TutZ By Andy

Tutorial For Adding Selection Pictures

(Credit to Becks for the Wii tutorials)

1)First of all unpack the Menu.pac file of svr 07.You will obtain MENU.dpac.In MENU.dpac there is a folder named MENU.In MENU there are PAC files SF2B and SF2D.These PACs contains a BPE file 0000.bpe.

2)Uncompress the BPE file,then unpack the obtained .bpe.unpacked file using RRUnpack and you will obtain the folder with uncompressed MTP2D's.

3)Now just copy and paste the uncompressed MTP2D from svr07 at the end of Menu.pac file of svr 2010(at the valid offset).Note down the offset and size of the MTP2D you just pasted.Find the value of XX and YY as we did for adding Models.

4)In the ARC file,insert the string for the no model you want to add Screen Selection pictures for.Like if you want to add Selection pics for No Model no. 108 then it will be like 0108XXYY.(Similar to what we did for adding No Models).
Also in the .ARC file there is a no. after strings SSFA,SSFB,SSFC.It is "D000".For every screen selection picture you add,you need to add "0200" to "D000".

Use the MTP2D's from SF2B for SSFA and SSFB.And use MTP2D's from SF2D for SSFC.

SSFA-Pics that appear in the Selection Screen
SSFB-Pics that appear on the screen where you are given an option to change the rules and arena.
SSFC-Small Pics in the creation menus.


Older Tutorials - You can use Nike the Bike's editor instead

Tutorial for Adding Wrestlers in svr 2010

(Credit to Becks92 for the Wii tutorial and the info provided for the ps2 version).

I have been specific to svr 2007 but this must work for all svr games(EXCEPT SVR 05).

1)First of all open up your ch.pac file of svr 2007 in the Hex Workshop.

2)Now you have to search for the string pof0.When the search is completed you will get all the instances where pof0 occurs in the file.Now before the pof0 string you could find the name of the wrestler e.g. The Rock with pof0 at offset 3A997.Note down the offset of pof0 somewhere.Now search for the string PAC and look for the PACs in which these pof0 lies i.e. if there is a PAC at 4000 and another PAC at 8800 and pof0 is at 7432 then you need to select all the data starting at 4000 and till (8800-1).There will be many pof0 strings for a wrestler so you need to look for all the pof0 strings till you find a pof0 with another wrestler's name before it.
E.g. The poF0 after Stone Cold starts at E5BA6.So if you want data of The Rock you will have to COPY the Pacs at the offset 4000 and 4E800 as these PACs would contain all the pof0 strings that occur before the pof0 having SCSA written before it.You wont copy the PAC at AD800 as it contains Stone Cold's data.So simply place your cursor at 4000 and just use Select Block option in the Edit Menu of Hex Workshop and type in the Ending Position as (4E800-1)i.e.4E7FF.It will select the two pacs associated with The Rock.

3)Now just copy the entire selected block and open the CH.pac file 0f svr 2010.Here you need to find the first valid offset.To find that just note down the offset of last data byte and then divide the offset by 800.Then you will obtain a result.Note the Result and then clear the calculator.Now multiply the Result obtained by 800 and then add 800 to obtain the first valid offset.It comes out to be 13AE000.This is the offset you will paste your data that you copied from ch.pac file of svr 07.

Note:A valid offset will always end at 000 or 800.

4)Now when you have copied the data you need to find the size and offset of the Two pacs you just copied.The offset can be found by searching for the PAC string.The first PAC will have an offset 13AE000 and the second will have an offset ending with 000 or 800.
To find the size of the PACs just find the last data byte of the PAC whose size you want to find and note its offset.Subtract the offset at which the PAC starts from this offset to obtain the size of the PAC.
Random Example:
Suppose PAC starts at 4000 and ends at the offset 8432 then differnce will be 4432 and this will be the size of the PAC.

Obtain the offset and sizes of both the PACs you copied.

5)Calculation of XX and YY:

Here X and Y denotes a byte and represents a pair of numbers.

XX=((Offset)/800 -8)

Suppose offset is D000 so divide it by 800 and then subtract 8 from it.You will obtain 12 as the result.XX=1200

YY=(Size/100)+1

Suppose the size you obtained is 4432.Divide it by 100.You will obtain 44 and then add 1.So YY=4500.

Better Example:

Suppose offset is 2313800.You will obtain XX=461F.But you will not write this as 461F but will write as 1F46 because it reads from right to left.
And suppose size is 5083.You will obtain YY=51.You will write YY as 5100 as it would then only be read as 51.

