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Help to create a script to Marvel Ultimate Alliance 3 files


Charsles
Go to solution Solved by Rabatini,

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I decided to try to make mods for MUA3 after i mess with the game files, i did some files swaps and everything works ''fine'' as you can see here

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But i want to go beyond and actually make mods for the game but i searched the whole internet and tried multiples tools to extract the games files but it just don't work. Can someone help me to create an tool that it can read/export and import the game files?

The game is from Koei Tecmo, Data files are in .Bin/.Bin.ZL_ format, models are in mdl.bin.ZL_ format, animations are in mot.bin.ZL_ format and textures are in .g1t.ZL_ format.

Like i said before, i tried to use multiples tools and script to try to read the game files but it just don't work. Probably because of the .ZL_ thing, but even renaming the file it just don't work.

 

PLEASE, HELP MEEEE.

I will be providing the game files in here in case someone decide to give a try

https://www.mediafire.com/folder/6vdnjclp82qwl/MUA3files

Edited by Charsles
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Try this in quickbms.

 

#MARVEL ULTIMATE ALLIANCE 3

# Define the log file name and file extension
get OUTPUT_FILE basename       # Get the base name of the file
get TotalLength long           # Get the total length in long
putvarchr MEMORY_FILE TotalLength 0  # Store the total length in MEMORY_FILE
log MEMORY_FILE 0 0            # Create a log of MEMORY_FILE from start to end
append                         # Append to the log

Do
    get ChunkLength long       # Get the length of the current chunk
    SavePos OFFSET             # Save the current position
    clog MEMORY_FILE OFFSET ChunkLength 10000000  # Copy the current chunk to MEMORY_FILE
    math OFFSET + ChunkLength  # Update the OFFSET position
    goto OFFSET                # Move to the new OFFSET position

    get ChunkLength long       # Get the length of the next chunk
    goto -4 0 SEEK_CUR         # Move back 4 bytes to correct the file position
While ChunkLength > 0          # Repeat until the chunk length is 0

append                         # Append to the log again

get MEMORY_SIZE asize MEMORY_FILE  # Get the total size of MEMORY_FILE
log OUTPUT_FILE 0 MEMORY_SIZE MEMORY_FILE  # Create the final log of OUTPUT_FILE with MEMORY_FILE size

 

MVA3.zip

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Posted (edited)

 

2 hours ago, Rabatini said:

Try this in quickbms.

 

#MARVEL ULTIMATE ALLIANCE 3

# Define the log file name and file extension
get OUTPUT_FILE basename       # Get the base name of the file
get TotalLength long           # Get the total length in long
putvarchr MEMORY_FILE TotalLength 0  # Store the total length in MEMORY_FILE
log MEMORY_FILE 0 0            # Create a log of MEMORY_FILE from start to end
append                         # Append to the log

Do
    get ChunkLength long       # Get the length of the current chunk
    SavePos OFFSET             # Save the current position
    clog MEMORY_FILE OFFSET ChunkLength 10000000  # Copy the current chunk to MEMORY_FILE
    math OFFSET + ChunkLength  # Update the OFFSET position
    goto OFFSET                # Move to the new OFFSET position

    get ChunkLength long       # Get the length of the next chunk
    goto -4 0 SEEK_CUR         # Move back 4 bytes to correct the file position
While ChunkLength > 0          # Repeat until the chunk length is 0

append                         # Append to the log again

get MEMORY_SIZE asize MEMORY_FILE  # Get the total size of MEMORY_FILE
log OUTPUT_FILE 0 MEMORY_SIZE MEMORY_FILE  # Create the final log of OUTPUT_FILE with MEMORY_FILE size

 

MVA3.zip 618 B · 0 downloads

this do really work, thank you! but would you mind to make a script that do the reverse and it repacks the file? some tools that i have in here works with the file that is exported from this ZL_, now i need a repacker to test in game. gonna make a texture mod. also, would you mind to make a script to unpack and pack to this DataUnlock.bin too if it's not asking for much? the .bin file from the model is different from this Data .bin, i can export the .bin from the model file using this script https://github.com/yretenai/Cethleann but this don't work with the Data one and sadly this game has online-services skins and since emulators and modded switches can't access internet, i want try to unlock those skins by messing with this file. i tried to make a cheat to unlock but i know nothing about making cheats, tried to ask for help but it seems no one is interested in making and the person that knows how to make just dropped a save with 100$% of the game done but didn't explain how to make the cheat lol, the last time that he showed up at the forum was dec 1st 2023

 

in case if you are up to do the script for the data files, here are more so you can take a look. is it possible to transform them to .txt files? if so, this would be perfect since i think there are just typed things on them

https://www.mediafire.com/folder/xhnxb1fpyrccf/Mua3DataFiles

imagem_2024-08-28_030046630.png

Edited by Charsles
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7 hours ago, Rabatini said:

how do i set in here? i'm trying to decompress the ZL files but nothing comes out, the way that i did was using the quickbms for export the file inside the zl. to compress is fine but to decompress my file goes to 0kb. am i setting wrong?

imagem_2024-09-02_175056204.png

Edited by Charsles
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7 minutes ago, Rabatini said:

Work normally with the old file you sent send me this one to check

maybe it's because it's texture files, gonna test the model ones. i tried to test the textures first because there is a tool to read and edit .gt1 files so i can try to make recolors, models don't have tools (YET) but here the files. i also included the animation and the Data Bin file too if you want to check them

 

 

ElektraTextureandAnimation+DataBin.rar

Edited by Charsles
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Well hate to be the bearer of bad news, but the way your tool compresses the files makes the game crash. Every G1T I've decompressed and recompressed has caused it to crash, so there has to be something going on.

Edit:
Not sure if even helpful, but I believe the data for the ZL_ files at 0x04 might be compression level? Not really sure, but looks like it might need to be looked at some more.

image.thumb.png.7d1579a80599c26f16ef47470bc0b97a.png
left - Recompressed unedited file
right - vanilla compressed file

Edited by Dmnslyrx8
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43 minutes ago, Dmnslyrx8 said:

Well hate to be the bearer of bad news, but the way your tool compresses the files makes the game crash. Every G1T I've decompressed and recompressed has caused it to crash, so there has to be something going on.

Edit:
Not sure if even helpful, but I believe the data for the ZL_ files at 0x04 might be compression level? Not really sure, but looks like it might need to be looked at some more.

image.thumb.png.7d1579a80599c26f16ef47470bc0b97a.png
left - Recompressed unedited file
right - vanilla compressed file

Yeah, i tested by exporting the file and just repack without do nothing so i could see if the problem was the texture tool or the tool to repack but it's the repack tool, when i try to test in game, the games just crashes.

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7 hours ago, Rabatini said:

Seems the game dont accepts a different zlib levels

Maybe using levels 0-9 and try.

use level 9, the compression file will be the same as original!

https://drive.google.com/file/d/11rON0JaDswJCQJ-RBF2USKErQRtPbP_I/view?usp=sharing

and maybe solution post;

TU É O CARA, MEU DEUS DO CÉU AAAAAAAAAAAA MUITO OBRIGADO!!!!!!!!!!!!! saiba que vc é o pioneiro do mods dor MUA3. vou divulgar a ferramenta para deus e o mundo. muitissimo obrigado

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Screenshot 2024-09-04 07-40-54.png

Screenshot 2024-09-04 07-41-00.png

Screenshot 2024-09-04 07-41-04.png

Screenshot 2024-09-04 07-41-08.png

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