Im just gonna post what i have learned here, there is another thread, but i dont wanna go through all of that text.
First of all, all of this that i am doing is on the wad with DLC activated.
Whats new:
0.2: Added my new BRRES extacting script, and a small Image and texture section.
0.1: Inital Post
Part one: The WAD, and the tools.
Im not allowed to supply the WAD, obtain it yourself. they way im promoting is actually buying it.
What you will need for editing this wad is
1.The wad
2. My compiled tool pack (here)
3. a hex editor
A quick rundown of the tools in my pack
Alright, now that thats delt with lets get to what you are actually doing.
Part two: Unpacking the files
ok, so copy your FFCC MLaaK wad into the folder and rename it to "in.wad" (no quotes) and run WAD Unpacker.bat. you will see a new folder with a bunch of numbers come up. open up the folder, and cut all of the contents into the folder with the tools. at this point feel free to put in.wad back to where it was, or delete it if its just a copy, you will not be needing it anymore.
From here you should have
CODE00000001.app
00000002.app
00000003.app
00000004.app
00000005.app
00000006.app
00000007.app
00000008.app
00000009.app
*.tik
*.cert
*.tmd
*.trailer
now you will need to extract the files from the main files of the game, 00000002.app.
Run u8extr_v0.2a_eng.exe and in the first box put 00000002.app and the second one will be filled you for you, then hit extract. after the window pops up hit ok, then close u8extr_v0.2a_eng.exe. you will have a folder called 00000002.app_out. this is where all of the scripting is.
At this point feel free to fool around with all that you have at your disposal. below i will document a couple of fun things that you can do. after you are finished go to Part Final and i will show you how to recompile your wad.
Part three: the scripting
After looking around the 00000002.app files you will notice that it is faily simple to figure out what everything does. if you open up any of the .nut files you may or may not notice that it is actually C++ scripting. you can use notepad to edit these files, or if you want to look at it in a structured prespective, open it up in a C++ editor. If you dont have a favorite one, look for notepad++. its free, and it supports many languages.
Heres a quick rundown of the files contents
Some note worthy things to do are:
-"inf" gil
Stop the subtraction of Gil. to do this open up ProgramArchlordComp_en_us.nut and search for the line "useTP" and you will be brought to the line
2 lines under this you will find
now whenever you spend Gil it will not go down
(note) "//" in C++ comments something out
-"Inf" elementite
Follow the method for inf gil, but this time search for "useBP" and you will find:
and below that:
Now when you spend Elemantite it will not go down
There are many other modifications that can be added, such as modifying models, skeletons, and even the Salary/EXP/research tables, mabey i will outline this later, or mabey not, onto part four!
Part Four: Images, and textures
The texture files are stored in .BRRES files. normaly you would have to run command line commands to extract these. but i made a little batch file that extracts all of them into there own folder. simply run BRRES exractor.bat and you will get a new folder in 00000002_app_out called BRRES_Out with all of the files extracted. i made this batch file in a very primal way, thus it only works for FFCC MLaaK. now if you want to edit the textures, look for .TPL files and simply drag them into tplconv.exe in the tools folder, and they will be turned into a .PNG file. I am not sure how to edit the 3d model files, or the anim files, but im sure it is not that hard. after you have edited the PNG files, you can use tplcon_v0.4_eng.exe to change them back into .TPL files.
As of right now im not exactly sure how to recompile the files back into .BRRES files... sorry, looks like graphics mods are gonna have to wait for someone smarter XD.
Part Final: Recompiling!
I think this is where people have the most trouble.
First what we must do it make an updated 00000002.app. to do this run u8coes_v0.1_eng.exe and in the first box, select the unmodified 00000002.app. in the second box put the directory with the modified 00000002.app, this is normally the folder 00000002.app_out unless u moved your stuff. and finnaly in the 3rd box put what you would like you new file to be called. i ussualy name it 00000002out.app.
