (now the editor use GDI that it's a bit slow). An good idea is to implement palette animation on all level but firstly I should study more the rom.
... And the video :D