/nep/ - Hyperdimension Neptunia

Now with 200% more Nepping


New Reply
Name
×
Email
Subject
Message
Files Max 5 files50MB total
Tegaki
Password
[New Reply]


t5y46y.jpg
[Hide] (388.6KB, 1920x1080)
Here in this thread, you can post mods for the Neptunia games!
Chie.png
[Hide] (1.8MB, 1100x1077)
body_c.png
[Hide] (1.6MB, 2048x2048)
Here is Neptune as Chie Satonaka from Persona 4!

This mod was made for Re;Birth 2 but it is also compatible with Re;Birth 1

For Re;Birth 2: Drop this in KitFolder\data\GAME200000\model\chara\005\texture\001
Replies: >>7158
Yukiko.png
[Hide] (1.7MB, 1100x1077)
body_c.png
[Hide] (2.4MB, 2048x2048)
Here is Nepgear as Yukiko Amagi from Persona 4!

This mod was made for Re;Birth 2 but it is also compatible with Re;Birth 1

For Re;Birth 2: Drop this in KitFolder\data\GAME200000\model\chara\041\texture\001
Bane.png
[Hide] (1.9MB, 1100x1077)
body_c.png
[Hide] (1.8MB, 2048x2048)
Here is IF as Bane from Batman!

This mod was made for Re;Birth 2 but it is also compatible with Re;Birth 1

For Re;Birth 2: Drop this in KitFolder\data\GAME200000\model\chara\101\texture\001
Replies: >>913 >>1573
Mario.png
[Hide] (2MB, 1100x1077)
acce_c.png
[Hide] (51.1KB, 512x512)
body_c.png
[Hide] (2.1MB, 2048x2048)
Here is Ram as Mario from Super Mario!

This mod was made for Re;Birth 2 but it is also compatible with Re;Birth 1

For Re;Birth 2: Drop body_c in KitFolder\data\GAME200000\model\chara\071\texture\001 and drop acce_c in KitFolder\data\GAME200000\model\accessory\211\texture\001
Luigi.png
[Hide] (1.4MB, 1100x1077)
acce_c.png
[Hide] (56.3KB, 512x512)
body_c.png
[Hide] (2MB, 2048x2048)
Here is Rom as Luigi from Super Mario!

This mod was made for Re;Birth 2 but it is also compatible with Re;Birth 1

For Re;Birth 2: Drop body_c in KitFolder\data\GAME200000\model\chara\061\texture\001 and drop acce_c in KitFolder\data\GAME200000\model\accessory\181\texture\001
Think it's possible to use skins like these for RB1/2? The "layout" of the textures is a bit different though
http://www.pixiv.net/member_illust.php?mode=medium&illust_id=35424501
Replies: >>830
Is it already possibile to mod colosseum enemy stats? Would be fun to make every fight balanced for LV.999, especially the CPUs and candidates

Or whynot, adding some for makers
Replies: >>830
Skin.jpg
[Hide] (317.5KB, 1920x1080)
before.png
[Hide] (394.6KB, 512x512)
after.png
[Hide] (368.7KB, 512x512)
>>828

I haven't gotten Blanc yet so I had her temporarily replace Neptune

>The "layout" of the textures is a bit different though

Because those were made for the PS3 games. 

However, they will still work good on the PC games as long as you upscale them to match the texture resolutions & flip them vertically

2nd pic is before the flip. you'll notice how it does not match
3rd pic is after the flip, you'll notice how it matches the layout

>>829

I haven't found anything that lets you modify enemy stats so it isn't possible yet
2015-09-04_00645.jpg
[Hide] (272.9KB, 1920x1080)
2015-09-04_00646.jpg
[Hide] (336.8KB, 1920x1080)
2015-09-04_00647.jpg
[Hide] (256.5KB, 1920x1080)
Here is my little pack of night time maps for Re;Birth 2

