nvm got good quality sound from rev05 of your tools, i'll leave link maybe someone else strugling with same probles as i was https://mega.nz/#!rtcmHByS!-yixc_hm0TZQA8l3mDfaFgmhyXcZq5llEt5WVkITizo
sorry i assume it's the tools fault and with that i cant help. i use commandline tools for my stuff, like ctrtool, 3dstool and makerom.
Code:all: extract content.0000.*: original.cia bin/ctrtool --contents=content original.cia romfs.bin: content.0000.* bin/3dstool -x -v -t cxi -f content.0000.* --romfs romfs.bin exefs.bin: content.0000.* bin/3dstool -x -v -t cxi -f content.0000.* --exefs exefs.bin ncchheader.bin: content.0000.* bin/3dstool -x -v -t cxi -f content.0000.* --header ncchheader.bin exh.bin: content.0000.* bin/3dstool -x -v -t cxi -f content.0000.* --exh exh.bin logo.bcma.lz: content.0000.* bin/3dstool -x -v -t cxi -f content.0000.* --logo logo.bcma.lz plain.bin: content.0000.* bin/3dstool -x -v -t cxi -f content.0000.* --plain plain.bin romfs: romfs.sentinel @test || true romfs.sentinel: romfs.bin bin/3dstool -x -v -t romfs -f romfs.bin --romfs-dir romfs @touch romfs.sentinel || true exefs: exefs.bin bin/3dstool -x -v -t exefs -f exefs.bin --exefs-dir exefs --header exefsheader.bin bin/3dstool -u -v -f exefs/code.bin --compress-type blz --compress-out exefs/code.bin extract: romfs exefs rebuild: romfs exefs ncchheader.bin exh.bin logo.bcma.lz plain.bin bin/3dstool -z -v -f exefs/code.bin --compress-type blz --compress-out exefs/code.bin bin/3dstool -c -v -t exefs -f exefs.bin --exefs-dir exefs --header exefsheader.bin bin/3dstool -c -v -t romfs -f romfs.bin --romfs-dir romfs test -e plain.bin && bin/3dstool -c -v -t cxi -f contents.0000.00000000 --header ncchheader.bin --exh exh.bin --logo logo.bcma.lz --plain plain.bin --exefs exefs.bin --romfs romfs.bin || true test -e plain.bin || bin/3dstool -c -v -t cxi -f contents.0000.00000000 --header ncchheader.bin --exh exh.bin --logo logo.bcma.lz --exefs exefs.bin --romfs romfs.bin bin/makerom -f cia -o rebuild.cia -content contents.0000.00000000:0:$(INDEX) -ver $(VERSION)
this is how i extract and repack with a Makefile
Hi @dasding
Please look in to wav2mca for mh4u, every time i use it my file ends up realy bad quality in game, i tried it with and tried on different pc still same result
Yes you can, but wav to mca converted with artefacts(((Can .mca in Resident Evil be converted to .wav?
Hey, why when I use some characters like "à ù ê ç" the game displays "?". How to fix that please ? Thanks !
Now, I might be retarded, but I can't tell if my directory has any spaces in it, cause I can't get any of these to work, can't extract or convert anything, if I could just get anyone to point me in the right direction, it would be deeply appreciated.
So, I figured out how to add mh4u files to mhxx, but the process is a bit more involved. It's not impossible though, and hopefully I can explain in layman terms. It might help if you manage to replace an mhxx weapon with an mhxx weapon first instead of jumping straight into this.
I'm going to assume you have installed everything you need from my previous post, and you have experience of transplanting an mhxx weapon onto an mhxx weapon. As I had to fully understand that process in order to do this process....
0. you need to dump the romfs and arcfs files of mh4g (yes, the japanese version of mh4u I'll refer to it by that name so you don't forget this step!). You get a crash when changing clothes if you do this with mh4u files. There might be crashes elsewhere too, and it's unclear if this guide will work if you don't use that version!
