Author Topic: **da quesion  (Read 8123 times)

Izban

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**da quesion
« on: 2006-02-20 03:07:08 »
has anyone gone and tryed to modify the **da files in association with battle models if not what should i use to try and do it

Midgar

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**da quesion
« Reply #1 on: 2006-02-20 03:45:20 »
Numerous people have done that. They have changed them to Sephiroth, Vincent (before Hojo), and many more characters.

Izban

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**da quesion
« Reply #2 on: 2006-02-20 11:38:08 »
the ** da is the animation file i think i want to be able to modify there animations so they stand different or say attack different ie new limit animations

L. Spiro

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**da quesion
« Reply #3 on: 2006-02-20 14:32:33 »
You can’t.


L. Spiro

Izban

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**da quesion
« Reply #4 on: 2006-02-22 11:40:20 »
is that a not yet "you can't" or a not ever you can't

L. Spiro

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**da quesion
« Reply #5 on: 2006-02-22 12:19:54 »
No tools have been written to unpack, modify, and repack those files.


L. Spiro

Izban

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**da quesion
« Reply #6 on: 2006-02-22 13:01:39 »
has anyone tryed to hex map them yet

Alhexx

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**da quesion
« Reply #7 on: 2006-02-22 14:13:10 »
Quote from: Munemasa
is that a not yet "you can't" or a not ever you can't


It's a "not yet".
Everything is possible, however, the DA format has not been hacked completely, we're not even able to decode them completely.
However, I'm currently working on that, but you'll have to give a few months time for that...

 - Alhexx

Izban

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**da quesion
« Reply #8 on: 2006-02-22 14:33:33 »
well until then i think ill just stick to making new characters using old animations and update them when animations can be made

L. Spiro

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**da quesion
« Reply #9 on: 2006-02-23 03:18:57 »
http://forums.qhimm.com/viewtopic.php?t=4318

It is correct that not ALL of the file format is decoded.
There are small sections (11-byte chunks or whatever size) spread throughout the files that I did not find a need to decode.  They could be anything but they are easy to decode.

Alhexx, if you are working on decoding these, I can drop you some hints via PM.
Otherwise, the other parts of the files have already been decoded 100%.



L. Spiro

Izban

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**da quesion
« Reply #10 on: 2006-02-23 10:03:34 »
have you found the frame start/end points or the rotational data for frames because that may be enough to change it

Alhexx

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**da quesion
« Reply #11 on: 2006-02-23 17:42:48 »
L. Spiro:
Thanks. But for now, I will have to talk to some other people who will be involved in that project. Battle Animation is one of the last thing I will need to take care of.

 - Alhexx

L. Spiro

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**da quesion
« Reply #12 on: 2006-02-24 01:50:42 »
Munemasa, did you actually visit the link I gave and download the PDF/DOC?


L. Spiro

Izban

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**da quesion
« Reply #13 on: 2006-02-24 12:41:04 »
yes but i didnt under stand most of it i have porly english but it is enough to read most things

L. Spiro

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« Reply #14 on: 2006-02-24 14:56:59 »
The first step towards achieving your goal is to become qualified to do so.
I am not expecting you to use the information to make a program to edit the animations, but the document explains how much is decoded to give you an idea of what could be made.

As far as actual movement is concerned, animations are decoded 100%.


L. Spiro

Izban

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« Reply #15 on: 2006-02-25 02:23:22 »
i think ill just wait till someone makes an app which can change animations and do it then
because im not so good at programing in anything but qbasic and i dont really have the time to learn anything major like assembler or C++