Shenmue Modding Knowledge

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Shenmue Modding Knowledge

Postby Giorgio » Mon Feb 23, 2015 7:22 pm

SHENMUE MODDING/HACKING KNOWLEDGE

"Creating, collecting & preserving knowledge of hacking & modding Shenmue games."

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Credits:
Last edited by Giorgio on Wed Mar 21, 2018 2:48 pm, edited 1 time in total.

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Re: Shenmue Modding Knowledge

Postby Ziming » Wed Feb 25, 2015 6:12 pm

Now a sticky. Thank you Giorgio for creating this.

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Re: Shenmue Modding Knowledge

Postby Giorgio » Sat Mar 21, 2015 7:47 pm

ReeceKun wrote:In order to rip NPCs properly I'd like to find a way to spawn them and then freeze their movement completely , so I can rip them from multiple angles and recombine them in 3d.

I just accomplished the first step of what you want/described. Then, it is easy to remove the textures working as a ground/floor underneath the character's model. Optionally, it is also possible to remove the skybox (and make it appear like on the area when you are fighting the 70 Mad Angels, that is a black/void skybox).

In the future, I will provide publicly the modified MAPINFO.BIN of the Area 0000, and also (I'll try to provide) a program (with a GUI) to make the changes, of what model you want to load, automatic.

Image

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Re: Shenmue Modding Knowledge

Postby Giorgio » Fri Apr 03, 2015 8:21 am

Before it takes even longer...
Here is the modified MAPINFO, for the above mentioned need: https://mega.co.nz/#!WcJSBIBb!QE6WbUClz ... e35k_m8Wfc - Go to SCENE/01/0000 and replace the old MAPINFO with this one.

(if the link ever goes down) Here is the hex data of the modified MAPINFO:
Code: Select all
41 54 54 52 08 00 00 00 53 43 4E 33 A8 00 00 00 00 01 00 00 30 00 00 00 74 00 00 00 A0 00 00 00 00 00 00 00 00 00 00 00 30 00 00 00 A0 00 00 00 00 00 00 00 00 00 00 00 13 00 70 41 4B 49 52 50 01 73 43 00 00 00 1B 02 13 0C 00 13 00 50 01 5E 08 1B 1F 13 08 5E 08 1B 05 13 04 50 01 1B 2D 13 04 50 01 17 01 1C 00 13 04 50 01 2B 95 01 13 04 50 01 17 01 1C 00 13 04 00 FF FF FF 00 00 80 3F 00 00 80 3F 00 00 80 3F FF FF FF 00 FF FF FF 00 FF FF FF 00 FF FF FF 00 00 00 A0 41 00 00 48 44 00 00 80 3F FF FF FF FF 00 00 00 00 00 00 00 00 52 45 47 44 08 00 00 00 43 48 52 44 8A 01 00 00 43 48 52 53 00 01 00 00 48 01 00 00 23 00 00 00 49 01 00 00 04 00 00 00 32 01 00 00 19 00 00 00 00 00 80 3F 03 01 00 00 43 01 00 00 22 00 00 00 41 4B 49 52 14 00 00 00 09 01 00 00 49 00 00 00 00 00 40 C0 00 00 00 00 00 00 00 00 FE 00 00 00 03 00 00 00 05 01 00 00 E3 00 00 00 00 00 00 00 1A 01 00 00 00 00 00 00 FD 00 00 00 03 00 00 00 05 01 00 00 A8 00 00 00 00 00 00 00 A6 00 00 00 03 00 00 00 84 00 00 00 C8 00 00 00 23 00 00 00 CF 00 00 00 04 00 00 00 B2 00 00 00 19 00 00 00 00 00 80 3F 8D 00 00 00 C3 00 00 00 22 00 00 00 48 52 53 4B 14 00 00 00 89 00 00 00 49 00 00 00 00 00 40 C1 00 00 00 00 00 00 00 00 7E 00 00 00 03 00 00 00 8B 00 00 00 63 00 00 00 00 00 00 00 85 00 00 00 03 00 00 00 8D 00 00 00 30 00 00 00 00 00 00 00 2E 00 00 00 03 00 00 00 16 00 00 00 53 54 52 47 68 00 00 00 59 4B 41 5F 46 2E 4D 54 33 00 4E 5A 4D 5F 46 2E 4D 54 35 00 4F 73 61 67 65 00 46 61 63 65 00 59 4B 42 5F 4D 2E 4D 54 35 00 4E 5A 4D 5F 4D 2E 4D 54 35 00 48 75 6D 61 6E 00 50 6F 73 69 74 69 6F 6E 00 49 6D 61 67 65 00 44 65 66 49 6D 61 67 65 00 59 4B 42 5F 4D 00 4E 5A 4D 5F 4D 00 46 6C 61 67 73 00 43 68 61 72 61 63 74 65 72 00 44 49 53 50 00 50 6C 61 79 65 72 00 00 53 43 52 4C 0C 00 00 00 01 00 00 00 45 4E 44 00 08 00 00 00

Instructions:
//Nozomi Harasaki is used as an example.//
- Change (the 1 reference of) HRSK to the ID of the Character you want to load.
- Change (the 2 references of) NZM_M to the Model Name of that Character.
- Change (the 1 reference of) NZM_F accordingly. The "_F" part means this is a reference for what Face to load.
//Look in the first post for the link to "Characters Names/IDs/Models".//

Notice: It can only load models that their name ends with "_M".