NOT COMPATIBLE WITH RE;BIRTH 1

https://www.sendspace.com/file/7s404m
Replies: >>882 >>2899 >>6789
2015-09-04_00650.jpg
[Hide] (518.5KB, 1920x1080)
2015-09-04_00651.jpg
[Hide] (313.7KB, 1920x1080)
2015-09-04_00652.jpg
[Hide] (195.7KB, 1920x1080)
>>881

Other map previews
cia_breakling_the_matrix.png
[Hide] (431.6KB, 400x515)
>>825
We have to find a character who could work as CIA.
Replies: >>1573
Did anyone ever learn how to do music mods?
I'm not a fan of most of the games' tracks, so I muted the music and played various vidya music in the background instead.
Would be a lot more convenient to replace the files outright, but from what I attempted back when R;B1 came out, editing XWB files is a bitch and a half, and I just didn't have the patience to try and figure it out.
body_c.png
[Hide] (1.3MB, 2048x2048)
543t43t34.png
[Hide] (704.6KB, 640x576)
43y34y34.png
[Hide] (656.7KB, 601x459)
Here is the Kampfy Uniform for Noire.

This mod was made for Re;Birth 3 but it is also compatible with Re;Birth 1

It replaces LSOU Uniform

For Re;Birth 3: Drop body_c in KitFolder\data\GAME200000\model\chara\012\texture\001
tex.png
[Hide] (19KB, 256x256)
tex.png
[Hide] (2.8KB, 256x256)
Here is the Super Mario block for…what else? The item blocks you hit in many dungeons!

THIS MOD ONLY WORKS FOR RE;BIRTH 3

Choose between modern or classic designs

Once you've decided, drag that file to KitFolder\data\GAME200000\model\dungeon\action_object\001\texture
Replies: >>1562
tex.png
[Hide] (2.7KB, 256x256)
tex.png
[Hide] (1.6KB, 256x256)
543653ty5.png
[Hide] (920.4KB, 840x510)
>>1561

Be sure to have these textures for when you can't hit the block anymore

Left is modern, right is classic

Once you've decided, drop that file to KitFolder\data\GAME200000\model\dungeon\action_object\002\texture
5423t53t5.png
[Hide] (1.3MB, 1024x576)
tex.png
[Hide] (3.6KB, 128x128)
To compliment the Super Mario block mod, heres a texture that replaces the coin!

Drop that file to KitFolder\data\GAME200000\model\dungeon\action_object\003\texture and KitFolder\data\GAME200000\model\dungeon\action_object\004\texture
yRV97hO.jpg
[Hide] (325KB, 1920x1080)
>>825
>>913
For me Iffy should be CIA because she likes big girls for her. As for Bane obviously Vert ofcoursh.
RB1.jpg
[Hide] (492.6KB, 1920x1080)
RB2(2).jpg
[Hide] (344.9KB, 1920x1080)
RB1.png
[Hide] (991.5KB, 854x480)
This is the CPU candidate sprite fix for Re;Birth 1. It replaces their ayylien look with their much better look sprites from Re;Birth 2 and 3.

http://www37.zippyshare.com/v/8xXt6pG1/file.html

Kitserver program is also inside.
Replies: >>1584 >>2899 >>6789
RB2.jpg
[Hide] (355.7KB, 1920x1080)
>>1583

Since only 3 images are allowed, I'll post the other preview of Lowee Twins sprite
body_c.png
[Hide] (1.5MB, 2048x2048)
432r542r43.png
[Hide] (850.2KB, 640x576)
42rf34tf35.png
[Hide] (590.9KB, 538x510)
Here is the Capitalist Uniform for Vert

This mod was made for Re;Birth 3 but it is also compatible with Re;Birth 1

It replaces Leanbox Pride

For Re;Birth 3: Drop body_c in KitFolder\data\GAME200000\model\chara\032\texture\001
acce_c.png
[Hide] (88.9KB, 512x512)
body_c.png
[Hide] (1.2MB, 2048x2048)
y64yh54uh5.png
[Hide] (523.3KB, 640x576)
Here is the Comrade's Uniform for Blanc

