SkullMod Guide

Discussion in 'Skullmod' started by 0xFAIL, Nov 9, 2014.

  1. 0xFAIL

    0xFAIL Making SkullMod

    Steam:
    0xFAIL
    Unknown
    Unknown
    Unknown
    SkullMod
    A few forum members asked for a how-to, so here it is

    Where can I get it?
    The first release on this page


    Which files can be modded?
    PLEASE READ THE NOTE BELOW THIS LIST

    Files that you might be interested in are marked green
    Yes:
    • characters-art.gfs
    • characters-art-pt.gfs
    • characters-win.gfs
    • levels.gfs (level description)
    • levels-textures.gfs (textures for 3D levels)
    • levels-textures2d.gfs (background for 2D stages)
    • music-win.gfs
    • sprites.gfs
    • ui-artgallery.gfs
    • ui-storyart.gfs
    • ui-win.gfs
    • ved.gfs (an old version of dev.gfs, afaik not used by the game)
    No:
    • characters-foits.gfs (contains palettes among other things)
    • dev.gfs (contains shaders and other thingamagics)
    • ui.gfs (Otter UI scenes and misc, if I remember correctly)

    Note: Before you go all: "BUT, THE CHARACTERS ARE EDITABLE" (characters-art.gfs etc.)
    It won't work.


    Unpack .gfs files
    unpack.png
    Drag and drop .gfs files on "GFS unpack"
    The output will be in the same directory

    Command line: SkullMod -do unpack -gfs -files C:/path/to/file.gfs C:/one/more/file.gfs

    Pack .gfs files
    pack.png
    Drag and drop directories on "GFS pack"
    The .gfs files will be in the same directory

    Note: If you want to pack the directory "characters-art-pt" again
    you have to use "GFS pack aligned" instead

    Command line:
    SkullMod -do pack -gfs -files C:/path/to/a/directory D:/or/more
    SkullMod -do pack -gfs -gfs_pack_align -files C:/path/to/a/directory D:/or/more

    Unpack .spr.msb files
    unpack_spr.png
    Make sure the .dds file with the same name as the .spr.msb file is in the same directory
    Drag and drop .spr.msb files on "SPR unpack"
    The output will be in the same directory
    The .html files are a preview how the animation looks ingame

    Command line:
    SkullMod -do unpack -spr -files "C:/random/path with spaces/test.spr.msb"

    Unpack character_select_NAME.spr.msb
    Export the character select animations with an applied palette
    Only on the command line for now
    The palette has to be in the SAME directory as the .spr.msb

    Command line:
    SkullMod -do unpack -spr_charselect -spr_charselect_p beowulf_1p.dds -files C:/character_select_beowulf.spr.msb

    Unpack .dds files
    unpack_dds.png
    Drag and drop .dds files on "DDS unpack"
    The output will be in the same directory

    Command line:
    SkullMod -do unpack -dds -files C:/path/to/image.dds


    Unpack .pcx files
    unpack_pcx.png
    Drag and drop .pcx file on "PCX unpack"
    The output will be in the same directory

    Used for character portraits during a fight
    Can be edited directly with Gimp and Photoshop

    Command line:
    SkullMod -do unpack -pcx -files C:/the/biggest_band.pcx

    ========================
    Tutorials that have nothing to with SkullMod
    Get sound effects
    I won't vouch for this program since I didn't write it
    Run it through antivirus software of your choice to be sure that it's clean

    Install Dragon UnPACKer from here http://sourceforge.net/projects/dragonunpacker/files/latest/download
    Make sure to select English on first start
    01_dragon_unpacker.jpg
    Dropdown Menu -> File -> HyperRipper
    02_hyperripper_main.jpg
    Press the button with "..." to the left of source, select "characters-win.gfs" in the "data01" directory of the game
    Select "Formats" tab, select WAVE only (see picture below), go back to the "Search" tab
    03_hyperripper_tab.jpg
    Press the search button (the one below "...", wait till it's finished)
    After it's done press close on Hyperripper
    Dragon unpacker looks like this now:
    04_dragon_unpacker_finished.jpg
    Select "characters-win_gfs-0000000001.wav" with a left click on it, press Ctrl+A
    Now all entries should be selected
    Rightclick on any of them: "Extract Files to..." -> "Without Convertion" [That probably should have been "conversion"...]
    Select a directory, all wav files are dumped in that directory (~4300 files, this takes some time)
    Close DragonUnpacker, open files with VLC/Foobar2000 or any other music player
     
    Last edited: Jan 7, 2015
    southpawper, Stuff and Luweewu like this.
  2. Cellsai

    Cellsai BEEP BOOP BAN Art Moderator

    Location:
    Japan
    Valentine
    Cerebella
    Oh wow. This is a super easy way to pack and unpack stuff. Thanks!
     
  3. SkullMan

    SkullMan Hair-Raising Fighter

    Steam:
    D-Money107
    PSN:
    SkullMan107
    Filia
    Parasoul
    Unknown
    upload_2014-11-10_20-12-56.png
    When I tried to unpack music-win.gfs, all I get is the window on the right and the music-win.gfs did not unpack. Is there something that I am missing?
     
