![stella glow weapons stella glow weapons](https://vignette3.wikia.nocookie.net/stella-glow/images/1/11/Lisettewitch.png)
- #Stella glow weapons full
- #Stella glow weapons mods
- #Stella glow weapons crack
- #Stella glow weapons windows
Finally, there are 12 0xFF bytes for padding making the file a multiple of 16 bytes long. Types 0x27 and 0x02 are normal tuning map tiles and abyss tiles respectively I haven't figured any others out yet but it shouldn't be too hard. The next 900 bytes are the types of tile, following the same order as the heights. This is followed by 12 0xCC bytes of padding to make the next section begin at an offset of a multiple of 16. Any other value represents the actual height, but in practice heights less than 16 are used in most maps. Height 0xff represents a completely inaccessible and unselectable tile. Each row of 30 bytes represents an in-game row running from the bottom-left to the upper-right of the screen. Curiously, all the maps in the game are 30x30 and the rest of the header also is identical between all maps. It has a 16-byte header that, among things I haven't figured out, include the map width and height at offset 0x04 and 0x05. The heightmap format is pretty straightforward. fli.cmp files accompanying the map models of the same name are heightmaps and lightmaps respectively. Also, it will just lock up with no error message if a file is missing (for obvious reasons I learned both of those facts at the same time).
#Stella glow weapons mods
Anyway, a means to compress these files will be needed to make certain mods since I found via experimentation that the game doesn't fall back on non-compressed files if the compressed ones with the same name are missing. The CMP files are said to be LZSS but an LZSS encoder/decoder I found didn't work on them.
#Stella glow weapons windows
cmp extension can be decompressed by the cmp command-line tool ( source code: ) posted by wafuu (is wafuu the original author?) It's for Linux but I made a quick Windows version that I'll share if I can get permission. dspadpcm.bcstm might have better compression.įiles with the.
![stella glow weapons stella glow weapons](https://vignette.wikia.nocookie.net/stella-glow/images/2/25/Altovillage.png)
#Stella glow weapons full
bcstm, but as long as I replaced the file with its full extension it worked. brstm, and then used the aptly-named BRSTM2BCSTM ( ) to make it into a. I used LoopingAudioConverter to convert from MP3 to. Saving them is a bit tricky but I successfully replaced some songs with custom sounds as a test. dspadpcm.bcstm, which can be listened to and converted with Every File Explorer ( ). bsar files are lists of some kind, haven't figured it out yet. Portraits, CGs, and sprites have been figured out by other people who are better at this stuff than me so I won't repeat anything here about them.Īll the sounds are predictably kept in /sounds/ and hoo-whee almost a gigabyte of this game's 1.4 GB is sound. The program can also view all the portraits and sprites in a roundabout way because it treats them like textures. Also nothing stops you from loading animations for other characters, and the human characters share the same skeleton so you can load animations from other characters for a laugh. They can be multi-selected to make loading several easier. In Ohana3DS-Rebirth, you load the models first with File->Open, and then load the animations by going to the "Skeletal animations" tab, clicking "Import", and then browsing to the animation files and opening them up. bcres.cmp as well, and are found in /chara/mot/ and /weapon/mot/.
![stella glow weapons stella glow weapons](http://vignette2.wikia.nocookie.net/stella-glow/images/2/25/Altovillage.png)
bcres.cmp and can be found in /chara/mdl/ (character and monster models), /field/ (battle backgrounds and battle maps), and /weapon/ (for held weapons). Models, animations, and the images can be viewed with Ohana3DS-Rebirth ( ). All of the graphics and sounds are stored in standard Nintendo formats that were already figured out, and I have figured out a couple of the proprietary formats already. Luckily, modding certain aspects of the game shouldn't be too hard. The original conversation can be viewed in the response threads of the post I made, but I'll repeat some of what I learned here since that conversation drifted way off the original topic. I thought it would be cool to have a new thread for this.
#Stella glow weapons crack
In the post I made about unused models, gridatttack and I were taking a crack at some of the file formats used in the game's ROMFS.