Kingdom Hearts Dream Drop Distance models/voices

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MayBeePah
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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by MayBeePah » Fri Feb 26, 2016 4:29 am

I'm very busy at the moment but, if you really want to know my progress...

I've built a game engine (based on Unreal Engine Source, using their core and shaders) for KHDDD,
right now It supports
: animations and cutscenes with sound
: particle effects
and reads
: state machine files (what sounds play when attacks are finished, boss attack sequences)
: save data
: meta data (where treasure chests are and what's in them, motion paths, enemy stats etc...)

I've made a debugger for citra, it creates structures related to files by finding where memory read/write's occurred...
Code that hasn't been reversed yet, I let citra handle it and return the results to my engine

When I think it's publicly usable it will be open source on github (requires you to have a uncompressed/decrypted RomFS & ExeFS of KHDDD to run it though)
The main goal of this is to allow people to create mods or custom games based on kingdom hearts gameplay, no original source of KHDDD will be used.

I'll show a video soon and please be patient, I may release it at the end of this year or sooner depending on how much time I have.

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by Azurfan » Fri Feb 26, 2016 10:19 am

That's really impressive, so you're (re-)building kind of a Kingdom Hearts engine that can be used to make your own adventures? Fantastic. :D

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by MayBeePah » Fri Feb 26, 2016 11:34 am

To clarify:

Because all the code is my own everyone can use the engine for commercial purposes, no original code used from Kingdom Hearts just based on it...
And the engine is built from scratch using Unreal Engine source as inspiration, not copy and paste. So you don't have to have an Unreal Engine license.

If you want to play KHDDD you have to uncompress and decrypt Rom/ExeFS first (no instructions will be given), and all the files will be converted to my own formats for use in the engine.
But you can definitely create your own game with it. The engine won't be related to Kingdom Hearts, just an engine to has all the gameplay elements included.

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by Gh0stBlade » Fri Feb 26, 2016 6:08 pm

MayBeePah wrote: I've made a debugger for citra, it creates structures related to files by finding where memory read/write's occurred...
Code that hasn't been reversed yet, I let citra handle it and return the results to my engine
Neat! Will this technique be compatible with other games? Are you able to release info on that?
Click the thanks button if I helped!

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MayBeePah
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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by MayBeePah » Sun Feb 28, 2016 7:53 am

Yes structures can be created for any 3ds game.

You make a breakpoint on what you want to find like "PMO" with khddd models.
When Citra accesses memory it'll find the first occurrence then a struct will be created based on how the memory was accessed and what type of Arm instruction was executed:

0x504D4F00 == "PMO"

struct S0 {
int V0_int; //cmp 0x504D4F00 to Mem[0x10AB900] = 0x504D4F00
char V1_char; //cmp 0x1 to Mem[0x10AB904] = 0x1
char V2_char; //R0 = Mem[0x10AB905] = 0x1
short V3_ short; //cmp 0x4 to Mem[0x10AB906] = 0x4
char V4_char; //R3 = Mem[0x10AB908] = 0x1
...etc
}

You still need to make sense of the data yourself, but at least you can confirm the structure of it :)

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by KeybladeCrafter » Wed Jun 01, 2016 5:51 am

I'm seeing a problem with the keyblades in Noesis. Some of the faces on the models are using the same texture for both sides of the face. The only way I've been able to make it go away is by looking at the original .obj in Noesis and flipping the Global UVs, but when I try to export (either from the preview or not), I still get the same problem.

The only reason I'm trying to export is so I can rotate the keyblades to standing up.

Before face cull toggle: http://i.imgur.com/c8qoZp9.png

After: http://i.imgur.com/GE4CQ7A.png

also, as far as I know, it only does it on the hat of All for One (w_so30), the keychain of Ferris Gear (w_so50), and the gargoyle of Guardian Bell (w_so70), and only after rotating and exporting through blender. They look fine if I just flip the UV's in Noesis, but I need them rotated to stand up.

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by Doctor Loboto » Tue Jan 31, 2017 6:57 am

So uh...it's been a while...what's the status of this project? I've been wanting to extract the model of Clopin (the Jester from Hunchback of Notre Dame) for a friend of mine for ages, but uh...I can't seem to find a means to...

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by Sora6645 » Tue Feb 28, 2017 3:02 am

is there anyone who can do a bscar tool?

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by kinlyki » Wed Jul 11, 2018 4:17 am

Does anyone have the Noesis plugin Maybeepah once posted? Cuz all of his dropbox links have been dead for quite some time.

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Re: Kingdom Hearts Dream Drop Distance models/voices

Post by kinlyki » Mon Jul 30, 2018 5:15 pm

So I used GL Intercept on Citra in the final boss battle and managed to get the REAL textures to Armored Ventus Nightmare's Keyblade.
http://www.mediafire.com/file/vmldi5ds2b...s.zip/file

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