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Issues with STGPV for Song IDs above 999 #30
Description
There seems to be issues pertaining to the patch in the mod loader patching the amount of Song IDs available, as there are issues with the game loading certain stage assets for IDs above what is available in the base game (999). This seems like one major issue, but I've described two symptoms of the issue below. This can be separated into two issues if needed.
Shared textures not loading properly for STGPV stages
Context
DIVA supports the ability to share textures among various STGPV stages (or stages made for a specific PV ID). For example...
- stgpv###.farc
- Contains textures that are shared across the PV's various stages.
- The
_obj.binfor the FARC is empty, and only the_tex.binhas files (in this case, textures)
- stgpv###s01.farc, stgpv###s02.farc, etc...
- Contains the stage models with texture IDs and materials set-up, but all textures are replaced with low-resolution white dummy textures. These textures are later loaded from the corresponding stgpv###.farc
Problem
This setup works correctly for PV IDs up to and including 999 (so stgpv999 and lower), but does not work for any other stages.
Stages for PVs above 999 seem to be treated similarly to STGNS type stages, which are standalone stages (such as those in edit mode) that already include the textures. Therefore, for PV IDs above 999, the game doesn't look for a "stgpv###.farc" file to read textures from. Instead, it loads the dummy textures from each of the sub-stages (stgpv###s01, stgpv###s02, etc). The texture file is completely ignored.
SEGA's purpose for this seems to be primarily for file size optimization, but may signal further underlying issues.
Auth3D (.a3da) animations not loading HRC models
Context
DIVA supports at least two different types of stage animations. These include basic A3DA (which include basic object transformations), and A3DA HRC (which animates objects rigged with an armature). These rigged objects are normally stored in a .farc file following the naming convention: stgpv###hrc.farc (which is the same naming currently being used).
Problem
When working with .a3da HRC animations, the models do not appear in-game for STGPVs for PV IDs above 999.
The issue was tested thoroughly both in PVs and in Debug mode, and it was discovered that while the object would load when it was titled with a base-game compatible ID (eg. STGPV989HRC_CHARA_WINGS__DIVSKN in STGPV989_HRC_001), it would not load when using an ID above 999 (eg. STGPV6274HRC_CHARA_WINGS__DIVSKN in STGPV6274_HRC_001). While a solution to this would be to name the HRC for use in PV IDs below 999, it is an improper naming scheme and can cause mod conflicts.