YXML IN GAME EDITOR Tutorial

Tutorial By eatrawmeat

Download the tools from here

Thanks to: +  Cenz , HSN, CrocoX for telling me that there is a file for menu editing called YXML and some info,  hint,… - YXML In Game EDITOR is the program that allows you to change YXML for  texture configuration, with this you can change. Right now it only works for menu which has 808 textures: + Texture Position X,Y + Texture Width ,Height + Texture Color (with alpha)

- Step 1: Setting Up (Once) + For PS2 , you will need this PCSX2 . For PSP, you will need this PPSSPP 1.7.1 . For PSP you also need to remove preload.pac if you haven’t already. You can download this preload removed iso from here .Put the plistpsp.arc on your ISO and plistpsp.h in PAC folder, this only needs to be done once and you HAVE TO remove preload to be able to mod anywayDownload the emulators for your system. It is very LIKELY that the program will not work unless you used one of them  This tutorial I will use PPSSPP but PCSX2 users can follow the same step, I opened the emulator, got to main menu screen: 




Step 2: Start the program, choose the system that you are emulating on, me in this case is PSP. You run ‘main_GUI.exe’ to start the program 



Step 3; Press Inject, if your emulators is one of the given link, it will successfully get the texture list 


Step 4: experimenting, changing, trying + There are 809 textures in menu.yxml alone! I will try the obvious one which will be at ID 255, I searched for 255, double clicked the name and got to this 


- Ok now the ‘Now reading … ‘ tab reads 255 which is the items we are editing - We can see there is + Position X: 6.0, to move the texture to the left you DECREASE the value, to move it to the right you INCREASE the value. + Position Y: 0.0, to move the texture lower you DECREASE the value, to move it higher you INCREASE the value+ Width and Height make senses by just looking at the name + Color RGBA means color of the texture, you don’t need to input value because there is a color wheel that you can use to set color. 



- I made a savestate so I can ‘revert my change’ - I will attempt to move it to the left, which means I have to lower the value from 6.0. I’ll try -2.0 just to make it obvious to you guys that something will be change and the things will be noticeable, I input -2.0 and press ‘Write Change’ in the program 


- Look at the ‘PLAY’ font, it is moved to the left, so 255 is the font for the CURRENT HIGHLIGHT options, which is now RED 


, I will add its height to 5.0 from 0.8, I input 5.0 to the Height column and press Write Change 


And the result is: 



- Haha - I will load my save state back and I will try to change the color, all of my changes are now lost. Please press the ‘Inject’ button again because the data is still saved there in the tool. Double click on 255 again and you’ll see the old values. - I will click ‘Choose Texture Color’ and make it Blue. Using the color wheel should be easy, otherwise experiment with it. It is actually MUCH EASIER than inputting straight hex. 


 

- My tool is programmed so that the background of the button changes matching the color you choose, the text will be in reverse color to still allow you to see the text. - Now we press ‘Write Change’ 



- Now the play text is blue without changing texture!!! How cool is that?
- Next I will try to change ‘259’ to Yellow, I double press 259 and choose the color Yellow 



- Can you see the change in My WWE logo? But it isn’t useful to have only one item as Yellow right? So there is a new option ‘Write Change (All)’ that can writes to all texture whose name is the same


- Now it is good. Yukes defined 3 set, L stands for left, C stands for center and R stands for right - I will print change all to those 3 sets 



 - I copied the HTML color code so that I can pass in to other data to keep same color - The things I edited will be 260 which is smartmenu_bar01_L 


 - Paste the new color HTML code  you just copied in there 



- Now we will edit ID 261 which is smartmenu_bar01_R 


- Perfect, but it is only in memory, after the menu is reloaded we will lose the change, so you have to inject it to ‘1B58.yxml’ - Step 5 - Here is the file location: PS2: MENUSD.PAC\MENU\@CMSM.pac\1B58.yxml PSP: MENU.PAC\MENU\@CMSM.pac\1B58.yxml Use PAC Editor to extract the yxml that you refers to inject in. We will choose the option to ‘Inject YXML’ 



- Choose the 1B58 file you extracted there , click Open. Then just want for it to update the files and inject it back using PAC Editor. In PAC Editor you can open nested-file too so don’t worry. You will have to use the ‘Inject as BPE’ option and select the new .yxml to inject to MENU.pac/CMSM/1B58.yxml on PSP or MENUSD.PAC\MENU\@CMSM.pac\1B58.yxml on PS2 because the game EXPECTS a compressed file, it isn’t like wrestler pacs when you can use uncompressed file as well - Open MENU.pac or MENUSD.pac and update arc , (extract the plistpsp.arc or plistps2 arc then open the MENU pac with PAC Editor and choose to ‘Update Arc’ it will generate a  new arc file. 


Have fun !



How to calculate PPSSPP screen position 

- Here is a formula for calculating SVR 2011 position from PC screen position using elementary math. - First we open PPSSPP, press Alt+PrintScreen, we then go to ‘Paint’ and CTRL-V paste the screenshot in - You can then press CTRL-A to select all of the pictures 


- Paint said the PPSSPP Window is now 991 x 614 pixels (width x height) - We calculate  emulator screen width and height as follow: + Emulated_width = width = 991 + Emulated_height = height * 0.86623 = 614 * 0.86623 = 613.17 = 531.86522 = 532 ( round to the nearest 0.5) + Y_offset                = height – emulated_height = 614-532 = 82 So we round down the height and we will get our current emulator resolution is 991x532 - Now just click anywhere in the screen where you want your menu to be at, because I can’t capture the mouse so I have to use an eraser to show you that I wants to put my things there. 



- Look at the bottom left , it said we are at position 525, 191 px, we subtract 191 with the Y_offset and get 191 – 82 = 109, so our new position is (525,109) - We calculate the SVR position as follow: + Total_SVR_pixels = (520, 304) + scale_x = Emulated_width  /  520 = 991 / 520 = 1.906 (DO NOT ROUND THE RESULT) + scale_y = Emulated_height  /  304 = 532 / 304 = 1.75 (DO NOT ROUND THE RESULT) + mouse_X = 525, mouse_Y = 109 + SVR_X =(mouse_X / scale_x) – 35 = (525 / 1.906) – 35 = 240.4459 + SVR_Y =(mouse_Y/ scale_y) – 158 = (109 / 1.75) - 158 = -95.714 + So you have got the X, Y which you can input to the tool as position 


- As you can see the Golden Play text is near the intended position, please note that the result is only an approximation. You might have to move it a little bit. - If you don’t want to ‘waste time’ with the calculation, that is fine, feel free to waste more time to try to edit the position values by hand unless you had a very good experience with them before.




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