This mod was made for Re;Birth 3 but it is also compatible with Re;Birth 1

It replaces Lowee Elementary

For Re;Birth 3

Drop acce_c in KitFolder\data\GAME200000\model\accessory\086\texture\001

Drop body_c KitFolder\data\GAME200000\model\chara\022\texture\001
Replies: >>1617
53t543y4.png
[Hide] (543.4KB, 541x511)
>>1616

4th pic since only 3 are allowed.
Replies: >>1651
So how does one get Kitserver for R;B3? just copypaste it from the R;B2 folder?
Replies: >>1660
>>1617
Revolver Blancelot?
>>1646

Yes.
body_c.png
[Hide] (374.5KB, 1024x1024)
acce_c.png
[Hide] (32.6KB, 256x256)
4.png
[Hide] (680.8KB, 640x576)
Its been a while since I last released a mod here, but anyhoo, back in business!

Here is the freedom suit for Vert

It replaces Glamorous Leaf

This made was made for Re;Birth 3 but it is also compatible with Re;Birth 1

For Re;Birth 3

Drop acce_c in Kitfolder\data\GAME200000\model\accessory\112\texture\001

Drop body_c in KitFolder\data\GAME200000\model\chara\033\texture\001
Custom_Disguise_Mod.png
[Hide] (6.6MB, 800x400)
Here are the custom eyewears that Noire can wear during cutscenes.

THIS MOD ONLY WORKS FOR RE;BIRTH 1

The following is available:

Default glasses
Eyepatch
Futuristic Visor
Classic Disguise Glasses
Hypno Goggles
3D Glasses
'Deal with it' Sunglasses

Now you might be wondering where the textures are because they are not uploaded. Use a file extracting program to open the png, and dump it in to where to installed Re;Birth 1 (This assumes you are using Kitserver.)

I will be doing that for future releases.
>>881
>>1583
do anyone has these archived? links seems down…
Literally babby's first QuickBMS script. You now can extract sounds (they're Vorbis; rename files to *.ogg)
possible language: c++, relevance: 30
# Hyperdevotion Noire: Goddess Black Heart
# .pck "Filename"

endian little
idstring "Filename"

get DUMMY long # skip misaligned "Pack    " offset
savepos NAMEOFFSETGLOBAL # save current position, filenames global offset
set NAMEOFFSETLOCAL NAMEOFFSETGLOBAL

#get FILES long
#math FILES /= 4 # filecount

findloc OFFSET string "Pack    "
math OFFSET += 8
goto OFFSET

get DUMMY long # skip the finish offset vs. current of offset/size pairs
get FILES long # filecount, for real
savepos FILEOFFSET

for i = 0 < FILES
 goto NAMEOFFSETLOCAL
 get NAMEOFFSET long
 savepos NAMEOFFSETLOCAL
 math NAMEOFFSET += NAMEOFFSETGLOBAL
 goto NAMEOFFSET
 get NAME string

 goto FILEOFFSET
 get OFFSET long
 get SIZE long
 savepos FILEOFFSET
 log NAME OFFSET SIZE
next i
Replies: >>3037
>>3036
What about dialogue? Any luck there?
Replies: >>3039
0_debug.png
[Hide] (55.5KB, 1089x531)
s00_01_001.png
[Hide] (55.4KB, 1089x531)
>>3037
All dialogue seems to be in \Data\Script\Script.pck which that BMS script happily unpacks. Picrelated is the result.
Replies: >>3040 >>3041
>>3039

>JP Text

Does that mean the game actually contains the full JP script?
Replies: >>3042
>>3039
So we have something for a Retranslation of the game. Good work and my thanks to whoever found this.
Spoiler File
(164.4KB, 1920x1040)
Spoiler File
(121.9KB, 1920x1040)
Spoiler File
(65KB, 1089x531)
>>3040
Sadly, no, those are "debug" files, there's just a dozen of them.

