Hacking Splatoon Modding Hub

Has this guide allowed you to successfully install Octohax?

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pinkupi13

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Message is text files from the game through msbt formats
Model is szs's with compressed bfres files
Lack of space? idk
Env is stage particles and shaders and what skybox each level uses under certain circumstances
Obj.pack has a lot more than just propellor lifts and crates, it also holds plaza props and most of the single player stuff is there (in model form) that doesn't already exist in the bigger model folder.
ObjSmall.pack holds a lot of floors and objects that aren't used as much, like the other tree, some single player assets, water tanks etc
Splatoon is named gambit because likely it was a new IP and they were taking a chance with it, not likely the Wii U itself.

those corrections aside you're mostly right
 
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Espozo

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ObjSmall.pack holds a lot of floors and objects that aren't used as much, like the other tree
I wasn't even aware that there was more than one type of tree...

Splatoon is named gambit because likely it was a new IP and they were taking a chance with it, not likely the Wii U itself.
I figured. I was just joking about how they didn't do the game any favors by releasing it on what had even then been long established as Nintendo's least popular system (sans the Virtual Boy).

Man, this game is just so messy internally, although I can't say I've looked at many other modern 3D games to compare it to. (The whole file folder thing is really weird to me; I don't know why you wouldn't just compile everything under one giant "file", like what was done before the 6th console generation. Of course, it makes hacking 100x easier, so I can't complain...) I found a ".byaml" to ".xml" converter that was built for Mario Kart 8, but it appears to work for Splatoon as well, so while the file organization sucks, you have the tools needed to modify the files. (I'd have thought Nintendo would change up the encryption a bit for the files between each game, not just rename ".sarc" to ".pack", lol.) "WeaponSet.byaml" appears to define the kits for each weapon; I'll see if I can modify that and even check if it will work online. I actually haven't found a YouTube video where somebody modified weapon kits, but I'm guessing it's partly because nobody bothered.
 

Espozo

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Well, I actually was able to modify weapon subs and specials by messing with "WeaponSet.byaml"; I just gave the Splattershot a Splat Bomb and the Bubbler. It even worked in an online Turf War battle too. I wanted to modify "WeaponInfo_Main.byaml" as well, as it appears to tell the game what 3D model each weapon uses, (and even what class the weapon is, which would seemingly determine what code to run, wherever it is) but the program I'm using, "yamlconv.exe", crashes whenever trying to convert the file back, even if you don't modify it.

Edit: It looks like there was some talk about "yamlconv.exe" starting page 32, and later how it couldn't convert all of the files in "Mush" back to .byaml, but it appears nothing really came out of the discussion. :( I'll just have to learn how the format works and modify the .byaml files in a hex editor; I'd like to fix the tool, but the only programming I know is 65816 and 80186 assembly...

Unless any of you can understand what the program spat out:

Unhandled Exception: System.IO.InvalidDataException: Found invalid data while decoding.
at yamlconv.ByamlNode.FromXml(XmlDocument doc, XmlNode xmlNode, List`1 nodes, List`1 values, List`1 data)
at yamlconv.ByamlNode.FromXml(XmlDocument doc, XmlNode xmlNode, List`1 nodes, List`1 values, List`1 data)
at yamlconv.ByamlNode.FromXml(XmlDocument doc, XmlNode xmlNode, List`1 nodes, List`1 values, List`1 data)
at yamlconv.ByamlNode.FromXml(XmlDocument doc, XmlNode xmlNode, List`1 nodes, List`1 values, List`1 data)
at yamlconv.Program.ConvertToByaml(EndianBinaryReader reader, String outpath)
at yamlconv.Program.ConvertPath(String path)
at yamlconv.Program.Main(String[] args)

How can you make a converter that crashes upon trying to convert back the file it made, lol.

Edit 2: I'm willing to bet what's messing it up is the lack of a "ModelName" for "Wmn_Roller_Mission" and onward in the .xml file. I wonder if it's due to the program not converting the file to an .xml file to begin with, as it's strange that there'd be fields, especially one that says the name of the 3D model file, that are undefined. I don't understand though, because I thought the way that people were able to play on the nighttime splatfest map variants was through modifying the pointers in "MapInfo.byaml", but "yamlconv.exe" can't turn this back into a .byaml file because it crashes.

