First Before to start the tutorial here are what you need
PJ64 1.7/2.1 or Nemu64
Any hex editor
I. Locate the poly I want to import
1)Before open up my game here are the poly pointers for nearly all AKI games
800A56CCUpper Leg (trunks) (L)
800A5700Upper Leg (knee) (L)
800A5804Upper Arm (L)
800A5838Upper Leg (trunks) (R )
800A586CUpper Leg (knee) (R )
800A58A0Foot (R )
800A58D4Forearm (R )
800A5908Hand/Wrist (R )
800A593CFingers (R )
800A5970Upper Arm (R )
800A088CUpper Leg (trunks) (L)
800A08C0Upper Leg (knee) (L)
800A09C4Upper Arm (L)
800A09F8Upper Leg (trunks) (R )
800A0A2CUpper Leg (knee) (R )
800A0A60Foot (R )
800A0A94Forearm (R )
800A0AC8Hand/Wrist (R )
800A0AFCFingers (R )
800A0B30Upper Arm (R )
80073FC4 Lower Leg (L)
80073FF0 Upper Leg (L)
8007401C Foot (L)
80074048 Hand/Wrist (L)
80074074 Fingers (L)
800740A0 Forearm (L)
800740CC Upper Arm (L)
800740F8 Lower Leg (R )
80074124 Upper Leg (R )
80074150 Foot (R )
8007417C Forearm (R )
800741A8 Hand/Wrist (R )
800741D4 Fingers (R )
80074200 Upper Arm (R )
8009B21C Upper Leg (trunks) (L)
8009B250 Upper Leg (knee) (L)
8009B284 Foot (L)
8009B2B8 Hand/Wrist (L)
8009B2EC Fingers (L)
8009B320 Forearm (L)
8009B354 Upper Arm (L)
8009B388 Upper Leg (trunks) (R )
8009B3BC Upper Leg (knee) (R )
8009B3F0 Foot (R )
8009B424 Forearm (R )
8009B458 Hand/Wrist (R )
8009B48C Fingers (R )
8009B4C0 Upper Arm (R )
So VPW2's Tiger Nose on the uneditted Tiger Mask look interesting , I'm gonna replace NM's Scotty Hat (Head Shape 1 and 2) model with that Tiger Nose
Get in VPW2 were you can have a nice view of the model you want to import to NM
Then the poly should be pointed by this address "800A0B98Mask Layer"
So get at 800a0b98. I got 80230dd0. Go to that address like I does
Like in SK Stylez tutorial go to your Hex Editor and search for the 2 last values on the 1st lines (excluded the last one) so i would search for 00E87D
Keep go until the values you've found looks like in your debugger (check SK's ROM Hacking Poly hack for better informations)
*Note : If you're ROM is Byteswapped, you could quickly unbyteswap it use Hex Editor Neo
If you're not sure about what you've found on your ROM you could edit the values and check in youre game if changes have been made
Open you're filelist now (I'll open VPW2's) and find the most ressembling addys to the one you've found in your Hex Editor
This mean the model start at 482ec6 and stop at 48304c
Then select from 482ec6 to 48304d then copy and paste it as a new document
Now you're done with VPW2 soo you can now load NM
II. Import the model
*Note : If the model you want to import to another AKI game is bigger than the one you want to replace it would look completly screwed up so make sure the model you replace is bigger than the one you want to port
Same as at 1st part go to were you want and look for 800A59D8 (or any other pointer to grap the poly values)
Find the ROM address like in part 1
After search in my filelist the Scotty Hat for head shape 1 and 2 start at 4606A8 and stop at 46092A so its big enough to import the Tiger Nose!
Simply recopy paste the VPW2 model you've put in a new document over the No Mercy model's starting adress.
Now check youre game...
BOOOOOOOM the VPW2 model is now in NM! (If i have the normal short 1 thats because i've hair hacked it for avoid to have that blank space in the top of the head)
Of course you can change the NM textures with VPW2 with texture dump method
Also planned how to import texture from an AKI game to another but Im not sure if this is really necessary
Well, that's it for this tuto. I'm gonna find VPW64's poly pointer then post it here. Happy Hacking!
A PHENOMENAL thank to SK Stylez for the ROM hacking poly hack tuto and introduce me Midwaydec and Hex Editor Neo!
Note : You could import model at the end of the ROM using Toki3 method like for animations. I've also planned to update this tutorial to make it even more simple
Lets get started! Lets say that I want Ultimo Dragon's "horn" on NM.
So the poly I want is at 000A3678 (Mask Layer)
Simply go to 800a3678 while highliting that polys. At 800a3678 I got 1941 (Polys) and at 800A367A I got 19C4 (Textures)
To got the poly's Toki3 do the following
(Poly/texture Value - 1) * 4 + 80358A60
(1941 - 1) * 4 + 80358a60 = 8035EF60
At 8035EF60 you'll get your Poly Toki3. Mine is 00330C34. And 330D12 at 8035EF64 (The end address of your poly)
ROM Address = Toki3 + 152DF0
ROM Address = 330C34 + 152DF0 = 483A24
ROM Address = 330D12 + 152DF0 = 483B02
So Ultimo Dragon's "horn" poly ROM address would start at 483A24 and end at 483B02.
Select from 483A24 to 483B01.
The No Mercy ROM end at 1FA6B70. If you go there and you're using the default NM Rom you'll see a lot of FFFF values.
Paste your VPW2 polys there.
So now you got the poly on your game but you now want to use it.
NM Toki3 = ROM Address - 1BD1B0
1FA6B70 - 1BD1B0 = 1DE99C0
01DE99C0 would be the Toki3 value. Now lets says that you want to replace an hat model.
Im currently highliting Head Shape 3, Short Hair shape with Scotty Hat and go to 800A9F58 - Hat
At 800A9F58 I got 14EB
NM Toki3 = Poly Value * 4 + 8033DA5C
14EB * 4 + 8033DA5C = 80342E08
So you're code should looks like something like this :
Check your game.
Checkmate! The poly have been succesfully imported!
Note for the Revenges address they are pointer to the wrestler head polys, The 1st 2 bits would be the Neck, the others 2 would be the Face,and the other 2 would be the Head. The following bits are the textures values which have the same order as polys. To import face from Revenge it seem a bit complicate cause they are in palette format, and not like NM, VPW2 or WM2K face format.
Of courses here are the steps for the Toki3 and ROM address for NM, VPW2, WM2K and Revenge
NM Toki3 = Poly/Texture Value * 4 + 8033DA5C
NM Rom Address = Toki3 + 1BD1B0
VPW2 Toki3 = (Poly/Texture Value - 1) * 4 + 80358A60
VPW2 Rom Address = Toki3 + 152DF0
WM2K Toki3 = (Poly/Texture Value - 1) * 4 + 80358A20
WM2K Rom Address = Toki3 + 144AA0
Revenge Toki3 = (Poly/Texture Value - 1) * 4 + 803B7C00
Revenge Rom Address = Toki3 + DAC50[/spoiler]