All right, I'm going to say right now I feel pretty silly going into this.
i'm nuts ):
Compared to most of the big-league coders on this site I'm a script-kiddie in comparison, but uh - just bear with me. You know the Brawl texture-hacking projects? This is pretty much the same thing.
I've been looking through the files of Naruto: Gekitou Ninja Taisen EX3. Shonen Jump, Kishimoto or whoever is really intent on having Takara Tomy churn out as many of these games as they can in the shortest time possible. Luckily, Takara Tomy's got a pretty flawless formula going on with the games but I'm not here to talk about the gameplay - I wanna talk about the menus.
If you're familiar with the games, you have...well, the character select:
it's from EX2, but in terms of the UI they're pretty much the same game lol.
You can breathe a sigh of relief if you thought I was going to suggest changing the characters to their PTS forms or something
Character models, textures etc. are stored in .fpk files, a format exclusive to Eighting games...actually, fun fact: The Naruto games are based off of the Bloody Roar engine.
I'm getting off track, anyway -
I ripped these from the game yesterday - and it was rather painless, actually.
They were extracted from a .brtex file. The reason why they have no color data is because that's stored in a .brplt file.
There's some sort of loopy setup within the Naruto games (including Revolution and Revolution 2)...uh, whatever, I'll just continue.
Both files are simply relabeled .brres files. That's right - opening the file in a hex editor reveals the first four bytes are "bres" archives (ok, missing a letter, whatever). Inside .brtex are .tga (.tpl?) files. Inside .brplt are .pl files.
So, hypothetically speaking the Syntax Error process of working with Brawl victory portraits (extracting the .tgas from .brres format, remolding them in Photoshop and then reinserting it into the .brres archive) should work here.
Most of Gekitou Ninja Taisen EX3's menus are made up of textures. Really, a simple GNTEX3 texture hack is all it would take to translate the GUI.
Of course, this isn't counting the menu scripts (you know, at the main menu that tells you what to do once you click on an option...which, that itself I believe can be done by swapping the fontfaces from CON Revolution, OR it's simply a UTF-8 text format)
I've got this hunch that it can be done in the same way as Brawl character texture hacking, but loads simpler [since we, you know don't have to retexture a character and 3D map].
If I could actually get some people to help me out on this, this would be
it'd be the first Wii translation hack lol
i'm nuts ):
Compared to most of the big-league coders on this site I'm a script-kiddie in comparison, but uh - just bear with me. You know the Brawl texture-hacking projects? This is pretty much the same thing.
I've been looking through the files of Naruto: Gekitou Ninja Taisen EX3. Shonen Jump, Kishimoto or whoever is really intent on having Takara Tomy churn out as many of these games as they can in the shortest time possible. Luckily, Takara Tomy's got a pretty flawless formula going on with the games but I'm not here to talk about the gameplay - I wanna talk about the menus.
If you're familiar with the games, you have...well, the character select:
it's from EX2, but in terms of the UI they're pretty much the same game lol.
You can breathe a sigh of relief if you thought I was going to suggest changing the characters to their PTS forms or something
I'm getting off track, anyway -
I ripped these from the game yesterday - and it was rather painless, actually.
They were extracted from a .brtex file. The reason why they have no color data is because that's stored in a .brplt file.
There's some sort of loopy setup within the Naruto games (including Revolution and Revolution 2)...uh, whatever, I'll just continue.
Both files are simply relabeled .brres files. That's right - opening the file in a hex editor reveals the first four bytes are "bres" archives (ok, missing a letter, whatever). Inside .brtex are .tga (.tpl?) files. Inside .brplt are .pl files.
So, hypothetically speaking the Syntax Error process of working with Brawl victory portraits (extracting the .tgas from .brres format, remolding them in Photoshop and then reinserting it into the .brres archive) should work here.
Most of Gekitou Ninja Taisen EX3's menus are made up of textures. Really, a simple GNTEX3 texture hack is all it would take to translate the GUI.
Of course, this isn't counting the menu scripts (you know, at the main menu that tells you what to do once you click on an option...which, that itself I believe can be done by swapping the fontfaces from CON Revolution, OR it's simply a UTF-8 text format)
I've got this hunch that it can be done in the same way as Brawl character texture hacking, but loads simpler [since we, you know don't have to retexture a character and 3D map].
If I could actually get some people to help me out on this, this would be
it'd be the first Wii translation hack lol