Hacking Xenoblade Chronicle X [Undub]

Sudo

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The Japanese version has more avatar voice choices, so something would likely need to be done to enable them in the western version.
 

A Generic User

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Can't be more than a simple layout change, since the code seems to be pretty much intact.
On that note, would there be a way of getting the controversial models of Lyn from the Japanese version and loading them in the English version via cafiine or something?
 

aracom

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Since we can't edit the menu files, I think I'll just repack the EU menu cpk with the JP avatarmake. The language would likely be Japanese, but I think the strings aren't stored inside the menu files, so we could be able to edit them.

JP textures are possible, I'll just have to find the right one.
 
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Cyan

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Don't know where to post this, but as we are talking about language... is the hero mute?
he looks retarded not answering and speaking when someone talk to him...
that's kind of going back in 1995 games.
I'm only on the prologue, but I guess he won't speak except in battles due to multiple voice choice, they would have to dub the script with each actors. but text reply would have been fine.

I also hope we will have an update to make text bigger or cleaner, it's hard to read if not stuck to the TV. nothing can be done with a hack? menu would look bad, but we could read!
 

liomajor

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is the hero mute?
I also hope we will have an update to make text bigger or cleaner, it's hard to read if not stuck to the TV. nothing can be done with a hack? menu would look bad, but we could read!

Yes, sad but true, the hero is mute.

As for Font, yes we can do something, at least this is what i have found inside menu.cpk adams.fnt / caption.fnt / eurasia.fnt / normal.fnt / title_e.fnt using CriToolpack / Repacker - untested.

fnt6xk29.png


Inside monolib.cpk we can modify bloom and so on (lib.ini):

Code:
tonemap=on
ssao=on
bloom=on
godray=on
AntiAliasing=on
ColReduction=off
dof=off
lensFlare=on

lut=on
luttex1=lutba

cube=cube

tonemax=2.5
tonemin=1.0
tonemul=1.0
toneLastmul=1.00
toneBlmmax=1.3
toneBlmmin=1.0
toneBlmmul=1.0
toneBlmLastmul=0.8

godray_inival=0.95
godray_decay=0.99
godray_scale=1.235

blm_border_sub=0.20
blm_border_mul=0.45
blm_border_sub2=3.0
blm_border_mul2=1.5
blm_border_max=3.5
blm_tex_mul=3.0
blm_blurscale1=1.0
blm_blurscale2=0.7
blm_blurscale3=1.5
blm_blurRange1=0.9
blm_blurRange2=0.8
blm_blurRange3=0.8
blm_scale1=0.2
blm_scale2=0.1
blm_scale3=0.1

lens_max=1
lens_rot=0
lens_sub=1.5
lens_mul=3.5
lens_weight=0.1
lens_decay=1.0
lens_str=1.5
lens_paMax=4.0
lens_UVDecay=0.290

AA_Sharpness=8.0
AA_Range=0.5
AA_Threshold=0.17
AA_ThresholdMin=0.05

red_sclX=0.96
red_sclY=1.0

red_Auto=on
red_AtMaxX=0.96
red_AtMaxY=1.0
red_AtMinX=0.6
red_AtMinY=0.86
red_AtRate=100.0

ao_Lengs=0.1
ao_LengsRatio=1.98
ao_range=5.7
ao_rangeRatio=1.000
ao_sub=0.02
ao_subRatio=0.150
ao_Mul=2.0
ao_blurRange=0.720
ao_blurScale=0.75


blur=off
blurStr=0.2
blurSub=0.05

shadowStr=1.0
shadowHalf=off

simShwStr=1.6
simShwIn=0.7
simShwMin=0.15

sRGBMode=on
gamma=6

ao_av_CenterWeight=1.090
ao_av_MaxDistance=0.15
ao_av_MaxRadius=0.2
ao_av_FadeOutStart=70000.0
ao_av_FadeOutDistance=10000.0
ao_av_BlurFallOff=0.050
ao_av_BlurScale=1.6
ao_av_Shwstr=0.5

cam_near=0.1
cam_far=80000.0


avmp01 = 0.5 , 0.5 , 0.5
avmp02 = 0.5 , 0.5 , 0.5
avmp03 = 0.5 , 0.5 , 0.5
avmp04 = 0.5 , 0.5 , 0.5
avmp05 = 0.5 , 0.5 , 0.5
avmp06 = 0.5 , 0.5 , 0.5
avmp07 = 0.5 , 0.5 , 0.5
avmp08 = 0.5 , 0.5 , 0.5
avmp09 = 0.5 , 0.5 , 0.5
avmp10 = 0.5 , 0.5 , 0.5
avmp11 = 0.5 , 0.5 , 0.5
avmp12 = 0.5 , 0.5 , 0.5
avmp13 = 0.5 , 0.5 , 0.5
avmp14 = 0.5 , 0.5 , 0.5
avmp15 = 0.5 , 0.5 , 0.5
avmp16 = 0.5 , 0.5 , 0.5