That "STSC" ID seemed awful familiar, but alas, NepTools can't read the file.
Replies: >>3043 >>3065
>>3042

Are the script files actually editable?
Replies: >>3044 >>3052
Spoiler File
(2.1MB, 1920x1080)
>>3043
Yes. :^)
HEX-edit is a thing.
Replies: >>3052 >>3058
Spoiler File
(2.1MB, 1920x1080)
>>3043
>>3044
Bonus: JP text.
>>3044
>hex edit

That's sorta hacky…although I guess it's hardly worse than using the old RB tools.
item_iconA.png
[Hide] (147.1KB, 640x192)
Meanwhile: textures.
Spoiler File
(982.6KB, 1920x1312)
Even more textures
I don't know why they're flipped
Replies: >>3062
>>3060
>60:41 aspect ratio
>1920x1286 resolution even with the black bar removed

This is the native resolution of the image? A little odd, especially considering a fair amount of it gets cropped out.
Replies: >>3064
s001-header.png
[Hide] (16.9KB, 767x145)
>>3062
Header says so.
>00 40 00 81
Shit I don't get yet, maybe channels and bit-depth
>00 C0 99 00
Data size (uncompressed), 0x99C000 = 10076160 bytes
>80 07 00 00
Width, 0x780 = 1920 px
>20 05 00 00
Height, 0x520 = 1312 px
>>3042
well, stcm was used in rebirths. looking at the screenshots, it looks very different.

could anyone post a hexdump?
Replies: >>3066
>>3065
http://pastebin.com/GGnqTDLy
Replies: >>3067
>>3066
yup, it's completely different, unfortunately. but at least it looks like a single instruction now doesn't take at least 16bytes to encode.
ChrIcon1001a.zip.png
[Hide] (52.8KB, 142x212)
Updates! Now with ZLIB support PNGZIP
Does anybody know offhand where the button icons are in the pacs? I wanna mod in PlayStation and maybe some proper Xbox coloured buttons for prompts and stuff.
Replies: >>3122
>>3121
Not gonna happen, at least yet. Those textures have non-standard compression.

I'm working on it.
Replies: >>3125
>>3122
They aren't just 24-bit bmps in .tid format?
Replies: >>3132 >>3133
>>3125
No.
>>3125
You can try and compile https://github.com/Inori/SoftwareDevelopment/tree/master/WhiteAlbum though. And maybe share the result.
Spoiler File
(1.3MB, 1920x1088)
Any asm-fags here?
Thread stickied.
1465490039929.png
[Hide] (39.4KB, 262x148)
Someone in the recent Nep thread on /v/ said they "cracked LZ77 for Noire". Is this just DEFLATE or another implementation in addition to that?
Replies: >>3294 >>3306
>>3293
The vanilla(est) sliding window of 255 bytes.
I've found it being common in japanese PS3 games. Examples are White Album, Date A Live: Ars Install, Utawarerumono: False Mask and such.

I bet that it's very easy to "decompress"; PS3's SPUs can do it in background.
Replies: >>3306
Spoiler File
(40.9KB, 512x512)
>>3293
>>3294
Turns out it's LZSS with specific parameters. "LZSS-lite", if you will.
V-II's archives have the same format as Re;Births'. Audio is the same .xsb/.xwb ordeal too. Uncompressed textures in .tid files.
Replies: >>3419
>>3418
CL3 for script has changed.
Replies: >>3420
>>3419
.cl3 are general archives now, used for quite a bit of stuff
if_you_leave_i'll_be_pissed.png
[Hide] (109.4KB, 260x300)
Who deleted the technical posts just a few hours ago?
Replies: >>3430
>>3429
I did. Because they were shit.
New Neptools update. Big news is VII script support (provisionally), and toaster support.

