UPDATE: MOD ACCOMPLISHED Shenmue Forklift Mod

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Re: Shenmue Forklift Mod - Solution Inside

Postby shengoro86 » Thu Jul 24, 2014 10:03 am

Yeah I believe so as well.

Right now im going through the mapinfo to see where the forklift references are.

It could be as simple as just leaving a block of hex in the map info when replacing pre-ECAM code.

I believe I literally overwrote the forklift.

When you copy the D000 files over to the MA00 folder, you dont really overwrite much. So I'm guessing we can fuck with the mapinfo to make it reference both D000 and MA00 assets before the mapinfo hits that ECAM line.
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Re: Shenmue Forklift Mod - Solution Inside

Postby Fenix » Fri Jul 25, 2014 8:58 am

I'm not sure if this will help but when you change the info with the hex you can have an error if you COPY the code to the desired scene. What you have to do is change the original with the modified scene. Not sure if you know what I'm saying.
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Re: Shenmue Forklift Mod - Solution Inside

Postby shengoro86 » Fri Jul 25, 2014 10:57 am

I got you no worries.

I am using MA00 as my source and D000 as my "hex repo".

I am editing MA00 with stuff from D000.
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Re: Shenmue Forklift Mod - Solution Inside

Postby shengoro86 » Tue Jul 29, 2014 10:43 am

I DID IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I literally just got it to work.

Here is a snapshot. Video to follow.

Image

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Re: UPDATE: MOD ACCOMPLISHED Shenmue Forklift Mod

Postby BlueMue » Tue Jul 29, 2014 10:56 am

Congratulations for finally cracking it, awesome! Can't wait to try this out!

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Re: UPDATE: MOD ACCOMPLISHED Shenmue Forklift Mod

Postby shengoro86 » Tue Jul 29, 2014 11:05 am

Thanks! It still has a ton of problems but now I know how to actually get the forklift going.

This is only a prealpha.
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Re: UPDATE: MOD ACCOMPLISHED Shenmue Forklift Mod

Postby Master Kyodai » Tue Jul 29, 2014 11:51 am

Wow, looks like loads of fun. Definitely looking forward to trying it out. ^^
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Re: UPDATE: MOD ACCOMPLISHED Shenmue Forklift Mod

Postby ShenSun » Tue Jul 29, 2014 12:44 pm

Hahaha, you legend James, you finally did it! Congrats man. Can't wait to try this out.

Great work :)
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Re: UPDATE: MOD ACCOMPLISHED Shenmue Forklift Mod

Postby shengoro86 » Tue Jul 29, 2014 2:21 pm

Thanks for the nice words everyone.

I wont be releasing it until its a little more polished. Right now its using fused maps so Dobuita contains the clipping for the harbour race and some of the buildings lol.

I'll be uploading footage very soon to youtube.com/lordcanti
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Re: UPDATE: MOD ACCOMPLISHED Shenmue Forklift Mod

Postby C.. » Tue Jul 29, 2014 6:33 pm

Congrats on the mod James, your perseverance and countless hours of work made this possible.
Thanks dude.

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Re: UPDATE: MOD ACCOMPLISHED Shenmue Forklift Mod

Postby shengoro86 » Wed Jul 30, 2014 9:38 am

C.. wrote: Congrats on the mod James, your perseverance and countless hours of work made this possible.
Thanks dude.


No Thank you!
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Re: UPDATE: MOD ACCOMPLISHED Shenmue Forklift Mod

Postby shengoro86 » Wed Jul 30, 2014 10:07 am

Video!

phpBB [video]

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Re: UPDATE: MOD ACCOMPLISHED Shenmue Forklift Mod

Postby shengoro86 » Thu Jul 31, 2014 9:44 am

Hi Everyone,

To be transparent, here is the baseline method to getting the forklift to work.

VERY MESSY METHOD:
Open both /SCENE03/D000/MAPINFO.BIN & /SCENE03/MA00/MAPINFO.BIN in a hex editor.

Search for "ecam" without the quotes in MAOO/MAPINFO.BIN copy all of the hex after it till the end of the file.

Search for "ecam" without the quotes in D000/MAPINFO.BIN and paste the copied hex directly after the ecam line, overwriting what was there. Make sure no post ecam D000 hex is there before you paste or else you'll break the CRC and the map will fail to load.

In BETA Shenmue, in the debug menu, load D000 SCENE 03 ENTRY Point 99

This will grant you the forklift race in a broken dobuita.
ENTRY 01 - 03 will bring u to Mark's forklift introduction but the game will crash.




CLEAN METHOD:
Do the same ecam swap BUT, only take the lines that contain "FORK". Look for zeroed out hex lines to find the end of called variables. Swapping these into the right framework locations in D000 will give you native forklift support in the engine in Dobuita.
Sounds simple but it really isn't. The hard part is knowing where to put the forklift variable calls within the D000 framework. Im almost there with this method. I have two vars left.

If you do it this way, the game will think you started the afternoon shift and you will be on the forklift for a period of time but in a perfect Dobuita.

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Re: UPDATE: MOD ACCOMPLISHED Shenmue Forklift Mod

Postby Fenix » Thu Jul 31, 2014 11:51 am

Hahaha, that's amazing. I knew you'll make it.
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Re: UPDATE: MOD ACCOMPLISHED Shenmue Forklift Mod

Postby Ryo_Hazuki--san » Thu Jul 31, 2014 3:32 pm

LOL you did it! nice more screens please i want them as my wallpaper for my mac ;)
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