cloud_h_min=1000.0
cloud_h_max=1100.0
 

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Last edited by liomajor,

aracom

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It would be great if someone could search through the JP textures and look for Lin's censored costumes. They likely are in chr_fctex.cpk.

Another thing I'm not sure about is which cpk compression mode and data alignment XCX uses, but I think I'll just gonna have to try out different versions and check if they're working.
 
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A Generic User

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It would be great if someone could search through the JP textures and look for Lin's censored costumes. They likely are in chr_fctex.cpk.

Another thing I'm not sure about is which cpk compression mode and data alignment XCX uses, but I think I'll just gonna have to try out different versions and check if they're working.
You mean uncensored, right? LOL

Which is the menu cpk?
 
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liomajor

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Sadly repack didnt work so far.

As for Fonts, i've tested to manipulate the original menu.cpk (hud_questwindow_00.bmn/hud_squad_mission_00.bmn/hud_squad_mission_01.bmn) since there was a hint for fonts inside, but didn't work.

Maybe someone else has an idea or want to mess around with it, dunno how close i was.
 
Last edited by liomajor,

aracom

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I'm playing around with repackers at the moment, but no one I tried works so far(messed up header, wrong compression, etc.). Maybe I'll write my own one(or a bms script), but that's going to take a while.
 
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Elusivo

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It would be great if someone could search through the JP textures and look for Lin's censored costumes. They likely are in chr_fctex.cpk.

Another thing I'm not sure about is which cpk compression mode and data alignment XCX uses, but I think I'll just gonna have to try out different versions and check if they're working.

The cri unpacker tool thingy says it's uncompressed and 2048 alignment iirc.
 

aracom

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Yep. Looks like where not going to get anywhere with this, since the XCX cpks use CPKMC2.42.00 and thats not leaked/reverse engineered yet. Well, it was worth a try :(
I'll try to modify CriPakTools, but I don't think I can get it to work with these files.

EDIT: Oh well, thats not even repacking anything yet. All other mod packs/repackers use old leaked versions of CriWare tools...
 
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Shinryuuken

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Well, at least we can figure things beforehand out and wait for some new tools to appear out of nowhere. Let's hope we're able to do something with this.
 

aracom

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Good news: The lib Criware gives to devs is apparently backwards compatible(not like that stupid nintendo sarc stuff), so we can use cpkmakec v.1.36.0 to repack working cpk archives. That's pretty nice. Of course I can't share the tool here for obvious reasons, but its the first result on google if you search for "cpk repacker".
 

liomajor

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Good news: The lib Criware gives to devs is apparently backwards compatible(not like that stupid nintendo sarc stuff), so we can use cpkmakec v.1.36.0 to repack working cpk archives. That's pretty nice. Of course I can't share the tool here for obvious reasons, but its the first result on google if you search for "cpk repacker".

I'm currently testing CPKMC2.30.07, the old one didn't extract properly for Xenoblade.
(Packing is still 1.36)

Found the Tool here: https://gbatemp.net/threads/digimon-adventure-psp.337500/

EDIT: Didn't work with cpkmakec.exe, game just blackscreens (no freeze) even without changes to menu cpk.

@aracom

Did you get a working output file?
 
Last edited by liomajor,

aracom

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I'm currently testing CPKMC2.30.07, the old one didn't extract properly for Xenoblade.
(Packing is still 1.36)

Found the Tool here: https://gbatemp.net/threads/digimon-adventure-psp.337500/

EDIT: Didn't work with cpkmakec.exe, game just blackscreens (no freeze) even without changes to menu cpk.

@aracom

Did you get a working output file?
Menu.cpk had the same problem for me, but I thought that's because I repacked the JP one, but I also tried monolib.cpk with 1.36.0, and that worked for me. I don't know what the problem is with menu, but I hope we can fix that.
 

K45

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As far as i can tell ev.cpk is the only file that needs to be edited, but i've only played for about 2 hours so i might be wrong about that.
Yep, english voices came back in a cutscene in the end of chapter 5 :(
 

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