Alright. after that is done its time to clear out your folder. If you plan on doing more modifications, or you just want to keep it, move all of the extracted files, and the original 00000002.app out of the tools folder. Rename the new one too 00000002.app, and then check to make sure you have all of the files you had in the beggining. if everything seems to be ok, run WAD Packer.bat and you should get a new file called out.wad. congratz you should be done. just install this into your wii and you should have no problem.
Known problems are:
in the wad installer, when it reaches content#02 it gives an error!
This could be because of many reasons.
1. if you edited the Wad packer batch file, or are using one u had before, make sure that truca signing is ON. this can be done by adding the -sign argument at the end of your wadpacker statement
2. This could be because you did not have all of the files from when you extracted 00000002.app, or you did not use a clean one.
3. you went overboard when modifying the files, sometimes the channels will be agitated if you make them too big, too small, or change them too much.
The wad intalls fine but freezes at the wiimote screen!
This is because you did something the game diddnt like. You might have to revise what modifications you have done to the game.
End
.
Any problems, concerns, or questions feel free to ask
First of all, all of this that i am doing is on the wad with DLC activated.
Whats new:
0.2: Added my new BRRES extacting script, and a small Image and texture section.
0.1: Inital Post
Part one: The WAD, and the tools.
Im not allowed to supply the WAD, obtain it yourself. they way im promoting is actually buying it.
What you will need for editing this wad is
1.The wad
2. My compiled tool pack (here)
3. a hex editor
A quick rundown of the tools in my pack
BRRES exractor.bat - Will extract all of the BRRES files into a folder
u8extr_v0.2a_eng.exe - this extracts .app files
u8coes_v0.1_eng.exe - This is the tool that allows you to recompile the extracted .app files
u8pack_v0.08_eng.exe - this can open up .arc and some .bin files
tplcon_v0.4_eng.exe - This tool converts images back to TPL format
WAD Unpacker.bat - this will unpack in.wad. the files are outputted into a numerical folder. typical files to be found are *.tik *.tmd *.cert and 000000**.app
WAD Packer.bat - this will pack all of the wad files back together and sign them.
tplconv.exe - this will convert a TPL to a PNG file when you drag a TPL file into it.
u8extr_v0.2a_eng.exe - this extracts .app files
u8coes_v0.1_eng.exe - This is the tool that allows you to recompile the extracted .app files
u8pack_v0.08_eng.exe - this can open up .arc and some .bin files
tplcon_v0.4_eng.exe - This tool converts images back to TPL format
WAD Unpacker.bat - this will unpack in.wad. the files are outputted into a numerical folder. typical files to be found are *.tik *.tmd *.cert and 000000**.app
WAD Packer.bat - this will pack all of the wad files back together and sign them.
tplconv.exe - this will convert a TPL to a PNG file when you drag a TPL file into it.
Alright, now that thats delt with lets get to what you are actually doing.
Part two: Unpacking the files
ok, so copy your FFCC MLaaK wad into the folder and rename it to "in.wad" (no quotes) and run WAD Unpacker.bat. you will see a new folder with a bunch of numbers come up. open up the folder, and cut all of the contents into the folder with the tools. at this point feel free to put in.wad back to where it was, or delete it if its just a copy, you will not be needing it anymore.
From here you should have
CODE00000001.app
00000002.app
00000003.app
00000004.app
00000005.app
00000006.app
00000007.app
00000008.app
00000009.app
*.tik
*.cert
*.tmd
*.trailer
now you will need to extract the files from the main files of the game, 00000002.app.
Run u8extr_v0.2a_eng.exe and in the first box put 00000002.app and the second one will be filled you for you, then hit extract. after the window pops up hit ok, then close u8extr_v0.2a_eng.exe. you will have a folder called 00000002.app_out. this is where all of the scripting is.
At this point feel free to fool around with all that you have at your disposal. below i will document a couple of fun things that you can do. after you are finished go to Part Final and i will show you how to recompile your wad.
Part three: the scripting
After looking around the 00000002.app files you will notice that it is faily simple to figure out what everything does. if you open up any of the .nut files you may or may not notice that it is actually C++ scripting. you can use notepad to edit these files, or if you want to look at it in a structured prespective, open it up in a C++ editor. If you dont have a favorite one, look for notepad++. its free, and it supports many languages.
