Hacking Major_Tom Explains Game Dumping/Mods on 3.60

SonsofOcelot

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gro0: looks like this Neptune gro0.png

inside "gro0:app/PCSE00443/data" is where the 2 game cpk files are held (GAME.cpk and GAME2.cpk) Neptune gro0 data.png

GAME2.cpk is where the textures are located. So I extracted that cpk using cpk_unpack, edited the resulting tid files like i did on pc (cuz it's the same file types just diff packer file type cpk vs pac), repacked into cpk using a csv file i generated from the original GAME2 and cpkmakec.

I then move the edited GAME2.cpk into this: ux0:Patch/PCSE00443/data/[GAME2.cpk goes here]

Then tested by putting different sce_sys folders into ux0:Patch/PCSE00443

I've tried molecules, neptunias original, just the param.sfo from molecule, just the param.sfo from neptunia, and a hex edited param.sfo based on your guide Cinnamon. When the game loads it completely ignores everything in the patch folder.

If i by chance try rebuilding the database then the Vita goes nuts saying that the game is corrupted, or it thinks neptunia is molecule and i have to do it all over again. I also was smart enough to put the original app.db back in place... I have no idea whats wrong.

If you need more pics let me know and i'll try to get them.

edit: BTW this whole tongue sticking out thing happening every time i try to type ux0: patch is starting to get annoying
 
Last edited by SonsofOcelot,

Cinnamon

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Have you tried using moleculeshell's sce_sys with Neptunia's HEX-edited param.sfo and icon0.png? Remember to include the package folder too.
Also, the param.sfo has to be extracted from gro0:app not app0: since that one has the moleculeshell's which is used to decrypt it. Was that error I made too.
 

dfsa3fdvc1

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Still no dice on loading textures in Hyperdimension Neptunia

I'm not surprised. Just took a look at that tool.
Lets try editing the largest tid in the game. The map overview /Game.cpk/WORLD/MAP/001.tid

I'm going to use the nr1_tidtool.exe in the zip you linked. Trying the PNG,BMP, and TIF export options gave a image with only the red channel so I guess we won't be editing that...

Lets try /Game2.cpk/MODEL/CHARA/001/TEXTURE/001/body_c.tid which is a DXT1 compressed image with RGB no Alpha. Seems to be Neptune's body texture.
This converted to a .PNG correctly. Now lets try turning it back into a .tid

I'm just gonna post screenshots of the hex of the original and the rexport.
They have not a lot in common now..

body_c.tid (128kB)
body_c_tid.png

Re export (1 MB)
reexport.png

And this is with 0 edits to the export. Just converting to an image file and then recoverting to TID

EDIT: It's possible to edit DXT images directly, right?
 
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SonsofOcelot

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I'm not surprised. Just took a look at that tool.
Lets try editing the largest tid in the game. The map overview /Game.cpk/WORLD/MAP/001.tid

I'm going to use the nr1_tidtool.exe in the zip you linked. Trying the PNG,BMP, and TIF export options gave a image with only the red channel so I guess we won't be editing that...

Lets try /Game2.cpk/MODEL/CHARA/001/TEXTURE/001/body_c.tid which is a DXT1 compressed image with RGB no Alpha. Seems to be Neptune's body texture.
This converted to a .PNG correctly. Now lets try turning it back into a .tid

I'm just gonna post screenshots of the hex of the original and the rexport.
They have not a lot in common now..

body_c.tid (128kB)
View attachment 58196

Re export (1 MB)
View attachment 58197

And this is with 0 edits to the export. Just converting to an image file and then recoverting to TID

EDIT: It's possible to edit DXT images directly, right?

idk tbh. I know that that particular tool worked with the pc version of the game and seeing as that was just a port of the vita game and that tool worked just fine for pc modding I figured it was fine with the vita version as well. maybe not but we won't know until the game decides to crash when it actually loads the files. Right?
 

Cinnamon

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Okay, I have a strange suggestion...

Try exporting a texture to BMP and use dxtex to compress it with dxt1. Then open the DXT1 compressed BMP in a HEX-editor and use it to overwrite the same data in the original .TID
 

SonsofOcelot

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Have you tried using moleculeshell's sce_sys with Neptunia's HEX-edited param.sfo and icon0.png? Remember to include the package folder too.
Also, the param.sfo has to be extracted from gro0:app not app0: since that one has the moleculeshell's which is used to decrypt it. Was that error I made too.

