u/RyhonPL

16.7k post karma · 57.1k comment karma · joined Mar 2016 · moderator

  1. 1points

    balls (i.redd.it) [pinned]

    1 comments · source

  2. 3points

    New Make-A-Wish hat (i.redd.it)

    1 comments · source

  3. 21points

    VostokMods 0.1.1 and ModWorkshop category launched (self.RoadtoVostokGame) [Discussion]

    11 comments

  4. 23points

    VostokMods - An experimental mod loader for Road to Vostok (self.RoadtoVostokGame) [Discussion]

    10 comments

  5. 10points

    spider check (self.CallMeCarson) [:snoo_surprised: SUGGESTION]

    1 comments

RyhonPL

PD89HNM81S still working for 25%

RyhonPL

If you're still interested, I've found a way to extract PW audio at https://www.reddit.com/r/psphacks/comments/154ims1/comment/mj1ex37
It might work for PO as they use a similar engine

RyhonPL

I figured out a way to extract them in a reply to the comment above if you're still interested

RyhonPL

I figured it out, if you're still interested.
For music and briefing voices, (BGM, BRIEFING, VOICESBF, PS, RT.PDT) use the Peace Walker PDT music QuickBMS script.
For the rest of the sounds, use Chrysalis to extract the slot and stage files. The slots might have .sep files, which can store multiple .at3 files. They start with "RIFF" in ASCII within the file and have the same format as WAV, but need to be converted using ATRACTool back to WAV. I've written a custom script to extract these files.
The remaining sounds will also be in the .sep format within the cache.dar of each stage, which can be extracted using Chrysalis.
Some .sep files might have audio in a different format, you can extract it using PSound.

RyhonPL

Can be obtained by donating $2.99 or more at https://tiltify.com/make-a-wish-intl/battlebitgrantswishes24

RyhonPL

Already ported to Windows, works with pump and bolt actions

RyhonPL

You're not supposed to unzip it

RyhonPL

It's created when you launch the game 

RyhonPL

Press any key when the game boots up 

RyhonPL

The mod loader will serve as a mod manager. Right now you can disable mods from it, in the future it will be able to update and install new mods from ModWorkshop inside of it

RyhonPL

When I saw your project, I assumed it's meant to be implemented by the game developers so I ignored it. It also looks like it doesn't have 4.0 support, which is what Vostok uses.

Right now, the system for injecting the loader is a custom Godot project, which loads the game PCK for it's scripts and loads the settings save file, which is saved as a .tres and sets the script to a duplicate of the loader script, so it's saved as a sub-resource of the save file. The injector also has partial code for downloading PckTool to inject the loader and run it with the `--script` option. I didn't finish porting this injection method as I realized I can just inject to the save file and that method requires a lot of space because there needs to be a clean and modded PCK.

I did not know about `Resource.take_over_path`, which is used by your script extensions, I've been copying the whole scripts in mods :p

RyhonPL

It's going to get ported to Windows eventually. Right now it's easier to write a bash script for the injector instead of something cross-platform

RyhonPL

He misses the old crew

RyhonPL

Aren't you the guy that made a bomb threat

RyhonPL

boioioioing

RyhonPL

You gave him way too much hair

RyhonPL

Funny mci

RyhonPL

Who are you

RyhonPL

It sucks but do !starterkit once you join to get started

RyhonPL

People are making fan animations again, we're so back to the simpler times