https://github.com/u3shit/neptools/releases/tag/v0.3.5
I guess these are good to go now.
cl3s:
possible language: csharp, relevance: 55
# Megadimension Neptunia VII PC
# Uncompressed .cl3
# "CL3L" ID
#
# Long and unoptimised for visibility and readability. Maybe.
#
# script for QuickBMS: http://quickbms.aluigi.org

endian little
idstring "CL3L"
/*
get DUMMY long
get DUMMY long
get DUMMY long
get DUMMY long
get DUMMY long
*/
goto 0x40
idstring "FILE_COLLECTION"
goto 0x60
get FILES long # file count
get DUMMY long # section size
get OFFSETGLOBAL long # section global offset
/*
goto 0x90
idstring "FILE_LINK"
goto 0xB0
get DUMMY long # "link" count
get DUMMY long # section size
get DUMMY long # section global offset
*/
goto OFFSETGLOBAL
set OFFSETLOCAL OFFSETGLOBAL

if FILES > 1 # if there is more than 1 file in archive
    set PATH string "/" # workaround for strings that contain only numbers - refer to the description of "String" command, "=" operator in quickbms.txt
    get TMP basename 0 # get input filename w/o extension
    string PATH += TMP
    string PATH += / # make it into a directory
endif

for i = 0 < FILES
    goto OFFSETLOCAL

    get NAME string # get filename

    math OFFSETLOCAL += 0x200
    goto OFFSETLOCAL

    get FILEINDEX long # file index in archive, should match the current value of 'i'
    get FILEOFFSETLOCAL long # file offset in FILE_COLLECTION section
    get SIZE long # file size

    set OFFSET OFFSETGLOBAL
    math OFFSET += FILEOFFSETLOCAL # calculate global offset for file

    if FILES > 1 # if there is more than 1 file in archive
        string TMP = PATH
        string TMP += NAME
        string NAME = TMP # put extracted files in a folder with input file name
    endif

    log NAME OFFSET SIZE

    math OFFSETLOCAL += 0x30
next i
And look for other on zenhax because The body was too long.
until if/ch fixes the ex bug in vii which is probably never ever, as it's working as intended, and if you didn't see the non-existing huge warning that if you carry over extra characters into ng+, it'll completely fuck up your dlc characters as a thanks for your extra money, here is a fix!

here's a cheatengine table that'll persuade the engine that ex characters are actually not ex characters, as far as event unlocking concerned, so you should be able to get those dlc events (even when you shouldn't get it normally, like unlocking the characters while the cpus are held captive, but it's still better than nothing…)

apparently cheatengine tables are just xml files, so save the following to a text file and rename it to something.ct and open it in cheatengine

possible language: html, relevance: 27
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="21">
  <CheatEntries>
    <CheatEntry>
      <ID>24</ID>
      <Description>"fix ex bug"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>define(address,"NeptuniaVII.exe"+bac66)

[ENABLE]
address:
  and edx,0

[DISABLE]
address:
  and edx,1
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
</CheatTable>
Marisa_MAGES_I.png
[Hide] (605.5KB, 640x576)
base_00.png
[Hide] (482.9KB, 1024x1024)
body_c.png
[Hide] (1.4MB, 2048x2048)
eyelid_00.png
[Hide] (417.6KB, 1024x1024)
hair_c.png
[Hide] (390KB, 1024x1024)
REMINDER THAT MOST OF THE SKINS MADE ABOVE WILL WORK FINE WITH MEGADIMENSION NEPTUNIA VII!

Because it does not use Kitserver, you will have to pack and repack the files in order for them to work.

I'm also going back to the old method of uploading the textures rather than packing them together and will still use the instructions for people using Kitserver.

Anyways, here are some new costumes:

This is MAGES as Marisa Kirisame from Touhou Project!

This mod was made for Re;Birth 3 but it is also compatible with Re;Birth 1.

