Page 7 of 22
Re: [PC] Devil May Cry 4
Posted: Thu Aug 06, 2009 3:05 am
by magnum
I'd be willing to help too if you're willing to share the source. I managed to decipher the SF4 format, including the skeleton, and I noticed the face indices are stored in the same fashion for this game, so there might be other similarities that I can help with.
Re: [PC] Devil May Cry 4
Posted: Thu Aug 06, 2009 11:20 am
by shekofte
MASTER Surveyor , magnum
working on skeleton is awesome !
I follow your progress avidly
Surveyor it is an exclusive converter !

Re: [PC] Devil May Cry 4
Posted: Thu Aug 06, 2009 11:23 am
by shekofte
post repeated with my mistake ! sorry
Re: [PC] Devil May Cry 4
Posted: Thu Aug 06, 2009 2:24 pm
by revelation
I plan on looking into these formats as well when i get the chance. Still finishing up some things on FFX, RE4, and MGS2 at the moment though (and have a few others i still want to get to as well). I may take a break from those and see what i can find. Should also be able to help verify some things once i get to stepping through the actual executable code (assuming the assembly isn't too convoluted). Will have to see how things go once i get to it.
Let me know if there is anything i can help with in the meantime.
Re: [PC] Devil May Cry 4
Posted: Sat Aug 08, 2009 12:15 pm
by Surveyor
Krysia wrote:Will this viewer allow to make any changes or it is just for preview purposes?
preview only! changes may be made under your favorite 3D modeler once we can inject those files back to the .arc files.
Krysia wrote:I've noticed that in one file, for example,
the face has no texture coordinates and the eyes and mouth have proper coordinates.
and here I thought I completely fixed this problem, can you tell which files present this issue so I can take a look?
Magnum: your trick on fixing the backface issue is most welcome and I'm happy to plug it into my program. Now with this trick you must unckeck the Normals and Unify boxes. You'll find the updated model converter attached below!
Magnum, poly! you see I definitely need your help on those skeleton data and I'll soon post the source code, It's nice to see some people willing to help for the sake of the community!!
Re: [PC] Devil May Cry 4
Posted: Sat Aug 08, 2009 12:19 pm
by Surveyor
And here are today's main news: I now completed a PLA file decompiler for you to try, PLA files stand for "play" which means they hold all the gameplay data like how many orbs are in those breakable objects, how the enemies behave, ... the decompiler will show a humanly readable interpretation of these binary files.... just give it a try and feel free to comment out... for now the program only plots the data into the screen, later I'll make plot them into a separate text file!!
SDL, XFS and CFG files will be next !!!
Have fun!!
Re: [PC] Devil May Cry 4
Posted: Sat Aug 08, 2009 12:55 pm
by chrrox
I have gotten the files injected back into the game

If you want to have the game load any .mod file open the arc file containing the .mod
take note of the path.
now change anything about the path so if it said \stage\ change it to \stag1\
now the game will no longer look in the arc file
but instead it will look for the uncompressed file in the location you changed
\nativepc\stage\xxx.mod
here is a video of it in action I can explain the process in detail if needed.
http://www.youtube.com/watch?v=b16UVOEQazk
and here is a video guide for the arc edit just replace the trexture mod with replacing the actual .mod files.
http://www.youtube.com/watch?v=5_Mu_TwonaA
Edit*
How are you getting the file extension names out of the numbers they have listed the only way I could do it is bye making the game throw an error saying it coul dnot find the file or looking at the first 3 letters of the header in hex.
Re: [PC] Devil May Cry 4
Posted: Sat Aug 08, 2009 2:42 pm
by Krysia
Surveyor wrote:Krysia wrote:I've noticed that in one file, for example,
the face has no texture coordinates and the eyes and mouth have proper coordinates.
and here I thought I completely fixed this problem, can you tell which files present this issue so I can take a look?
It looks that your latest modifications to the exe fixed the problem so great thanks to you