Edit 3: Well, I figured that while I can't convert the .xml file back into a .byaml file, what I can do is I can mess around with the .byaml file in a hex editor, convert it into a .xml, and look for differences with it and the original file. I actually got it to work. :)

Splattershot different model.png


Just for clarity, this is not a model swap, as none of the models have been modified; it is instead a modified pointer. To replicate it (I don't know why you'd want to other than to make sure I'm not saying BS) change the value at 0x17C7 to CB and the value at 0x17E7 to CC in "WeaponInfo_Main.byaml".

Does anyone know how the game actually "creates" a weapon, as in, what files does it look at first that have pointers to other files? I just found what defines what model the weapon uses. "WeaponInfo_Main.byaml" actually does have a generic "Name" field as well as "ArcName" and "ModelName", but I don't know what this actually does.



Edit 4: I'll just put this snippet from the converted "WeaponInfo_Main.byaml" here for reference:

<value CatalogueOrder="10" Id="108">
<ArcName type="string">Wmn_Shot_Normal</ArcName>
<Material type="string">Plastic</Material>
<ModelName type="string">Wmn_Shot_Normal</ModelName>
<Name type="string">Shot_Normal_00</Name>
<Type type="string">Shot</Type>
</value>

I already talked about "ArcName" and "ModelName", but Modifying the "Type" field actually determines how your character holds the weapon in the customization menu. It will also determine what animation plays when you "try" it in the weapon shop. Unfortunately, all the other animations do not change, including the win and loss animations.

Roller animation.png


Changing the material type doesn't seem to do anything, or at least I didn't see a difference in the shading. Surprisingly, changing both the "CatalogueOrder" and the "Id" to random numbers didn't seem to do anything, so I'm guessing they're unused. The "Name" field, I discovered, is actually what determines what data goes to what weapon. What I did here is change the "Name" for the regular Splattershot to the Tentatek Splattershot and vice versa; the Splattershot points to the model for the H-3 Nozzlenose, which is why you're seeing it.

Unfortunately, this is the end of the line for me. :( I was hoping this would define what the internal weapon names are, (used by the "Name" field in both "WeaponInfo_Main.byaml" and "WeaponSet.byaml") but all it does is define the model names. Like, how does the game determine what weapons use what ".param" files for weapon parameters? If anyone has any idea where to look for any of this game's code in general, don't be afraid to share. It seems most of the big Splatoon dataminers are gone though, I guess by frustration or lack of interest.
 
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Blasty12234

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Help meh, plz!

1. Is there a anti-ban version for Ash-aio?

2. How can I fly in online battles without getting ban?

3. Is it possible to use TCPgeko and no hash at the same time?
 

MartyDreamy

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Help meh, plz!

1. Is there a anti-ban version for Ash-aio?

2. How can I fly in online battles without getting ban?

3. Is it possible to use TCPgeko and no hash at the same time?
All the ash aio hacks are server-side, only you can see the hacks so it's safe.
 
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Blasty12234

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Thanks!
I'm also trying to create a static.pack, but it won't work because the Extract.py file keeps on opening Microsoft edge.

Does anyone know what to use???
 

PikaArc

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Thanks!
I'm also trying to create a static.pack, but it won't work because the Extract.py file keeps on opening Microsoft edge.

Does anyone know what to use???
do you have python? ( i think 2.7 as i can remember) and when you have it but doesnt work then : Open with then choose Python
 

GeeBeeYaY

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Has anyone ever made a hack that lets you:

1) Skip the news broadcasts with Callie and Marie every time you start the game

2) Use any weapon in Octo Valley?
 
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pinkupi13

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i think people tried to replace the weapons but it was not possible since the weapons are too different to work.
the former hasn't been attempted.
 