  4. Mike_Z

    Mike_Z Defender of the Night Lab Zero

    Location:
    Los Angeles, CA
    Steam:
    labzero_mike
    PSN:
    MikeZWasTaken
    Cerebella
    Big Band
    Peacock
    Is there a commandline GFS unpacker? If not...can there be? It'd be really helpful actually. :^)

    Also, there's no need to move the art/art-pt files to the bottom of the list or hash verify them, ever - those are literally just the compressed art data stuck together. The information for how to interpret that data to get art back is in foits, so even if you messed with the art files you wouldn't be able to do anything except screw up what gets displayed because it's still going to be looking for the original data. I intentionally don't verify them because hashing a 300mb file is unnecesssary when hashing a 20mb file does the same thing.
     
  5. 0xFAIL

    0xFAIL Making SkullMod

    Steam:
    0xFAIL
    Unknown
    Unknown
    Unknown
    Should work now, updated the file (https://github.com/0xFAIL/SkullMod/releases/tag/v0.4)

    Edit: Added examples for the command line to the first post

    The current version can unpack gfs and can be used from the command line, if you need a feature just drop me a line

    skullMod_cli.png
    (Only gfs pack/unpack works)
     
    Last edited: Nov 11, 2014
  6. 0xFAIL

    0xFAIL Making SkullMod

    Steam:
    0xFAIL
    Unknown
    Unknown
    Unknown
    Added unpack for .dds and .spr.msb to the guide
     
    SkullMan and Flotilla like this.
  7. 0xFAIL

    0xFAIL Making SkullMod

    Steam:
    0xFAIL
    Unknown
    Unknown
    Unknown
    Added unpack for .pcx to the gude
    Added explanation for pcx
     
    Flotilla and Cellsai like this.
  8. Mike_Z

    Mike_Z Defender of the Night Lab Zero

    Location:
    Los Angeles, CA
    Steam:
    labzero_mike
    PSN:
    MikeZWasTaken
    Cerebella
    Big Band
    Peacock
    All 2D game makers from the 90s are weeping that this had to be explained.
     
    Midiman likes this.
  9. FirstNameBasis

    FirstNameBasis Wishing it was possible.

    Location:
    Texas
    Steam:
    First_NameBasis_TT
    Painwheel
    Peacock
    Squigly
    So...I'm not entirely sure if this is an issue yet but im running windows 10 and so far i think im supposed to have a SkullMod.exe File but the github cloned files and downloaded as a Zip has all of the files in a sort of...not the right format kind of way?

    Heres what i mean if i can upload more than 1 screencap at a time.

    Do i have to build the program myself or just rename the .txt files in the Bat folder to .bat and go about extracting and packing things through the Bat files?

    I already renamed 3 .txt files in an effort to try and see if that would work or not.

    Screenshot (449).png

    Screenshot (450).png

    Screenshot (451).png


    I also saw something on the github about not adding the exe untill november but that was said on a release notice posted in 2014.
     
  10. Baron Rider

    Baron Rider Bottle Burn!

    Location:
    Brooklyn, NY
    Steam:
    AtlurKabuterimon205
    Parasoul
    Cerebella
    Why no palette hacks?
     
  11. Kasumi

    Kasumi Better known as NEScoder

    From what I recall, the game will not load modified versions of the files that palettes are in. Getting around this would not be trivial. Some palette colors are paid DLC, them being easy to modify would let one cheat that.
     
  12. fddcsjxk

    fddcsjxk a.k.a. madworlder

    Valentine
    Eliza
    Here is all the stages in the game with their corresponding music filenames. I looked for this information elsewhere but could not find it, hopefully this will come in handy to others looking to customize the game's music:
    • Streets of New Meridian (skull02)
    • River King Casino (skull_casino)
    • Medici Tower (skull03)
    • New Meridian Rooftops (skull_rooftops)
    • Rooftops Assault (skull_nighttime)
    • NMO Arena (sg_arena)
    • NMO Arena Empty (empty_arena)
    • Bath of Tefnut (skull_eliza)
    • Bath of Sekhmet (sg_bloody)
    • Under The Bridge (skull_underthebridge)
    • Meridian Area Rapid Transit (sg_train)
    • Little Innsmouth (skull06) - Shared with Night
    • Lab 8 (skull04) - Shared with Empty
    • Maplecrest (skull_maple)
    • Nightmare Crest (skull_nmc)
    • Grand Cathedral (skull05) - Shared with Night
    • Final Atrium (skull_boss)
    • Gehenna (sg_gehenna)
    • Glass Canopy (skull_glasswaltz)
    • Class Notes (skull01)
    • Main Menu (menu)
    • Character Select (select)
    • Snapback Infinite (sg_poccola)
    Keep in mind that some files have _intro and _loop variants while others have _1 and _2.
     

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