Heres a quick rundown of the files contents
loadComp.nut - Im not too sure what the first part of the file is, but eventually you will find where all of the abilities, stats, and other interesting things are defined. you can edit parts of this to increase weapons and armour stats.
main_en_us.nut- Im assuming this starts it?
package.nut- Im guessing has something to do with DLC
ProgramArchlordComp_en_us.nut- The main game programming, has all the functions and defining stuff. This is where you wanna look when modifying what happens in the game.
ProgramSystemComp.nut- Had scripting for Game to Wii actions
storyEvent*_*.nut- Contains the triggers and cutscene data
main_en_us.nut- Im assuming this starts it?
package.nut- Im guessing has something to do with DLC
ProgramArchlordComp_en_us.nut- The main game programming, has all the functions and defining stuff. This is where you wanna look when modifying what happens in the game.
ProgramSystemComp.nut- Had scripting for Game to Wii actions
storyEvent*_*.nut- Contains the triggers and cutscene data
Some note worthy things to do are:
-"inf" gil
Stop the subtraction of Gil. to do this open up ProgramArchlordComp_en_us.nut and search for the line "useTP" and you will be brought to the line
function useTP(subtraction)
_currentTP -= subtraction;
Change this too
//_currentTP -= subtraction;
Change this too
//_currentTP -= subtraction;
(note) "//" in C++ comments something out
-"Inf" elementite
Follow the method for inf gil, but this time search for "useBP" and you will find:
function useBP(subtraction)
_currentBP -= subtraction;
Change this too
//_currentBP -= subtraction;
Change this too
//_currentBP -= subtraction;
There are many other modifications that can be added, such as modifying models, skeletons, and even the Salary/EXP/research tables, mabey i will outline this later, or mabey not, onto part four!
Part Four: Images, and textures
The texture files are stored in .BRRES files. normaly you would have to run command line commands to extract these. but i made a little batch file that extracts all of them into there own folder. simply run BRRES exractor.bat and you will get a new folder in 00000002_app_out called BRRES_Out with all of the files extracted. i made this batch file in a very primal way, thus it only works for FFCC MLaaK. now if you want to edit the textures, look for .TPL files and simply drag them into tplconv.exe in the tools folder, and they will be turned into a .PNG file. I am not sure how to edit the 3d model files, or the anim files, but im sure it is not that hard. after you have edited the PNG files, you can use tplcon_v0.4_eng.exe to change them back into .TPL files.
As of right now im not exactly sure how to recompile the files back into .BRRES files... sorry, looks like graphics mods are gonna have to wait for someone smarter XD.
Part Final: Recompiling!
I think this is where people have the most trouble.
First what we must do it make an updated 00000002.app. to do this run u8coes_v0.1_eng.exe and in the first box, select the unmodified 00000002.app. in the second box put the directory with the modified 00000002.app, this is normally the folder 00000002.app_out unless u moved your stuff. and finnaly in the 3rd box put what you would like you new file to be called. i ussualy name it 00000002out.app.
Alright. after that is done its time to clear out your folder. If you plan on doing more modifications, or you just want to keep it, move all of the extracted files, and the original 00000002.app out of the tools folder. Rename the new one too 00000002.app, and then check to make sure you have all of the files you had in the beggining. if everything seems to be ok, run WAD Packer.bat and you should get a new file called out.wad. congratz you should be done. just install this into your wii and you should have no problem.
Known problems are:
in the wad installer, when it reaches content#02 it gives an error!
This could be because of many reasons.
1. if you edited the Wad packer batch file, or are using one u had before, make sure that truca signing is ON. this can be done by adding the -sign argument at the end of your wadpacker statement
Example wadpacker.exe *.tik *.tmd *.cert out.wad -sign
3. you went overboard when modifying the files, sometimes the channels will be agitated if you make them too big, too small, or change them too much.
The wad intalls fine but freezes at the wiimote screen!
This is because you did something the game diddnt like. You might have to revise what modifications you have done to the game.
End
Any problems, concerns, or questions feel free to ask