Octobing

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If anyone is able to find the weapon's hex I'll release some of my hacks which ive made:

-Inf Ammo
-1 Hit kill
-Multiple Lines of ink being shot at once
Splatter Shot JR: 000003F2

Splatter Shot: 00000410

Splat Charger: 00000FAA

Splat Roller: 000007DA

Tentatek Splattershot: 00000411

Octo Shot Replica: 00000416

Hero Shot Replica: 00000415

E-Liter (Litre) 3K: 00000FBE

Custom Splattershot JR: 000003F3

Aerospray RG: 00000407

Aerospray MG: 00000406

52. Gal Deco: 0000041B

52. Gal: 0000041A

96. Gal Deco: 00000439

96. Gal: 00000438

N-Zap 89’: 00000425

N-Zap 85’: 00000424

Wasabi Splatter Shot: 00000412

Splosh-o-Matic: 000003E8

Neo Spolsh-o-Matic: 000003E9

Splash-o-Matic: 000003FC

Neo Splash-o-Matic: 000003FD

Splatter Shot Pro: 0000042E

Forge Splatter Shot Pro: 0000042F

Berry Splatter Shot Pro: 00000430

Dual Squelcher: 00000442

Custom Dual Squelcher: 00000443

Jet Squelcher: 0000044C

Custom Jet Squelcher: 0000044D

Luna Blaster: 00000456

Luna Blaster Neo: 00000457

Blaster: 00000460

Custom Blaster: 00000461

Range Blaster: 0000046A

Custom Range Blaster: 0000046B

Rapid Blaster: 00000474

Rapid Blaster Deco: 00000475

Rapid Blaster Pro: 0000047E

Rapid Blaster Pro Deco: 0000047F

L-3 Nozzle Nose: 00000488

L-3 Nozzle Nose D (Dolphin): 00000489

H-3 Nozzle Nose: 00000492

H-3 Nozzle Nose D (Dolphin): 00000493

Carbon Roller: 000007D0

Carbon Roller Deco: 000007D1

Hero Roller Replica: 000007DF

Dynamo Roller: 000007E4

Gold Dynamo Roller: 000007E5

Tempered Dynamo Roller: 000007E6

Ink Brush: 000007EE

Ink Brush Nouveau: 000007EF

Permanent Ink Brush: 000007F0

Octo Brush: 000007F8

Octo Brush Nouveau: 000007F9

Slosher: 00000BB8

Slosher Deco: 00000BB9

Soda Slosher: 00000BBA

Tri Slosher: 00000BC2

Tri Slosher Nouveau: 00000BC3

Sloshing Machine: 00000BCC

Sloshing Machine Neo: 00000BCD

Squiffer: 00000FA0

New Squiffer: 00000FA1

Fresh Squiffer: 00000FA2

Splatterscope: 00000FB4

Kelp Splat Charger: 00000FAB

Kelp Splatterscope: 00000FB5

Hero Splat Charger Replica: 00000FAF

Custom E-Liter (Litre) 3K: 00000FBF

E-Liter (Litre) 3K Scope: 00000FC8

Custom E-Liter (Litre) 3K Scope: 00000FC9

Bamboozler MK I: 00000FD2

Bamboozler MK II: 00000FD3

Bamboozler MK III: 00000FD4

Mini Splatling: 00001388

Zink Mini Splatling: 00001389

Refurbished Mini Splatling: 0000138A

Heavy Splatling: 00001392

Heavy Splatling Deco: 00001393

Hydra Splatling: 0000139C

Custom Hydra Splatling: 0000139D
=D
 
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Espozo

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Is anyone else having trouble getting Splatoon to work with Loadiine GX2 v.03? All it's been doing is giving me a black screen; I've tried Mii Maker mode both with "Shared" and "Unique" saving, but it gives me the same result.

The reason I'm doing this is because it's the only way I know of to mod the .rpx file (it's unmodded now though, so that can't be the problem). The game was dumped using DDD.
 

kolosus

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I have CBHC. When I go to the loadiine.ovh website I dont get the option to use TCP+kernel. All the options are Homebrew Launcher... Help please!

I want to use Splathax
 

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