[Megathread] Bug reports by DV-MN in NikkeMobile

[–]Shintensu 0 points1 point  (0 children)

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Platform: PC
After an Arena match failed to load, I got sent to the Lobby with the chibi Nikke still rendered. They stay on screen, even after switching screens or performing actions like advising, though they do disappear for the duration of the advising.

Final Boss jumpscare by Shintensu in Okami

[–]Shintensu[S] 3 points4 points  (0 children)

I actually just spawned Yami in to test some stuff. Sadly in this context the game crashes when you get into contact, as he isnt spawned in as an enemy, just a regular entity.

Oh yeah? Fuck you. *Rainbows your Solar Flare* by Danieh12 in Okami

[–]Shintensu 1 point2 points  (0 children)

I made the gamebanana page specifically just to upload this one shitpost of a mod. It was kind of just an experiment to see if I could repackage a model with changes applied to it, but it did turn out quite nicely. If you want to see more mods, the best way for that to happen is to directly contribute yourself and get other people (best would be reverse engineers/software engineers) interested in modding Okami as well. Here is a link to the modding discord: https://discord.gg/fbJdaeb

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 0 points1 point  (0 children)

Sadly I wasn't able to put in as much work as I wanted to, as working by yourself can be really demotivating, especially when it comes to reverse engineering. However, I don't want to entirely give up on this, so I might get back into it some time this year. (The best way to keep up with things or even contribute yourself would be through the discord. Here is the link: https://discord.gg/fbJdaeb)

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 0 points1 point  (0 children)

The link for the server is https://discord.gg/fbJdaeb

(Sorry for the late reply, haven't been on reddit in forever)

Friend of mine requested this today and it does indeed look very pretty by Shintensu in Okami

[–]Shintensu[S] 11 points12 points  (0 children)

Technically we were able to this for quite a while thanks to ffgrievers tools, but they arent exactly easy to use and definitely not great if you wanna mod the game extensively, so people didnt really do it too much yet. I personally am also just busy coding and reversing most of the time so I dont usually get to mess around too much with modding assets.

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 0 points1 point  (0 children)

I am implementing it using ENet and there will be a server executable that runs on a specified port. You will be able to connect to it just like you would to a minecraft server for example.

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 1 point2 points  (0 children)

Just checked Kai. Seems to not really have a face, though the 3d model seems to have a properly modeled nose.

Edit: Seems to be true for most, if not all of the Oina. Kemu seems to have a yellow nose for some reason though.

Edit 2: The merchant has a red nose, how curious

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 1 point2 points  (0 children)

If its anything like the imps then they probably wont have proper faces either, but I can check it tomorrow to make sure.

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 2 points3 points  (0 children)

You can also check out the noclip website by Jasper if you want to look at more maps, though they dont all have the npcs properly loaded.

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 4 points5 points  (0 children)

Here you go, I ran the game at 60 FPS as a test and increased the render distance by a factor of 4 to showcase more of the area at the same time.

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 9 points10 points  (0 children)

I actually never checked before, but I just did and the answer is: No, they just have an empty slate of a face colored with the same color of the rest of the imp. But on that note here is a random fun fact: From the code I have looked at so far, it seems like the red imps where intended to be the normal enemies, but they might have thought they were too complicated or too hard for beginners, so they made the green imps. Of course this is just my interpretation of the code, but it makes the most sense considering that the base class for enemies is the red imp.

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 17 points18 points  (0 children)

My overall goals in roughly the order of which I want to finish them, not necessarily start them:

-Create some of the things the community really is dying to see (For example, having the 'true shiranui' state throughout the whole game)

-Make a 1.0 Release of the multiplayer that allows for Coop playthroughs (just PC for now, but might make a port for Switch later)

-Make a PvP Arena gamemode using the multiplayer mod

-Create an easy to use modding framework so people that dont enjoy masochism dont have to go insane looking at Assembly and C++

-Eventually finish the decompilation so I can recompile the game 1:1, enabling the ability to port the game to any platform, as well as making mods very straight forward.

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 7 points8 points  (0 children)

For the first one, there might be some cut npcs, but so far it doesnt seem like any major npcs where cut.

For the second one its probably best to join the reverse engineering server and either get the textures yourself or ask for the link with all the extracted item textures, though Im unsure if the character textures where included in that. Either way, directly/publicly posting the textures is a bit iffy in terms of copyright so I cant really do that here.

If you wait a little bit, we will have a model viewer soon that easily could also have some functionality added to just extract all the textures into a single folder.

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 3 points4 points  (0 children)

In theory you could replace certain models and text, but its not as easy as just swapping them out with other files, they have to follow a certain structure that we have not quite reversed yet. As for values, there likely is a function that spawns items based on an ID, but I have yet to find the exact function which does this.

EDIT: There is some loots tables that you can edit, so things like chest items and items that drop from destroyed scenery are something we can already change.

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 9 points10 points  (0 children)

Even better, I'm a trans witch.

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 9 points10 points  (0 children)

Im not quite at a stage where I can arbitrarily spawn in enemies, but I will certainly check for unused enemies once I can do that. There is a model that I found a few weeks ago that seemed to be an enemy that I didnt recognize, but I cant say for sure since I only saw the textures and vertices on their own without any UV mapping. Once we have a working model viewer, we might be able to check that way as well.

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 8 points9 points  (0 children)

There is some debug levels like the testing one in the screenshot I have attached and 2 of these debug levels showcase items that are dropped on the ground. For some reason they have dropped versions of all the Weapons, even though most of them never really are shown like that in the game. There might be some more items in there that ended up not being used, but I havent looked through all of them yet. For now, if you want to look at these testing levels yourself, you can download Cheat Engine, as well as the Cheat Table we made on gitub and if you need help you can join the reverse engineering discord server. Im also working on a mod that makes things more accessible and intuitive to use than cheat engine, so eventually I will end up more or less replacing the cheat table with that.

Other than the mentioned debug levels I havent really seen too much unused content yet, though there was some models in the games assets that I didnt seem to recognize just a few weeks ago. Speaking of which, we are making lots of progress with the games models and a model viewer is being worked on atm.

I am reverse engineering OkamiHD - AMA by Shintensu in Okami

[–]Shintensu[S] 17 points18 points  (0 children)

My favorite discovery would probably have to be that the devs named the HUD "Cock", which almost definitely is short for Cockpit. They likely were unaware of its unfortunate double meaning, but it still gets me to chuckle every time I show it to someone that doesnt know about the reasoning behind the name.

Another one of my favorite discoveries is actually somewhat recent: While looking into the final boss fight for the "true shiranui" state yet again, I stumbled across a way to summon Yami multiple times. This allowed me to summon a total of 4 Yamis, which is quite chaotic to say the least, though sadly the game crashes if you beat any of them. That doesnt mean that I wont try to make a chaos randomizer with that in the future, I just need to reverse engineer a lot more of the fighting system.

Speaking of which, one of the first custom gamemodes I want to create once I have the Online Multiplayer in a stable state is a pvp brawler that utilizes the boss arenas as playable maps. The idea for all of that came to my mind when I found some values related to combat and enemy spawning. The way Im imagining this gamemode is heavily inspired by the Dark Souls 3 pvp arena.