I had a thought...

#11
I was also looking into the .seq files on kings field japan, I've only seen them once before on a PS1 game called Battle hunter, and I was able to convert them to midi using Awave studio, or something like that... from what I remember Awave could also write the .seq files, which might make minor music alterations possible, remembering the limits of the original kings field sound set, which is mostly roland.
Reply

#12
I know very little about Playstation animated files or the SEQ system. ‎  I read a technical document years back about the PS1's animation format and remember that is supported some surprisingly advanced techniques for it's time, but I don't remember the details. ‎  I would expect SEQ files to be fairly easy to modify, and maybe non-animated TMDs too. What program do you have for TMD editing?

Attached is a simple extractor/inserter for some of the non-standard KF textures. It looks like they are almost all 16 color and tiny sizes. It must have been done that way to support the no-load gameplay, but they will be a challenge to edit! I don't have time to do much testing so keep your fingers crossed Sweatdrop I think there were some spell effect and menu-box textures in the test batch. ‎  Just changing those could make an interesting mod.

The pic is an enlarged texture off the KF2(US) disk. It looks so zany, I almost wonder if it was an Easter Egg somewhere in the game Rofl

EDIT: Extractor tool attachment removed. Updated version posted later.


Attached Files Thumbnail(s)
   
Reply

#13
TMD editing program -- Right, let me find it again.

Jum's E3D 3D Model Editor

https://consolecopyworld.com/psx/psx_uti...hics.shtml

First one at the top, I'll also attach it to this post.

I'm not sure if it's any good, I haven't had the chance to try it yet.

*EDIT* I can't test it, it's not compatible with my system


Attached Files
.zip   Jum's E3D 3D Model Editor.zip (Size: 472.55 KB / Downloads: 119)
Reply

#14
Just want to say that I would love to see an actual KF mod! Could be really cool!
Reply

#15
It would be great to see one, but so far all my efforts to actually edit any of the files have failed, I've got to find out why, I'm guessing it'll be something very obvious.

Anyway, I found something VERY interesting when I was looking through the files which your tool found, HwitVlf (which by the way, works perfectly... Haven't tried an import yet, but I'm doing so soon) , I found some images I found VERY interesting, attached is a few of them...

I'm not sure if anyone is as interested in beta and alpha content in games as I am, but there appears to be un-used level textures, hidden on the King's Field (US) disc, in the PAL version.

here are some examples.


Attached Files Thumbnail(s)
           
Reply

#16
After about 10 minutes I finally managed to solve my problem, and place the edited .BMP back into the .TIM, unfortunately (not sure if it's an issue with the program, or the way I ripped copy of the game, or how I placed the file back into the ISO) it didn't work as it should of done, the game did not launch.

I'll continue trying various things, as finally being able to edit things has got my interest back, and also -- it's going to be King's Field's 20th anniversary next year, why not work on something to celebrate that. :3

I think most of the editing is going to be GUI related, font etc, but also I plan on editing a few of the messages I always found amusing if I can, for example "The Soldiers grave"... D'ya think they mightn't of meant "A Soldiers grave"?

A few grammar errors I also plan to fix in the messages, if I can finally get this to work
Reply

#17
Don't forget the Psycpros Collar given to you by a CYCLOPS ‎  Tongue

If you're trying to edit regular TIMs, then the freeze you're having is likely from a tamper-protection that Fromsoft put on their TIMs KF2(Jap) onward. I had to deal with it when I translated Pilot Style. Each TIM has a checksum of sorts written on the disk. If the checksum doesn't match the TIM, the game locks up.
Reply

#18
(2013-08-07, 09:04 PM)TheStolenBattenberg link Wrote: Anyway, I found something VERY interesting when I was looking through the files ...
there appears to be un-used level textures, hidden on the King's Field (US) disc, in the PAL version.
I'm not very good at recognizing stuff, but I don't remember seeing any of those in game. They are quite cool. The top one especially has much better contrast than most of the textures that made it into the game. Amazing for 16 colors! They would make neat "what might have been" content for a mod. Fromsoft seems to leave a lot of unused beta stuff in the final release.

Attached is yet another update to the KFtool. This one lets you tweak a game image so that it will show edited dialog TIMs rather than freeze.

The pic is a test. A checkerboard texture showed up ok, as did a dialog change after using the "tweak-tool".


Attached Files Thumbnail(s)
       

.zip   KFTool v1.2.zip (Size: 301.2 KB / Downloads: 124)
Reply

#19
Guess you've got it all working alright then, haha.

It wasn't text I was trying to edit, but it's good to know about that.

Is it just me or is the texture shown under the Health and Mana gauge?

I can sort of see a faint pattern like the walls...
Reply

#20
It might be jpg artifacting that you're seeing. I just stuck the checkerboard on the first few textures in FDAT, but I don't think any of them were sky/water.

Any progress?
If you want to eliminate a bad disk image as a possible cause of any problems, ‎  there's some info on how to make a good disk image HERE.
The comparison checksum values (CRC32) for most of the King's Field games are listed on the page HERE.

People use "ISO" as a generic term meaning "disk image", but if you're actually using an .ISO image, I don't think that format supports Playstation1 games. You need one of the formats that support raw-read like BIN/CUE.
Reply





Users browsing this thread:
2 Guest(s)