Turn Ryo to the left and you will see the model that has been loaded.

A GUI program may be made in the future, but probably only if a way will also be found to load models that their name ends not with "_M", that is also for models that their name ends with "_L", "_S" et cetera.

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Re: Shenmue Modding Knowledge

Postby ReeceKun » Tue Oct 13, 2015 7:07 am

Great stuff Giorgio , I never saw these posts before, I will give this a go soon
Last edited by ReeceKun on Wed Dec 23, 2015 9:13 pm, edited 1 time in total.
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Re: Shenmue Modding Knowledge

Postby Miles Prower » Tue Oct 13, 2015 9:22 am

Cheers for hosting my character database on there - I'm glad people can use it as a resource :)

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Re: Shenmue Modding Knowledge

Postby shengoro86 » Tue Oct 13, 2015 4:52 pm

I'll be adding some new hacking techniques to the site.

Lately I have added the steps to remove the SCENE warp zones from the arcade and tomato. Seems auto doors have warp zones that wrap the entire outside perimeter of these places. Had to remove it for the v1.3 explore mod.
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Re: Shenmue Modding Knowledge

Postby ReeceKun » Wed Dec 23, 2015 6:44 pm

Giorgio wrote:
Before it takes even longer...
Here is the modified MAPINFO, for the above mentioned need: https://mega.co.nz/#!WcJSBIBb!QE6WbUClz ... e35k_m8Wfc - Go to SCENE/01/0000 and replace the old MAPINFO with this one.

(if the link ever goes down) Here is the hex data of the modified MAPINFO:
Code: Select all
41 54 54 52 08 00 00 00 53 43 4E 33 A8 00 00 00 00 01 00 00 30 00 00 00 74 00 00 00 A0 00 00 00 00 00 00 00 00 00 00 00 30 00 00 00 A0 00 00 00 00 00 00 00 00 00 00 00 13 00 70 41 4B 49 52 50 01 73 43 00 00 00 1B 02 13 0C 00 13 00 50 01 5E 08 1B 1F 13 08 5E 08 1B 05 13 04 50 01 1B 2D 13 04 50 01 17 01 1C 00 13 04 50 01 2B 95 01 13 04 50 01 17 01 1C 00 13 04 00 FF FF FF 00 00 80 3F 00 00 80 3F 00 00 80 3F FF FF FF 00 FF FF FF 00 FF FF FF 00 FF FF FF 00 00 00 A0 41 00 00 48 44 00 00 80 3F FF FF FF FF 00 00 00 00 00 00 00 00 52 45 47 44 08 00 00 00 43 48 52 44 8A 01 00 00 43 48 52 53 00 01 00 00 48 01 00 00 23 00 00 00 49 01 00 00 04 00 00 00 32 01 00 00 19 00 00 00 00 00 80 3F 03 01 00 00 43 01 00 00 22 00 00 00 41 4B 49 52 14 00 00 00 09 01 00 00 49 00 00 00 00 00 40 C0 00 00 00 00 00 00 00 00 FE 00 00 00 03 00 00 00 05 01 00 00 E3 00 00 00 00 00 00 00 1A 01 00 00 00 00 00 00 FD 00 00 00 03 00 00 00 05 01 00 00 A8 00 00 00 00 00 00 00 A6 00 00 00 03 00 00 00 84 00 00 00 C8 00 00 00 23 00 00 00 CF 00 00 00 04 00 00 00 B2 00 00 00 19 00 00 00 00 00 80 3F 8D 00 00 00 C3 00 00 00 22 00 00 00 48 52 53 4B 14 00 00 00 89 00 00 00 49 00 00 00 00 00 40 C1 00 00 00 00 00 00 00 00 7E 00 00 00 03 00 00 00 8B 00 00 00 63 00 00 00 00 00 00 00 85 00 00 00 03 00 00 00 8D 00 00 00 30 00 00 00 00 00 00 00 2E 00 00 00 03 00 00 00 16 00 00 00 53 54 52 47 68 00 00 00 59 4B 41 5F 46 2E 4D 54 33 00 4E 5A 4D 5F 46 2E 4D 54 35 00 4F 73 61 67 65 00 46 61 63 65 00 59 4B 42 5F 4D 2E 4D 54 35 00 4E 5A 4D 5F 4D 2E 4D 54 35 00 48 75 6D 61 6E 00 50 6F 73 69 74 69 6F 6E 00 49 6D 61 67 65 00 44 65 66 49 6D 61 67 65 00 59 4B 42 5F 4D 00 4E 5A 4D 5F 4D 00 46 6C 61 67 73 00 43 68 61 72 61 63 74 65 72 00 44 49 53 50 00 50 6C 61 79 65 72 00 00 53 43 52 4C 0C 00 00 00 01 00 00 00 45 4E 44 00 08 00 00 00