1. Locate the mh4g weapon skin you want and locate the mhxx weapon you would like to replace.
2. Find the .arc file of the mh4g in romfs/data. Check and make sure that the file you want to replace has the same amount of common .tex files used in it. I'm not sure this will work if there's a mismatched common .tex files, so you may want to pick a different weapon skin.
View attachment 250523
mh4g weapon (I'm using the gogmazios IG for this example)
View attachment 250518
mhxx weapon (I'm transplanting it onto the ruiner glaive). Note that both have 2 common env .tex's in them.
open up the mhxx target file .arc file in a hex editor and change the common variables to that of the mh4g weapon.
View attachment 250534
3. Editing the mh4g .tex file
Byte 5 A5 -> A6
4. Editing the mh4g .mod file
Bytes 7C-80 00 00 00 5C 74 -> 80 00 00 00 00
after FF FF... string AND immediate numbers after ie FF 03 00 00 00 01 02
make sure next byte starts with 80 7F 01. Substitute the extra stuff with 0's.
View attachment 250535
(this is an example of what you need to delete)
Please note that there are sections where they declare values with the mh4g weapon number. You don't have to replace those, and if you do it will cause the "black texture glitch."
And finally in this variable declaration "×í" section (I'm not sure). Substitute the 2 blocks before with 0's. It sounds kind of random, but if you have studied a bunch of mhxx .mod files it would make sense.
View attachment 250536
This is an example of what needs to be done.
5. The .mrl section.....
This is probably the most tricky section and the most prone to the invisible weapon glitch. If your .mrl section is wrong it either makes the weapon have the mh4g model with a pitch black texture, and will look like this. Any multitude of things could have went wrong, so you might see this texture a lot....
View attachment 250537
Black texture glitch
Open the .mrl file of the mh4g weapon.
Bytes 10-14
61 AA C1 CE -> BD 0C CA EA
CD spam:
First, make sure that the path is directed toward the right .tex file. Afterward you want to spam "CD" bytes until you get to the "EB 5D 1F 24," "00 00 00 00," or "E4 EB B0 5F" blocks that's when the spam stops. There's usually about 8-10 blocks of "CD CD CD CD" spam. If this doesn't make sense just open any mhxx .mrl file. You'll see what I mean.
View attachment 250538
There should be 2 "strings" that begin with "E4 EB B0 5F" after the final CD spam:
View attachment 250540
Block replacement after final CD spam. I'm pretty sure that these are always the same length, and are always changed to the same values regardless of mh4g's initial value. Likewise, if something is safe, then it's always unchanged.
*safe means no change.
E4 EB B0 5F *safe
B6 42 BE 60 *safe
50 01 00 00 *safe
9E D0 B2 62 *safe
D2 90 13 B8 -> D1 90 13 B8
DE F0 8C 10 -> DD F0 8C 10
08 00 3E 80 -> 08 C0 4D 80
00 00 80 84 *safe
E4 EB B0 5F chain #2
E4 EB B0 5F *safe
A3 34 3D 78 *safe
50 01 00 00 *safe
9E D0 B2 62 *safe
D1 90 13 B8 -> D2 90 13 B8
DE F0 8C 10 -> DE F0 8C 10
08 60 E1 82 -> 08 C0 BB 82 (08 60 E1 82 + 00 5F DA 00) [use windows calculator in the programmer mode for this. This is the only part that requires some math] You always have to add for this block.
*safe means no change from mh4g -> mhxx.
Áͽ section(s).
This part is also a bit tricky, but luckily every block has the same exact format. Meaning that whatever is changed is always changed, and whatever is unchanged is always unchanged. There's only 2 Áͽ section in the mh4g file I selected, but there may be more than 2 depending on the weapon.
View attachment 250541
Here's the change log:
01 00 60 12 -> C1 CD BD 12 always
60 00 00 00 *safe
26 B1 A5 16 -> 2B B1 A5 16 always
E1 BE 9D 10 -> C1 CD 9D 10 always
10 01 00 00 *safe
09 11 80 6C *safe
83 00 0D 1A -> C3 CD AD 1A always
01 00 00 00 *safe
A0 F1 06 CD -> AA F1 06 CD always
12 FF BF 10 -> C2 CD BD 10 always
0B 31 6C 7F *safe
0B 31 6C 7F *safe
03 00 10 1A -> C3 CD BD 1A always
02 00 00 00 *safe and then the next one is 05 00 00 00.... etc (regardless it's always safe to not touch!).