6)Changes in the ARC file:

Search for the string EMD in the ARC file of 2010.You will obtain 3 EMDs.Each one is associated with one CH*.PAC.There will be EMD,EMD2 and EMD3 corresponding to CH.PAC,CH2.PAC,CH3.PAC.As you have added the data in CH.pac so changes are to be made in EMD.There will be a number following the string EMD.It will be 9940 i.e. 4099 as it is written in reverted manner as i told you in the last example.For every model you add you need to add 0300 to 9940 i.e. add 3 to 4099 and then reverse the order.
E.g. As we have copied two PACs and every PAC is associated with one model.So we will have to add 6 to 4099.We will obtain 409F.Replace 9940 by 9F40.

Now you need to link the ARC file with the added data in CH.pac.
For this you will need to insert a string 00010801XXYY for the first model and 00010802XXYY for the second model in the EMD section of ARC file.You can see strings of these sort for the other wrestlers present in the game.
In 00010801XXYY,Here XX is the offset corresponding to the first PAC and YY is the size corresponding to the first PAC.
Similarly for 00010802XXYY,XX is the offset corresponding to the second PAC and YY is the size corresponding to the second PAC.

Here 108 is used as 108 is the ID of First No model Character.

You have to make these changes only in the .ARC file and then rebuild the iso using CD/DVD ROM Generator and Apache2.

7)You will have to use Codebreaker codes from code-x.ws to add your added wrestler in the selection screen.If you have added more than one wrestler at a time then it maybe that only one of them occurs so you will need to use Selection Screen Modifiers.The selection screen assigned to last in game wrestler i.e.William Regal has the no. 59.So you can start assigning from 5A.


Tutorial For Adding Entrances for No Model Characters

There is a folder EVT inside the PAC folder.In the folder EVT there are files named NYUJYO0.PAC,NYUJO1.PAC,NYUJO2.PAC,NYUJO3.PAC.
NYUJYO0.PAC contains Entrance motions for all the wrestlers till ID No.200.
NYUJO1.PAC contains motions for all wrestlers from ID no. 201 to ID no.303.
NYUJO2.PAC contains pre made entrances.
NYUJO3.PAC contains entrances for Tag Teams and Trios.

Now for assigning entrances to No Model Characters,you just need to copy and paste the EVP and EVT BPE files from NYUJO2.PAC at the end of NYUJO0.PAC or NYUJO1.PAC depending upon the ID no. of the No Model.

In NYUJO2.PAC,search for string EVP3.You will see there will be a lot of IDs and following these IDs will be their XX and YY values.So just go the offset and select the no of bytes equal to size and paste it at the end of NYUJO0.PAC or NYUJ01.PAC.

Example:
Kurt Angle's entrance is stored with an ID no. 500.It has XX=5900 and YY=0B00.
Therefore Offset=0x30800 and Size=0x0B00.
Search for the string BPE and go the BPE with this offset and select data upto next BPE.Copy and paste the file at a valid offset(i.e. ending with 000 or 800) of NYUJO0.PAC or NYUJ01.PAC.You will note that at the first valid offset there will be 4 bytes having value 39 39 39 39.You need not worry about them.Just paste the data before them and make sure that these bytes are moved to the next valid offset.This is for his EVP file and Similarly there will be one EVT file also with an ID no. 500.


Now calculate the value of XX and YY for the pasted files.Then in the .ARC file in the sections EVT1 and EVP1 just insert a string NNN XXYY where NNN represents the No Model Char number.Also add 0300 to the no. following EVP1 and EVT1.


Tutorial For Using More than One No Model at a time, Changing Stats and Other Values

(Thanks to Brienj for a great tut for the 360 version)

1)First of all unpack the Chetc.pac file.You will obtain Chetc.dpac file.In CHETC.dpac there is a folder named CHAR.In CHAR there is a folder named DAT.pac.DAT.pac contains many BPE files.

2)Uncompress all the BPE files starting from 0064.bpe(Rock's BPE File).All the uncompressed files will be of size 108 bytes.

3)In the uncompressed BPE files,there are bytes that you can make changes to for changing Height values,Attributes,Names,Nicknames etc.
(For this refer to Brienj's Tutorial on Xentax)

3)After making changes copy and paste the uncompressed BPE over the compressed ones one by one starting from Rock's BPE.When you have pasted all the uncompressed BPEs,then in the PAC header at the offset 0x4000 you will have to make changes in the offsets and sizes of each BPE you pasted.