For Re;Birth 3: Drop these in KitFolder\DLC\NRB3DLC000000003\DL0100000\model\chara\191\texture\001
Replies: >>3522
Marisa_MAGES_II.png
[Hide] (794.1KB, 640x576)
base_00.png
[Hide] (482.9KB, 1024x1024)
body_c.png
[Hide] (1.8MB, 2048x2048)
eyelid_00.png
[Hide] (417.6KB, 1024x1024)
hair_c.png
[Hide] (390KB, 1024x1024)
>>3521

2nd set of the Marisa themed costume

This replaces Mage Checkers

For Re;Birth 3: Drop these in KitFolder\DLC\NRB3DLC000000003\DL0100000\model\chara\192\texture\001
Replies: >>3523
Marisa_MAGES_III.png
[Hide] (762.8KB, 640x576)
base_00.png
[Hide] (482.9KB, 1024x1024)
body_c.png
[Hide] (1.2MB, 2048x2048)
eyelid_00.png
[Hide] (417.6KB, 1024x1024)
hair_c.png
[Hide] (390KB, 1024x1024)
>>3522

3rd set of the Marisa themed costumes

This replaces Helper

For Re;Birth 3: Drop these in KitFolder\DLC\NRB3DLC000000003\DL0100000\model\chara\193\texture\001
Replies: >>3524
Marisa_MAGES_IV.png
[Hide] (750.3KB, 640x576)
base_00.png
[Hide] (482.9KB, 1024x1024)
body_c.png
[Hide] (1.5MB, 2048x2048)
eyelid_00.png
[Hide] (417.6KB, 1024x1024)
hair_c.png
[Hide] (390KB, 1024x1024)
>>3523

Last set of the Marisa themed costumes

This replaces Airi

For Re;Birth 3: Drop these in KitFolder\DLC\NRB3DLC000000003\DL0100000\model\chara\194\texture\001
Is there a download link for kitserver for R;B3?
Replies: >>3527
>>3525
I'm compiling premade packages of these mods for all 4 main games. Won't have them all in a day, but I'll release them in bursts.

These packages will be fully Retranslation compatible BTW.
Alicegearflavors.png
[Hide] (405.8KB, 810x349)
base_00.png
[Hide] (430.2KB, 1024x1024)
brow_00.png
[Hide] (95.7KB, 1024x1024)
hair_c.png
[Hide] (688.3KB, 1024x1024)
pupil_00.png
[Hide] (46.7KB, 512x512)
More new costumes made! I've made many versions this time for those who want choices.

This is Nepgear in the Alice costume, fitting for exploring the Wonderland that is Gamindustri!

It replaces Classical Maid

This mod was made for Re;Birth 3 but it is compatible with the Re;Birth Trilogy!

For Re;Birth 3: KitFolder\data\GAME200000\model\chara\042\texture\001
Replies: >>3529
body_c.png
[Hide] (824KB, 2048x2048)
body_c.png
[Hide] (835.6KB, 2048x2048)
>>3528

1st pic is Very Blue, 2nd Pic is Not so Blue
UniAliceflavors.png
[Hide] (562.3KB, 966x350)
brow_00.png
[Hide] (227KB, 1024x1024)
hair_c.png
[Hide] (604.2KB, 1024x1024)
pupil_00.png
[Hide] (46.6KB, 512x512)
This is Uni's Alice costume.

It replaces Black Heart Apron

This mod was made for Re;Birth 3 but it is compatible with the Re;Birth Trilogy!

For Re;Birth 3: KitFolder\data\GAME200000\model\chara\052\texture\001
Replies: >>3531
body_c.png
[Hide] (2MB, 2048x2048)
body_c.png
[Hide] (2MB, 2048x2048)
>>3530

1st pic is Very Blue, 2nd Pic is Not so Blue
RamAliceflavors.png
[Hide] (808KB, 884x700)
brow_00.png
[Hide] (105.7KB, 1024x1024)
hair_c.png
[Hide] (393KB, 1024x1024)
This is Ram's Alice costume.

It replaces Gothic Maid

This mod was made for Re;Birth 3 but it is compatible with the Re;Birth Trilogy!