Trying this now. If it doesn't work I'll try direct .tid editing. it's so damn tedious because of the slow transfer speeds *sigh*
 

dfsa3fdvc1

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Trying this now. If it doesn't work I'll try direct .tid editing. it's so damn tedious because of the slow transfer speeds *sigh*

Wish you luck. I saw a post the other day talking about how it'd be possible to bring the PC version's nude mods to Vita.
Is that why you're working on this game in particular? lol
 

SonsofOcelot

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Wish you luck. I saw a post the other day talking about how it'd be possible to bring the PC version's nude mods to Vita.
Is that why you're working on this game in particular? lol

lol hadn't thought about that but now that you mention it...

someone else here mentioned Senran Kagura textures earlier too ;)

EDIT: I've given up on this. not a single thing I tried worked. I still have the pc version so i'll stick to modding that for now.
 
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Darknova

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This is awesome stuff.:D Though it did take me a few tries to get it right. I managed to dump and edit my Persona 4 Golden save for more yen using HxD.

Also I am a little curious, is it possible to use someone else's save with this? Like with P4G, take someone else's data0xx.bin, put it in my savedata0 folder, and load it.
 

bache

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Heads up for PSTV owners, I had problems using the guide until I rebuilt my database and started from scratch. I suspect something to do with the whitelist patch interfering. I dumped my game files, did my modifications then restored the whitelist patch and all is well again.
 

SonsofOcelot

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lol hadn't thought about that but now that you mention it...

someone else here mentioned Senran Kagura textures earlier too ;)

EDIT: I've given up on this. not a single thing I tried worked. I still have the pc version so i'll stick to modding that for now.

OMG!!! I think I just realized... I edited the wrong damn textures! AHHHHH!

BIG EDIT: So sorry about the quad post. Browser wasn't responding to anything. My fault...
 
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cearp

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quick question - possible to install molecular shell for a game, but still keep the patch?
the save only works with the updated patch game, and i want to play the game, dump save, and repeat, so i can find offsets easily.

i need to remove molecular shell, install the game patch, and repeat each time? or i can set it up once, game patch and shell existing together?

maybe possible if using grw: (the writable area some games have, but most don't)

i want to make my first save editor :)
 

Shrinefox

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very nice I was disappointed in what they did with the voices in p4dan, I'm looking forward to your undub

Here it is!



quick question - possible to install molecular shell for a game, but still keep the patch?
the save only works with the updated patch game, and i want to play the game, dump save, and repeat, so i can find offsets easily.

i need to remove molecular shell, install the game patch, and repeat each time? or i can set it up once, game patch and shell existing together?

You can just rename the patch to something else (put a period or symbol in front of the name for instance) while you use molecularShell. You actually don't need molecularshell's sce_sys/param.sfo if you already have the game's one in there.
 

yifan_lu

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Here it is!





You can just rename the patch to something else (put a period or symbol in front of the name for instance) while you use molecularShell. You actually don't need molecularshell's sce_sys/param.sfo if you already have the game's one in there.

If only this was released a few months ago... I already beat the game and all songs on "All Night" difficulty and collected all the trophies and most of the medals. I don't think I'll be playing it again anytime soon.
 
D

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If only this was released a few months ago... I already beat the game and all songs on "All Night" difficulty and collected all the trophies and most of the medals. I don't think I'll be playing it again anytime soon.
i actually beat the game a week ago xD
 

Arif

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Here it is!





You can just rename the patch to something else (put a period or symbol in front of the name for instance) while you use molecularShell. You actually don't need molecularshell's sce_sys/param.sfo if you already have the game's one in there.


So this won't work if I buy a digital version of the EU game? afaik the digital copies come with the latest patch.
I have the JPN cartridge and was going to buy the EU PSN version for this.
 

kadotsu

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I have a problem when I'm trying to copy the modded mp4s and cpk into the patch folder. The dumping went fine and the files are decrypted (I can view the EU mp4s just fine) but when I try to copy anything into the patch/PCSB00245 folder the FTP refuses to upload. I'm on PSTV and used the email app. Why do I not have writing privileges in the patch folder? Is it because it runs the Henkaku shell?
 

Cinnamon

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I have a problem when I'm trying to copy the modded mp4s and cpk into the patch folder. The dumping went fine and the files are decrypted (I can view the EU mp4s just fine) but when I try to copy anything into the patch/PCSB00245 folder the FTP refuses to upload. I'm on PSTV and used the email app. Why do I not have writing privileges in the patch folder? Is it because it runs the Henkaku shell?

Don't use the moleculeshell that is embedded into your game, but the standalone one.
 

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