Instructions:
//Nozomi Harasaki is used as an example.//
- Change (the 1 reference of) HRSK to the ID of the Character you want to load.
- Change (the 2 references of) NZM_M to the Model Name of that Character.
- Change (the 1 reference of) NZM_F accordingly. The "_F" part means this is a reference for what Face to load.
//Look in the first post for the link to "Characters Names/IDs/Models".//

Notice: It can only load models that their name ends with "_M".

Turn Ryo to the left and you will see the model that has been loaded.

A GUI program may be made in the future, but probably only if a way will also be found to load models that their name ends not with "_M", that is also for models that their name ends with "_L", "_S" et cetera.


I got Santa to load he is an _L

I can re-apply the texture seperately once he is fully captured, Im also working on a method as shown to load a box in with the character so I can then use the XYZ plugin to perfectly re-allign the captured polygons

Image

Does anyone know how to change the load placement coordinates of HRSK (Nozomi as described ) OR the MAP.MT5 Box?
(It would be helpful if they were closer together, but not essential)
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Re: Shenmue Modding Knowledge

Postby Giorgio » Thu Dec 24, 2015 11:00 am

ReeceKun wrote:[...] Does anyone know how to change the load placement coordinates of HRSK (Nozomi as described ) OR the MAP.MT5 Box?
(It would be helpful if they were closer together, but not essential)

The "Analysis of a simple MAPINFO" shows how to edit the co-ordinates.

If I understood correctly, you replaced the MAP.MT5 with the (later renamed to MAP.MT5) SQUARE_S.MT5?
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Re: Shenmue Modding Knowledge

Postby ReeceKun » Thu Dec 24, 2015 1:19 pm

Giorgio wrote:
ReeceKun wrote:[...] Does anyone know how to change the load placement coordinates of HRSK (Nozomi as described ) OR the MAP.MT5 Box?
(It would be helpful if they were closer together, but not essential)

The "Analysis of a simple MAPINFO" shows how to edit the co-ordinates.

Ugghhh GUI please ! (lol I will have a go)

Giorgio wrote:
ReeceKun wrote:[...] Does anyone know how to change the load placement coordinates of HRSK (Nozomi as described ) OR the MAP.MT5 Box?
(It would be helpful if they were closer together, but not essential)


If I understood correctly, you replaced the MAP.MT5 with the (later renamed to MAP.MT5) SQUARE_S.MT5?

That is correct I replaced the 0000 area Map.MT5 (it will load any MT5)
As Ryo Loads into the Test area the box is just to his right and the character model is over to his left, The Box/Map placement should be 0.0.0
Im also trying to figure out how to change the scale of the box (but this also isnt essential)

EDIT: What I could really use is a MapInfo.bin that is able to load multiple Map.MT5, Map01.MT5, Map02.MT5 etc upto at least Map15.MT5,(I dont think any MAPs have specific placement coordinates, I think their axis is placed at 0.0.0)

I can find references of MapInfo calling to other folders to load objects but I cant find any clue as to the descriptor for what loads the first Map.MT5 or 2nd 3rd etc.

Also the MAP ID list is woefully lacking YQ14 Disc1 is The Heartbeats Alley QTE and when you replace the Mapinfo.bin you can explore BETA DOBUITA .. its pretty cool like its based in 1975
Image
Surprised this missed the Exporation Mod disc

also DNOZ -Sakuragaoka -Unknown duplicate .. Really? Noz is a pretty big clue , its where she is crying and Ryo is acting like a broken cyborg
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Re: Shenmue Modding Knowledge

Postby shengoro86 » Tue Dec 29, 2015 5:25 pm

ReeceKun wrote: Ugghhh GUI please ! (lol I will have a go)

We are too busy. Feel free to make one, however these edits are simple and quicker than using drop down boxes.


ReeceKun wrote:Also the MAP ID list is woefully lacking YQ14 Disc1 is The Heartbeats Alley QTE and when you replace the Mapinfo.bin you can explore BETA DOBUITA .. its pretty cool like its based in 1975
Image
Surprised this missed the Exporation Mod disc

I have been playing with Beta Dobuita for a couple years now. It is scheduled to be released in Version 1.4 of my explore mod. I just don't have the time or motivation to release it given some recent negative experiences in this community.


