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PostPosted: Thu Mar 08, 2018 6:54 pm  Post subject: successfully modded SSX 3 using GCRebuilder  
Joined: Sun Jan 14, 2018 5:37 pm
Rank: Sensei
You read that right. Using a tool called GCRebuilder, I managed to add lots of dialogue and background music to Radio BIG, but only on the GameCube version.

SSX 3 actually stores various scripts in .inf format, allowing me to edit them with Notepad. Through trial and error, I managed to edit those files and add various "tracks" to Radio BIG. Such tracks include DJ Atomika's voice-overs, background music loops, and the title screen music.

There's only one problem - adding them to a custom tracklist doesn't fully work. Atomika doesn't say the song title since they were never meant to be played this way. Also, the track never plays during events.

However, the blue "song card" does appear when the track plays as intended. It does not have a name, album, or artist, but I gave it those things and it looks really cool in-game.

I would mod the game more, but most of the files are in the .big format, and I don't know how to use those.

I know I'm not allowed to upload entire ISO files, but can I share the modified .inf file and a link to the program I used? This is too cool and everyone needs to see this.


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PostPosted: Thu Mar 08, 2018 11:59 pm  Post subject: Re: successfully modded SSX 3 using GCRebuilder  
Joined: Sun Jan 14, 2018 5:37 pm
Rank: Sensei
So I found a program that extracts .big files, but I can't seem to do anything with the files inside them. The .bnk files can't be converted like normal, so I'm stuck. There are also .gsh files that seem to be useless.


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PostPosted: Sun Mar 25, 2018 2:16 pm  Post subject: Re: successfully modded SSX 3 using GCRebuilder  
Joined: Fri Mar 10, 2017 3:58 pm
Rank: Newbie
in my own time, i've also recently found that a few of Tricky's files are stored as .inf's and can be edited in notepad (only on GC, using the same tool as you). for example, i've made it so that in Garibaldi you can hear the song usually exclusive to Untracked, Finished Symphony. also moved Mesablanca's Top Bomb to Alaska.

there are mostly audio-related mods to be made through these .inf's. it might be possible to do things like make the crowd chant for mac even if you play as, say, brodi.

haven't done much outside of that, but i've noticed a few things that i don't think have been explained yet, such as something frequently referred to within the files called ssxfe, which often is shortened to "FE". i haven't really found any leads on what ssxfe could be, or if it has any significance in the game running. there's also things like the "Big Air Dome", which makes me think it's an alternate name for a course, or some unused course kept within the game files.

if anyone else wants to try breaking down these older games in GCRebuilder, it could be a big help in figuring out what each bit of the game does, and may just lead to finally being able to open those damn .big files that have most of the game confined within themselves.


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PostPosted: Fri Mar 30, 2018 10:07 am  Post subject: Re: successfully modded SSX 3 using GCRebuilder  
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Joined: Fri Sep 24, 2004 7:06 am
Rank: Master
Location: Inside Kaori
PSN: jonipooon
Would be awesome if you could extract a few voice samples of DJ Atomika and upload them.

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PostPosted: Sat Mar 31, 2018 11:58 am  Post subject: Re: successfully modded SSX 3 using GCRebuilder  
Joined: Sun Jan 14, 2018 5:37 pm
Rank: Sensei
Kelecat, you're the whole reason I got into GCRecuilder. I saw that music mod for Tricky. Where are those supposed level files? I never saw a "Big Air Dome" before.

Also, I have extracted the .big files, and I found early names for the riders in SSX 3. For example, Nate Logan was known as "Rocco". I have found audio files, but they are in .bnk format. I've tried .bnk converters, but it says they aren't .bnk files. Strange.


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PostPosted: Mon Apr 02, 2018 12:34 pm  Post subject: Re: successfully modded SSX 3 using GCRebuilder  
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Joined: Fri Sep 26, 2003 9:49 am
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Location: P-Town in da NW
XBL: gondeeSSX
PSN: gondeeSSX
ooh, this is cool. I would have loved a utility like this to be available a while ago. Keep up the exploring. :woot

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PostPosted: Tue Apr 03, 2018 12:40 am  Post subject: Re: successfully modded SSX 3 using GCRebuilder  
Joined: Fri Mar 10, 2017 3:58 pm
Rank: Newbie
I believe I found the Big Air Dome while browsing through the game in a hex editor. Since that is the case, I have no idea where it is or what it points to, just that it's in there and supposedly had some importance.

In other news, I found the .inf file that includes all the details on each song in Tricky, including the BPM and other various factors. Just for fun, I doubled the value of the BPM and started up the game. The music itself was untouched, but the rapping that plays when you get full boost went twice as fast. These are a good start, but I'm just wondering how to open the .big files so I can dig deeper.


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PostPosted: Thu Apr 05, 2018 12:38 am  Post subject: Re: successfully modded SSX 3 using GCRebuilder  
Joined: Sun Jan 14, 2018 5:37 pm
Rank: Sensei
I already did open the .BIG files. I said that in both of my posts. Use FinalBIG. It crashes sometimes, but it works. I found early names for the SSX 3 riders.

According to the extracted .BIG files, the early names for the SSX 3 riders are:

Rocco (Nate Logan)
Grommet (Griff)
Deiter (Viggo)
Arielle (Allegra)

The other riders don't have early names since they were in the previous 2 games.

I also found that certain game audio clips are treated as songs internally. These are the songs and their names:

Character Select
Character Tune
Peak 1 Hub Spoke
Peak 2 Hub Spoke
Peak 3 Hub Spoke
Peak1Amb (Peak 1 Ambience)
Peak2Amb (Peak 2 Ambience)
Peak3Amb (Peak 3 Ambience)
Peak Transitions
Map Screen

These songs have "ADDTOFE = 0" added to their code. By setting it to 1, the "song title card" appears whenever that audio starts playing. They do not have names, but adding those lines makes them appear on the song title card. They can even be added to playlists - unfortunately they don't play and the music stops. I'm assuming I didn't set a value correctly, but they were never meant to be viewed this way.

That's all I've found so far.


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PostPosted: Thu Apr 05, 2018 8:58 am  Post subject: Re: successfully modded SSX 3 using GCRebuilder  
Joined: Fri Mar 10, 2017 3:58 pm
Rank: Newbie
I had no idea FinalBIG worked. I remember trying to use it myself and not being able to do anything with the .big files I had. Guess I should have been more persistent and tried different approaches!


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PostPosted: Thu Apr 05, 2018 12:48 pm  Post subject: Re: successfully modded SSX 3 using GCRebuilder  
Joined: Sun Jan 14, 2018 5:37 pm
Rank: Sensei
If it detects files named with an asterik (*) inside the archive, it will crash when extracting it. You can get around it by deleting those files from the archive. Certain archives have only those files, so all hope is (probably) lost for those archives.


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