Hacking Digimon Adventure [PSP]

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Hey how is it going looking forward to this played the game all the thu but it would be nice to understand it better then I do now keep up the work and thank you for the time you put on it
 
Hello everyone, I'm translating this game to Brazilian Portuguese, and wanted to know if they could talk as I convert the size back to Original.
 
Hi, I just finished the game (version 1.2) using this guide here: https://gamefaqs.gamespot.com/psp/681544-digimon-adventure/faqs/66318


Thanks for the hard work, a really long (and satisfying) game and the only bad thing is the repetitive dungeon after "Our War Game" ended.


Here are some visual/text bug that I found:

1. Yamato on the right keep walking to the left during cutscene:
cvn28m9.jpg


2. I don't know if this is the guide's fault or not, but after answering all 3 questions correctly, Koushiro says that I made a mistake:
0hysbgu.jpg

The guide itself is not perfect, for example when it says "If you want some more EXP, go inside the cave" there is actually a a rank up between Hikari and Takeru inside that cave.

3. This is the only typo that I found in the game:
hBQZhGg.jpg

"gong" should be "going"

4. This is similar to the first bug, Agumon on the left keep walking to the right during cutscene:
e34mv91.jpg


Thank you for all the team member of this fans translation. :)
 
Last edited by Sabil,
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I'm trying to extract some of the models from the game but I'm not quite sure what I'm supposed to do after extracting the CPK file as all of the resulting files have no file extension and can't be read by Gitmo
 
I'm trying to extract some of the models from the game but I'm not quite sure what I'm supposed to do after extracting the CPK file as all of the resulting files have no file extension and can't be read by Gitmo
Open it in a hex editor and figure it out by the magic word.

If you want to get serious into reverse engineering, this is always the requirement. You need to think on your own because not always will a solution be present.
 
hi i know its a very old topic, but cant find any information on the internet these days.
The first post tells how to do unpack, great, so, first i used "Cri_Packed_File_Maker" to unpack, then quick bms with the script "awb_afs2.bms" to get the music files already in wav format that plays normally on any music player. But how can i repack this back into the "ID03693" and repack it again into the iso? the post says "using the same tool" but, how? (sorry my bad english, not my born language)

I just trying to create a mod switching the game music to the anime soundtracks

Screenshot_1.png
 
Last edited by LudoZX,
Really not sure why everyone was so afraid to talk about this game getting some dubbed love in the form of mods after reading many pages in this thread... but ok? lol? Anyway, did anyone actually attempt or finish such a thing? Cause id love to make a dubbed variant of the game at the very least in the form of like digi evolutions for the main cast and their attacks. And some of the popular digi villains in the series. If anyone would like to help, lmk

I have a very good process how to find audio files too, guys. I use something called Sononym. If you extract all audio from the game, massive I know, and put it in a single folder. Drag that folder into Sononym and let it analyze it for a bit. Once its done, you can feed any sound played from the game... lets say your recording right? Make sure you get it CLEAN no music in background or SFX if you can help it.

So like Agumon using Pepper Breath. Then drag that line into Sononym and it will VERY HIGH LIKELIHOOD show you the EXACT audio compared file with highest probability of similarity. Its such a great tactic. I use it for various projects ive worked on.
Post automatically merged:

Update from last night too. I tweaked the game's outer files with a new preview audio that plays when hovering over the iso (on PSP not sure if PPSSPP has this feature like regular PSP's have) and I gave the game a new icon. For the preview of the game I chose the OST Departing to the Server lol. Sounded so good when testing. Great choice. Now I gotta learn how to repack the actual music IN GAME then ill test a character like Agumon's in battle attack voice lines!
 

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Last edited by Slade_Wind,
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Made a nice little USA version of the game so far. Changed the game's preview icon, install data icon, new data icon to the English logo, the preview music as mentioned in the above post, and I renamed all the kids to their dub names (Yamato=Matt, Jou=Joe, Taichi=Tai, etc.), a few Digimon (Piyomon=Biyoman, Tailmon=Gatoman... and seriously the dub name for Gatomon is so much better. Tailmon? Like really? Get outta here... lol) across the text boxes and episode recap summaries. I started to edit the story, but quickly lost interest over how daunting and impractical it is to do so with a hex editor. If I could manage to do the editing through Falo's tool I will as it seems much easier to keep tabs where line breaks would happen and stuff, but for some reason the tool can only unpack the story .bins not open and edit them.

In case anyone in the future wanted to know since it was never fully explained on here and I spent hours scouring every comment and trying to figure it out on my own, I believe all the story bin files go from ID03520 - ID03622. Then there are like 6 useless ID files to the naked eye when opened with a hex editor before the .bins containing the pmf's (videos and such) begin.

Music was easy enough to mod too, but does anyone have a clue why the audio in the 3840 file wasn't changing? I dubbed a few Agumon attacks as a test. Converted the wavs to at3, compressed at 32 bitrate, said it reimported the 4 files back into the afs2 file no issues. I even unpacked right after to confirm they were in there, albeit showing up as dat files, but went in and in game the lines were still in Japanese...
 

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Last edited by Slade_Wind,
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Thanks, Slade.

Now im with other problem. In the post is stated that "ID03840.afs2" have 10.000 Sound Effects/Voices, but i heard every file and it dont have any sound effect. All of the 10k are only voice actings. I tried to find where is the SFX stored, but no sucess.
So i deleted every ID file that was identified by the post, an tested a few other with the bms script, no sucsess and now im here with 250 files that is 97kb or less. Can it be the SFX files?
 

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