ReeceKun wrote:also DNOZ -Sakuragaoka -Unknown duplicate .. Really? Noz is a pretty big clue , its where she is crying and Ryo is acting like a broken cyborg


Yep.
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Re: Shenmue Modding Knowledge

Postby ReeceKun » Tue Dec 29, 2015 7:39 pm

shengoro86 wrote:
ReeceKun wrote: Ugghhh GUI please ! (lol I will have a go)

We are too busy. Feel free to make one, however these edits are simple and quicker than using drop down boxes.


The "Analysis of a simple MAPINFO" really doesnt show me how to edit the co-ordinates of the HRSK item since its not in the 0000 Test Area and 'Value, of what?' is repeated over and over.
A Gui that could edit the MapInfo to load multiple charaters or multiple MT5 map parts with the option of changing their XYZ location would save me a lot of time, and I have Zero knowlege of Programming so saying 'feel free to male one' sounds a little passive agressive, either way modifying the MAPINFO isn't essential for me complete my projects.
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Re: Shenmue Modding Knowledge

Postby Giorgio » Tue Dec 29, 2015 8:52 pm

ReeceKun wrote: The "Analysis of a simple MAPINFO" really doesnt show me how to edit the co-ordinates of the HRSK item [...]


Here is the relevant excerpt from the analysis:
AKIR

14 00 00 00 = value? or points to offset 108 (from F4-107 there are 3 words...)

7D 00 00 00 = points to Position

49 00 00 00 = Value, of what? (if it's a pointer, it points to offset 145)

00 00 40 C0 = value of position on the X (or maybe Z) axis {signed float value}
00 00 00 00 = value of position on the Y axis [this is the height] {signed float value}
00 00 00 00 = value of position on the Z (or maybe X) axis {signed float value}


This is the logic how to find the values:
- For example, the value (in the MAPINFO file) of the position on the X (or maybe Z) axis, is at offset 0x100 (relative to the start of the file). At offset 0x100-3 you can find 4 bytes: 00 00 40 C0. Also, relative to AKIR's reference offset, that value is at offset 0x10. Therefore, relative to HRSK's reference offset, that value is at offset 0x10 (and, relative to the start of the file, that value is at offset 0x180).

Here is a pictorial representation:
Image

The 3 words underlined with red colour are AKIR's co-ordinates. And, the 3 words highlighted with blue colour are HRSK's co-ordinates.

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Re: Shenmue Modding Knowledge

Postby ReeceKun » Tue Dec 29, 2015 10:03 pm

THANK YOU !
Image
'Nozomi in Box , Nozomi In a cardboard box'

HexEditing in general turns my brain to mush , (trying to understand what points backwards forwards bite reference garbage etc.)
I do appreciate peoples help and they will be thanked when my projects are released, Shengoro I dunno what problems youve been having with the community but your motivation should come from helping the 'Legacy Of Shenmue' for Everyone not just for nice comments. A few times now I've mentioned a few things and you have said 'Ive known about that for years' just implies that you are withholding helpful information that could be fun for shenmue fans now.

Regarding the MAPS , I can change the 0000.MAP.MT5 to any single MT5, it would be helpful (basically less time consuming) if I could load more than 1.Map.MT5 (for my uses their coordinates wouldnt need to be altered)

I'm not going to attempt to figure this out myself , It would be quicker for me to just load all the MT5s individually, than It would copying and pasting HEX and then trying to rechange all the pointers and messed up offsets. IF i wanted to create Shenmue Game Mods I would spend more time learning about MapInfos, how to HexEdit etc , but I dont.
Fun things are on the way !

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Re: Shenmue Modding Knowledge

Postby shengoro86 » Wed Dec 30, 2015 4:43 pm

ReeceKun wrote:
I do appreciate peoples help and they will be thanked when my projects are released, Shengoro I dunno what problems youve been having with the community but your motivation should come from helping the 'Legacy Of Shenmue' for Everyone not just for nice comments. A few times now I've mentioned a few things and you have said 'Ive known about that for years' just implies that you are withholding helpful information that could be fun for shenmue fans now.



Hey man sorry. I didn't mean to sound like a dick. I'm just always busy and wrote that too quickly. I apologize as now that I read what I wrote, I sound like a douche lol.

As for the hex editing, yeah it can be kind of crazy at first but it becomes clear once you do it a lot.

ReeceKun wrote:
A few times now I've mentioned a few things and you have said 'Ive known about that for years' just implies that you are withholding helpful information that could be fun for shenmue fans now.


For a long time, I wasn't updating any of the work I was doing as it was during my primordial days of Shenmue modding. Yeah those comments I make sound shitty. I apologize for that too.

Life hasn't been too kind lately and I have just been a sour dick for the past year. I'll try to be more helpful from here on.

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