For Re;Birth 3: ''KitFolder\data\GAME200000\model\chara\072\texture\001'
Replies: >>3533
body_c.png
[Hide] (1.7MB, 2048x2048)
body_c.png
[Hide] (1.7MB, 2048x2048)
body_c.png
[Hide] (1.6MB, 2048x2048)
body_c.png
[Hide] (1.6MB, 2048x2048)
>>3532

1st pic is Very Blue (Black and White), 2nd Pic is Not so Blue (Black and White), 3rd pic is Very Blue (Solid White), 4th Pic is Not so Blue (Solid White)
RomAliceFlavors.png
[Hide] (844.7KB, 808x700)
brow_00.png
[Hide] (110.5KB, 1024x1024)
hair_c.png
[Hide] (363.3KB, 1024x1024)
This is Rom's Alice costume.

It replaces Gothic Maid

This mod was made for Re;Birth 3 but it is compatible with the Re;Birth Trilogy!

For Re;Birth 3: KitFolder\data\GAME200000\model\chara\062\texture\001
Replies: >>3536
body_c.png
[Hide] (1.7MB, 2048x2048)
body_c.png
[Hide] (1.7MB, 2048x2048)
body_c.png
[Hide] (1.6MB, 2048x2048)
body_c.png
[Hide] (1.6MB, 2048x2048)
>>3535

1st pic is Very Blue (Black and White), 2nd Pic is Not so Blue (Black and White), 3rd pic is Very Blue (Solid White), 4th Pic is Not so Blue (Solid White)
Hey, I was going to test out the mods on Rebirth 1, but apparently both Kitserver and Neptools has been broken with the latest patch (which added Japanese language support). Apparently doing that changed more things behind the hood than any other alteration between Victory/RB1 and VII.
crisis_averted_maybe.png
[Hide] (5.3KB, 984x144)
OK, I dunno about KS, but it looks like NT's aware of the problem.
Replies: >>3561
>>3538
Looks like it's fixed.
fresh_vita_logo_tid.png
[Hide] (48KB, 809x916)
pc_kitserver_tid.png
[Hide] (48.2KB, 809x916)
Oh, here's how to get graphics for PC Neptunia working for Vita. However this will require you to do a little hex editing. If you do not want to do that, just don't bother.

Anyway, the TID Tool included with Kitserver is sort of messy so it will not produce a file that is compatible with Vita. The first picture is a fresh TID from the Rebirth 3 logo for Vita. The second picture is a slightly modified logo that used to be a TIFF file, that's been returned to the TID format.

Anyway, you'll see two changes right away here. First, the fourth hex address (0x03) in the Vita original has a value of 92. In the Kitserver TID, it's 90. If the value is not 92, the graphics file will not load on a Vita. So, change it to 90 and save.

However, if you put it back on your system, the colors will look bad. This is because a byte of empty space (empty space = address value "00") from before the part where the graphics data actually begins (with all the "FF" values) is moved to the very end of the file, which causes the alpha and color channels to get screwed up.

To fix the bad colors, add a whole new "00" byte to a point just before hex address 0x80 (0x73 works good). Now go to the very very end of the file, and if there's a "00" there, completely delete and remove that byte from the file.

Save, and load onto your Vita. You should have perfectly functional Vita graphics now. At the very least, this will work for changing the game's logo. You might have additional difficulties working with other textures.

Note that if you work with PNG files and not TIFF, all the "FF" values will disappear. Those are not important for the functioning of the graphics, although they are a good way to see where the graphics data begins. Just do what's instructed, ignoring that one difference, and you will be fine.
Woops
>>881
>>1583
I wish somebody saved these and re-uploaded them elsewhere, since the links to them are down.
>>823
I wish there was a straight forward tutorial on adding custom non memeshit levels. I have several custom maps ready to go for my Lowee vs lastation mod based on my digging with neptools. Will probably have to settle for modding 4GO if I could find a pak opening tool.
[Nep and Evaan] Neptunia Stuff Reworks
Dead Board
[New Reply]
88 replies | 114 files | 27 UIDs
Connecting...
Show Post Actions

Actions:

Captcha:

- news - rules - faq -
jschan 1.6.2