Hacking Digimon Adventure [PSP]

  • Thread starter Thread starter SuperSZ
  • Start date Start date
  • Views Views 446,634
  • Replies Replies 1,112
  • Likes Likes 14
Hello, I`m new:lol:

I`v been watching you guys and I love the dedication. :D

So I`m a noob with all this....Noob as in......Digimon Adventure is my first PSP game ever....and I do not know anything (but I know all the basic stuff and SOME advanced things)...so for starters, can someone please tell me how to put the Anime music instead of the crappy ones ??

I`ll be very thankful and maybe I can help later:yaypsp:

Well... I can tell you in theory how it should be done, but as we don't know every file of the game it can't be possible yet. The thing is that the music is probably some ID file (or maybe inside one or both of the big ID files I mentioned before). In theory you should convert the anime music into the AT3 format, replacing the one that existed before. Then compile everything again. The problem would be to ... well, actually everything. In the first page I mentioned what other (and myself) discovered so far; which ID files correspond to what extension. The first problem is that we still don't know every ID file, the second problem would be to actually convert the anime mp3 music into AT3 format (In theory it can be done with Goldwave and a tutorial I found some pages before). The third problem would be the AT3 format itself: let's say that a song from the game has a certain lenght of time, then the song you wanna use to replace it probably has to be around the same lenght: you'd have to edit the mp3 of the anime song, and then convert it to AT3; the AT3 format is a pain in the ass because it's a format owned by Sony and it has it's limitations, like, you can't edit in Audacity (or any other program that I know). The fourth problem would be... well, it's kinda unlikely that it will work at the 1st try; don't ask me why, but this kind of things always have complications.

In my personal opinion: I have not played the game yet, but I watched a video playthrough for the first 2 episodes (I wanted to see how the game was and everything). The music that doesn't belong to the anime isn't actually crappy, it fits alright to me. But that's just my opinion :P
 
Well... I can tell you in theory how it should be done, but as we don't know every file of the game it can't be possible yet. The thing is that the music is probably some ID file (or maybe inside one or both of the big ID files I mentioned before). In theory you should convert the anime music into the AT3 format, replacing the one that existed before. Then compile everything again. The problem would be to ... well, actually everything. In the first page I mentioned what other (and myself) discovered so far; which ID files correspond to what extension. The first problem is that we still don't know every ID file, the second problem would be to actually convert the anime mp3 music into AT3 format (In theory it can be done with Goldwave and a tutorial I found some pages before). The third problem would be... well, it's kinda unlikely that it will work at the 1st try; don't ask me why, but this kind of things always have complications.

In my personal opinion: I have not played the game yet, but I watched a video playthrough for the first 2 episodes (I wanted to see how the game was and everything). The music that doesn't belong to the anime isn't actually crappy, it fits alright to me. But that's just my opinion :P
I see....well i might as well try what you said. So thanks :D

And, you haven't seen anything yet :/ Some of the Music is actually pretty decent, but most of it is bad, in my opinion...The battle track for example or the ambiance tracks...those are just MEH to me...dunno why they decided to do new tracks...I mean...they had Butterfly and Brave heart and another Anime track (Wont name it for spoilers) so why create new tracks ?? It just sounds weird is all
 
Updated the Translated Options Menu Fully with rough translations

(Translated the Button and the information about each Button)
 

Attachments

Oh I see. Well, IF (I'm not saying that it will be like this because he didn't specify it yet) StorMyu will be making a full game translation patch and won't release it till it's 100% complete, like the digimon world re: digitize project is being done
Who ever said that ?
 
IMO this is all getting very out of hand.
No one should even bother saying they're going to translate the game until someone can figure out how to unpack and repack those CPK files. If you can't do that, you're stuck. That's it.
Now if you're just doing a menu patch, mess with the files that are there and get it over with. Don't get people's hopes up or confuse others.
 
IMO this is all getting very out of hand.
No one should even bother saying they're going to translate the game until someone can figure out how to unpack and repack those CPK files. If you can't do that, you're stuck. That's it.
Now if you're just doing a menu patch, mess with the files that are there and get it over with. Don't get people's hopes up or confuse others.
In order to repack the cpk file, u need to make sure that it's uncompressed, filename is disabled, id is enabled, and data alignment is set to 2048. doing that will let it repack. and the resulting iso will boot up.

it should look like this
CPK Filename:FILEDATA.CPK
File format version:Ver.7, Rev.1
Data alignment:2,048
Content files:3,842
Compressed files:0
Content file size:768,859,619
Compressed file size:768,859,619 (100.00%)
Enable Filename info.:False
Enable ID info.:True (28,960 bytes)
Tool version:CPKMC2.30.07, DLL3.00.07
 
Oh I see. Well, IF (I'm not saying that it will be like this because he didn't specify it yet) StorMyu will be making a full game translation patch and won't release it till it's 100% complete, like the digimon world re: digitize project is being done, then I don't see any good reason of why other users can't release a patch for just the menus and items (and the very basics to play the game). For some people that would be enough for them to make them want play the game (I'm not saying that I'm one of them). But maybe he will make both (and release the menus patch early (I mean early in comparison to the full patch); so we don't really know.
Till he comments again in this thread (or he creates a new thread one about his translation), I'd say that we all wait, and that nobody translates anything till we read what he has to say (StorMyu, it's not that I'm puting pressure on you or anything like that, it's just that I'm kinda confused and I feel like others are too :p )
Who ever said that ?

@StorMyu
Wow your doing it all by yourself now? thats sweet, wheres you Digimon Translation Patch thread? is it like mine?

@Romsstar
look at all the trouble StorMyu is saving us, hes doing it all
guess we can give up now
 
We are work in the proper way, have faith in us. I see there are too many words and few images in this thread, so here there are some tests we are making. Quite all the text system is hacked.
snap092r.png
snap090.png
 
We are work in the proper way, have faith in us. I see there are too many words and few images in this thread, so here there are some tests we are making. Quite all the text system is hacked.

Curious lil question, were you able to unpack WITH the file names are still get everything just as IDXXXX?
 
@StorMyu
Wow your doing it all by yourself now? thats sweet, wheres you Digimon Translation Patch thread? is it like mine?

@Romsstar
look at all the trouble StorMyu is saving us, hes doing it all
guess we can give up now
Hum, you really should calm your temper, the pictures I've shown you are the work of Roxas for the text insertion/extraction and romsstar for the translation.
I really don't get what you've been doing here... :unsure:

O_o Care to explain?
Something like that maybe ?
Code:
        memset(outname,'\0',512);
        if(memcmp(buffer,"OMG.",4) == 0)
            sprintf(outname,"%s_%04d.gmo\0",argv[2],i);
        else if(memcmp(buffer,"GIM ",4) == 0)
            sprintf(outname,"%s_%04d.gim\0",argv[2],i);
 
  • Like
Reactions: Roxas75
Something like that maybe ?
Code:
 GREEK GREEK GREEK
GREEK GREEK GREEK
GREEK GREEK GREEK

That's about what I'm getting out of it. Like I understand the basics but I'd have no idea where to use said code. Would it be in the QuickBMS files or else where? Also not 100% sure what that is checking. I see what it's doing and I understand the statement, but I'm not 100% what it's checking. File size? Offset? Something else?
 
that's C++ my friend. and it's just a part of the code so unusable without everything else.
what it means though: read first 4 bytes of each file, and IF Gim then rename file.gim

to sum up yeah that's just that.
 

Site & Scene News

Popular threads in this forum