bsar files are lists of some kind, haven't figured it out yet. Portraits, CGs, and sprites have been figured out by other people who are better at this stuff than me so I won't repeat anything here about them.Īll the sounds are predictably kept in /sounds/ and hoo-whee almost a gigabyte of this game's 1.4 GB is sound. The program can also view all the portraits and sprites in a roundabout way because it treats them like textures. Also nothing stops you from loading animations for other characters, and the human characters share the same skeleton so you can load animations from other characters for a laugh. They can be multi-selected to make loading several easier. In Ohana3DS-Rebirth, you load the models first with File->Open, and then load the animations by going to the "Skeletal animations" tab, clicking "Import", and then browsing to the animation files and opening them up. bcres.cmp as well, and are found in /chara/mot/ and /weapon/mot/. bcres.cmp and can be found in /chara/mdl/ (character and monster models), /field/ (battle backgrounds and battle maps), and /weapon/ (for held weapons). Models, animations, and the images can be viewed with Ohana3DS-Rebirth ( ). All of the graphics and sounds are stored in standard Nintendo formats that were already figured out, and I have figured out a couple of the proprietary formats already. Luckily, modding certain aspects of the game shouldn't be too hard. The original conversation can be viewed in the response threads of the post I made, but I'll repeat some of what I learned here since that conversation drifted way off the original topic. I thought it would be cool to have a new thread for this. In the post I made about unused models, gridatttack and I were taking a crack at some of the file formats used in the game's ROMFS.
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