Rock's BPE will have the same offset as it had before as you started pasting from there but its size will change from 8A00 to 0801.Now to find offset of next uncompressed BPE,just add 108 to the Rock's BPE's offset.Just keep on doing this for every BPE and remember that size of each file will now change to 0801.

4)In the ARC file at the end you will see CHAR....DAT ....EDAT!...PRO ".o.FIGH..P.CTRLP...MVCH..Q.DAT Q...PRO S.3.PMLHZ...

Here now after the strings DAT,EDAT,PRO,CTRL,DAT,PRO and PMLH are the values for XX and YY.
CHAR is a folder having 3 files DAT,EDAT and PRO.
FIGH is a folder having 1 file CTRL
MVCH is a folder having 3 files DAT,PRO and PMLH.

So the 2 Bytes after CHAR will have a value 06 as it has 3 files and next two bytes represent the XX for the first PAC of Chetc.Pac(XX of DAT).

Similarly,the 2 bytes after FIGH will have a value 02 as it has only 1 file and the next two bytes represent the XX of the fourth PAC of Chetc.pac(XX of CTRL).

And the 2 Bytes after CHAR will have a value 06 as it has 3 files and next two bytes represent the XX for the fifth PAC of Chetc.Pac(XX of DAT of MVCH).

So when you copied and pasted the uncompressed data over the compressed one,size of DAT i.e. first PAC changed.Due to this offsets of the following PACs changed.So you need to change their values in the .ARC file.

This takes some time but once its done you wont be needing Codebreaker codes.


Tutorial for adding multiple costumes for Superstars or No Models

(Credit to Brienj and Becks for the information and help provided and to Teeceezy for writing the tutorial.)

Firstly you will need to extract open misc.pac from your gamedisc with a hex editor. Search for the ANSI text "COS" in the file. You should see the following hex bytes:

43 4F 53 00 48 00 00 00

The 48 is the checksum for the amount of attire data blocks there are.

Following this there are 72 blocks of attire data. Each block is 40 bytes long. The blocks are structured as follows with examples.

Bytes 01-04 = Wrestler ID. 64 00 00 00 (Where 64=100 in hex. 100 is The Rock's wrestler ID).
Bytes 05-08 = Number of attires. 01 00 00 00 (Where 01 designates there is only 1 attire for the wrestler).
Bytes 09-12 = 1st attire name string = 0D 00 00 00 (Where 0D designates the name string, in this case In-Ring Gear).
Bytes 13-16 = 1st attire lock status = FF FF FF FF (Where FFs designate attire is unlocked from the start).
Bytes 17-20 = 2nd attire name string = 00 00 00 00 (Where 00 would designate no string names as The Rock only has one attire)
Bytes 21-24 = 2nd attire lock status = 00 00 00 00 (Where 00s designate attire has no lock status).
Bytes 25-28 = 3rd attire name string = 00 00 00 00 (Where 00 would designate no string names as The Rock only has one attire)
Bytes 29-32 = 3rd attire lock status = 00 00 00 00 (Where 00s designate attire has no lock status).
Bytes 33-36 = 4th attire name string = 00 00 00 00 (Where 00 would designate no string names as The Rock only has one attire)
Bytes 37-40 = 4th attire lock status = 00 00 00 00 (Where 00s designate attire has no lock status).

An example of a modified data block would be:

6C 00 00 00 04 00 00 00 0D 00 00 00 FF FF FF FF
08 00 00 00 FF FF FF FF 09 00 00 00 FF FF FF FF
0A 00 00 00 FF FF FF FF

Where:
6C = Superstar ID 108 in hex (No Model 1)
04 = 4 attires activated for the superstar
0D = Name string for In-Ring Gear
08 = Name string for Costume A
09 = Name string for Costume B
0A = Name string for Costume C
FF = Lock status set to unlocked

At this point I would recommend replacing an attire block for an unwanted in-game superstar, rather than adding a block as no test has been successful when adding attire data blocks. No changes need to be made in the .arc file. Just reinject your edited misc.pac into your game and you're done

To help here is a list of the strings used and their values:
Costume A - 08
Costume B - 09
Costume C - 0A
In-Ring Gear - 0D
Street Clothes - 0E
Special Referee - 0F
Suit - 10
With Chicken Head - 11
Hospital Gown - 12
Tuxedo (which I changed to Masked in my version) - 13
D-X Gear - 14
With T-Shirt - 15
Mickie James Stalker - 16

Credit to Brienj and Becks for the information and help provided.