Re: [PC] Devil May Cry 4
Posted: Sun Aug 09, 2009 6:00 pm
by poly
Surveyor wrote:Magnum, poly! you see I definitely need your help on those skeleton data and I'll soon post the source code, It's nice to see some people willing to help for the sake of the community!!
We are both ready when you are!
Re: [PC] Devil May Cry 4
Posted: Mon Aug 10, 2009 10:26 am
by Surveyor
chrrox wrote:I have gotten the files injected back into the game
Chrrox what you did here is amazing!! (i didn't watch the videos btw) since I spent many hours trying to inject the files into the .arc without much success and now you did it!
we are in the right direction aren't we !?
I'll post the file extensions used by the game later!!
poly wrote:We are both ready when you are!
here you go, the source code!!
Have fun!
Re: [PC] Devil May Cry 4
Posted: Mon Aug 10, 2009 10:29 am
by Surveyor
And here's also the PLA decompiler that will this time plot the data into a separate text file. let me know if there are bugs or something or if you want the source code for this one.
Re: [PC] Devil May Cry 4
Posted: Tue Aug 11, 2009 1:47 pm
by Surveyor
Here are the different files used by the games (dmc4/LP), those numbers are found in the arc header, I hope this help you out!!
GRAPHICS
0x3CAD8076: texture file (TEX)
0x27CE98F6: cubemap textures (RTX) used for envmaps and mirrors
0x1041BD9E: model (MOD)
0x234D7104: model (CDF)
0x139EE51D: actor motion (LMT)
0x264087B8: facial animation event (FCA)
0x4F6FFDDC: facial pattern event (FCP)
0x55A8FB34: .anm file for HUD drawings (header: binary)
0x34A8C353: .spr_map sprite layout for HUD, header: XFS
0x4E32817C: shader file (BFX)
COLLISION
0x11C82587: collision om file (OBJA)
0x1D35Af2B: collision2 om file (same filename as above) (HIT)
0x3900DAD0: map collision file (SBC1) found on stages with 2 names: ataris and tamas, ex: s205 -> ataris205 and tamas205
EFFECT
0x03FAE282: effect1 (EFA)
0x528770DF: effect2 (EFS)
0x482B5B95: effect3 (ESL)
0x21034C90: xml effect (ARCS)
0x44E79B6E: event1 (SDL)
0x5EF1FB52: event3 (LCM)
HAVOK
0x6C3B4904: HAVOK link collision file, header: XFS
0x57BAE388: HAVOK constraint file, header: XFS
0x5435D27B: HAVOK file, contains nothing but padding, no header
0x1AEB54D1: HAVOK vertex file, xml based, only 2 of them in the whole packages!
0x3C3D0C05: png format HUD files, but something else for stages, HAVOK related, header: 0x75e0e075
SOUND
0x33AE5307: sound (SPAC)
0x29948FBA: sound (DNRS)
0x6C1D2073: sound (SREQ)
0x3821B94D: sound (Ogg) used for musics, ambient sounds and character voices
0x07D5909F: sound (STRQ)
0x2E47C723: sound (XFS)
0x7A038F4C: .rev_win sound, header: XFS
0x094973CF: .scs sound, header: SCST
0x340F49F9: .sds sound, header: SDST
0x3D007115: .spc sound, header: WED
0x5A3CED86: .srd sound, header: RRD
0x48459606: .srq sound seq_bgs file, header: seq0
MISSION
0x338C1FEC: mission tool 1, header: XFS
0x54503672: mission tool 2, header: XFS
0x0D3BE7B5: mission tool 3, header: XFS
0x652071B0: mission tool 4, header: XFS
0x71D6A0D4: mission tool 5, header: OSF
0x2B93C4AD: mission route file, header: XFS
Re: [PC] Devil May Cry 4
Posted: Tue Aug 11, 2009 8:05 pm
by chrrox
One Thing I noticed are xfs Files are not really ending with an extension .xfs.
If you use the resident evil 5 benchmark there are .xfs files that when removed complain about different extensions like .jcl and some other weird ones.
you can tell what it is meant to be as most of the xfs files are inside a folder that is the same as the extension name.
so to have the game load new content.
Step1.
Extract the 2 arc files you want to do the model swap or file swap with into a folder.
Step2.
Open the arc file containing the content you want to modify and locate the location in the file table
Ex. \NativePC\Dante\pl0100 (not a real file)
Step 3 Change the name to anything else it does not matter
Ex \Native99\Dante\pl0100
Step4
Now the game will look for pl0100.mod in the original location of
\NativePC\Dante\pl0100.mod
Step5
Place your modified or another .mod file in that location and rename it to pl0100.mod
Step6.
Start the game and it will load your new file
If there are any questions let me know and ill explain it better.
Re: [PC] Devil May Cry 4
Posted: Wed Aug 12, 2009 10:58 am
by Surveyor
I'll try your method as soon as I get my hands on a computer that supports pixel shader 3.0, right now the two (very old) computers I have can barely run a hex editor + 3ds max + visual c++ at the same time!!
ok, thanks chrrox!
Re: [PC] Devil May Cry 4
Posted: Wed Aug 12, 2009 4:00 pm
by pixellegolas
just wanted to say that I like this thread because of the info but mostly it's really nice to people actually helping eachother. Often it seems like people are doing their own stuff but here it's a pure collab

Just like street fighter seems to be evolve through people helping eachother very much