A1 61 8E E8 -> AB 61 8E E8 always
03 00 70 1A -> C3 CD 1D 1B always
00 00 00 00 *safe
A7 21 51 C5 -> B1 21 51 C5 always
D3 01 AD 1A -> C3 CD 4D 1B always
03 00 00 00 *safe
AA 81 99 0B -> B4 81 99 0B always
E3 BE ED 1A -> C3 CD 8D 1B always
04 00 00 00 *safe
AE 11 EC 5D -> B8 11 EC 5D always
Here's the other one I had to change:
View attachment 250542
Finally at the end of the file you have to change one last thing:
View attachment 250543
26 B1 A5 16 -> 2B B1 A5 16 always
26 B1 A5 16 -> 2B B1 A5 16 always
21 04 00 00 *safe
01 0C 80 49 -> 01 0C C0 4A always
6. after you've completed your .mrl file edits, all you have to do is replace all of the files of the mhxx weapon in Karameru (don't forget the common env files!), and save to your sd card.
The final product should look like this:
View attachment 250515
Let me know if you are able to get it to work. It's quite the chore just to do one weapon....
can you do tenssaiga sword of inuyasha. its pl_swo076. ive followed your guide but i cant get rid of the black texture. it has 2 .mrl and 2 .mod. im editing Wrathful Beheader 019.arc. it has an almost identical .mrl i dont know whats wrongSo, I figured out how to add mh4u files to mhxx, but the process is a bit more involved. It's not impossible though, and hopefully I can explain in layman terms. It might help if you manage to replace an mhxx weapon with an mhxx weapon first instead of jumping straight into this.
I'm going to assume you have installed everything you need from my previous post, and you have experience of transplanting an mhxx weapon onto an mhxx weapon. As I had to fully understand that process in order to do this process....
0. you need to dump the romfs and arcfs files of mh4g (yes, the japanese version of mh4u I'll refer to it by that name so you don't forget this step!). You get a crash when changing clothes if you do this with mh4u files. There might be crashes elsewhere too, and it's unclear if this guide will work if you don't use that version!
1. Locate the mh4g weapon skin you want and locate the mhxx weapon you would like to replace.
2. Find the .arc file of the mh4g in romfs/data. Check and make sure that the file you want to replace has the same amount of common .tex files used in it. I'm not sure this will work if there's a mismatched common .tex files, so you may want to pick a different weapon skin.
View attachment 250523
mh4g weapon (I'm using the gogmazios IG for this example)
View attachment 250518
mhxx weapon (I'm transplanting it onto the ruiner glaive). Note that both have 2 common env .tex's in them.
open up the mhxx target file .arc file in a hex editor and change the common variables to that of the mh4g weapon.
View attachment 250534
3. Editing the mh4g .tex file
Byte 5 A5 -> A6
4. Editing the mh4g .mod file
Bytes 7C-80 00 00 00 5C 74 -> 80 00 00 00 00
after FF FF... string AND immediate numbers after ie FF 03 00 00 00 01 02
make sure next byte starts with 80 7F 01. Substitute the extra stuff with 0's.
View attachment 250535
(this is an example of what you need to delete)
Please note that there are sections where they declare values with the mh4g weapon number. You don't have to replace those, and if you do it will cause the "black texture glitch."
And finally in this variable declaration "×í" section (I'm not sure). Substitute the 2 blocks before with 0's. It sounds kind of random, but if you have studied a bunch of mhxx .mod files it would make sense.
View attachment 250536
This is an example of what needs to be done.
5. The .mrl section.....
This is probably the most tricky section and the most prone to the invisible weapon glitch. If your .mrl section is wrong it either makes the weapon have the mh4g model with a pitch black texture, and will look like this. Any multitude of things could have went wrong, so you might see this texture a lot....
View attachment 250537
Black texture glitch
Open the .mrl file of the mh4g weapon.
Bytes 10-14
61 AA C1 CE -> BD 0C CA EA
CD spam:
First, make sure that the path is directed toward the right .tex file. Afterward you want to spam "CD" bytes until you get to the "EB 5D 1F 24," "00 00 00 00," or "E4 EB B0 5F" blocks that's when the spam stops. There's usually about 8-10 blocks of "CD CD CD CD" spam. If this doesn't make sense just open any mhxx .mrl file. You'll see what I mean.
View attachment 250538
There should be 2 "strings" that begin with "E4 EB B0 5F" after the final CD spam:
View attachment 250540
Block replacement after final CD spam. I'm pretty sure that these are always the same length, and are always changed to the same values regardless of mh4g's initial value. Likewise, if something is safe, then it's always unchanged.
*safe means no change.
E4 EB B0 5F *safe
B6 42 BE 60 *safe
50 01 00 00 *safe
9E D0 B2 62 *safe
D2 90 13 B8 -> D1 90 13 B8
DE F0 8C 10 -> DD F0 8C 10
08 00 3E 80 -> 08 C0 4D 80
00 00 80 84 *safe
E4 EB B0 5F chain #2
E4 EB B0 5F *safe
A3 34 3D 78 *safe
50 01 00 00 *safe
9E D0 B2 62 *safe
D1 90 13 B8 -> D2 90 13 B8
DE F0 8C 10 -> DE F0 8C 10
08 60 E1 82 -> 08 C0 BB 82 (08 60 E1 82 + 00 5F DA 00) [use windows calculator in the programmer mode for this. This is the only part that requires some math] You always have to add for this block.
*safe means no change from mh4g -> mhxx.
Áͽ section(s).
This part is also a bit tricky, but luckily every block has the same exact format. Meaning that whatever is changed is always changed, and whatever is unchanged is always unchanged. There's only 2 Áͽ section in the mh4g file I selected, but there may be more than 2 depending on the weapon.
View attachment 250541
Here's the change log:
01 00 60 12 -> C1 CD BD 12 always
60 00 00 00 *safe
26 B1 A5 16 -> 2B B1 A5 16 always
E1 BE 9D 10 -> C1 CD 9D 10 always
10 01 00 00 *safe
09 11 80 6C *safe
83 00 0D 1A -> C3 CD AD 1A always
01 00 00 00 *safe
A0 F1 06 CD -> AA F1 06 CD always
12 FF BF 10 -> C2 CD BD 10 always
0B 31 6C 7F *safe
0B 31 6C 7F *safe
03 00 10 1A -> C3 CD BD 1A always
02 00 00 00 *safe and then the next one is 05 00 00 00.... etc (regardless it's always safe to not touch!).
A1 61 8E E8 -> AB 61 8E E8 always
03 00 70 1A -> C3 CD 1D 1B always
00 00 00 00 *safe
A7 21 51 C5 -> B1 21 51 C5 always
D3 01 AD 1A -> C3 CD 4D 1B always
03 00 00 00 *safe
AA 81 99 0B -> B4 81 99 0B always
E3 BE ED 1A -> C3 CD 8D 1B always
04 00 00 00 *safe
AE 11 EC 5D -> B8 11 EC 5D always
Here's the other one I had to change:
View attachment 250542
Finally at the end of the file you have to change one last thing:
View attachment 250543
26 B1 A5 16 -> 2B B1 A5 16 always
26 B1 A5 16 -> 2B B1 A5 16 always
21 04 00 00 *safe
01 0C 80 49 -> 01 0C C0 4A always
6. after you've completed your .mrl file edits, all you have to do is replace all of the files of the mhxx weapon in Karameru (don't forget the common env files!), and save to your sd card.
The final product should look like this:
View attachment 250515
Let me know if you are able to get it to work. It's quite the chore just to do one weapon....