Nemo patcher

@M45T3R

The archive is damaged.
The archive is the original one but yeah.. its damaged, thanks for pointing it out. I'll upload my version that I was using, maybe it got damaged on rA because I just downloaded it from there, this GRF is old.. like he did more updates but never uploaded anything thats what we got

Here it is: View attachment tos.rar 

I included a Recovery Registry in case it gets corrupt again

@M45T3R

My mind is blown by how nice this looks. But the sad truth is that their's multiple layers of sprites that have to all be anchored together and with the same number of frames like you said. Body, head, lower/mid/upper headgears, weapon, shield, and garment. While you wouldn't need to edit the SPR sprite file for them all, you would have to edit every ACT file to add in the info for anchor's and frame display data for each and every existing sprite for a character sprite for every direction on every action. Its a great task but there's no shortcuts around it.

Still nice to see this in action tho.Been quite some time since anything in this community impressed me.
Yeah it looks amazing I don't understand .ACT but is it easier to add duplicate frames ? Like maybe making a batch thing to do that to all headgears .ACT files.. so it matches at least 30FPS, maybe just duplicate every direction with the complete animation(because there are jumping porings for example) which have an animation described

BTW @Rytech there is a file called .IMF which has some weird descriptor looks like frames for every sprite, it was mentioned on the original post but nobody knows what those files do any idea?

im downloading RO right now I just setup a new copy of Hercules on my VPS so I can test this

Here is a link for the project info.. its on rA, but the original author(Slee) is inactive for quite long time

https://rathena.org/board/topic/107718-ragnatos-tree-of-savior-sprites-into-ragnarok-online-injection/

Also here is his blog where he was putting his findings

http://ragnatos.blogspot.com

this is his youtube channel where he put 3 videos of tests

https://www.youtube.com/channel/UCJq7UVbcvkgI9Fy788jh68Q/videos

 
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@4144

This is the effect, its because the Head sprite doesn't match the body sprite frames maybe.. 

iuwFnZT.gif


So maybe if I just clone the .ACT frames I will get the head to render just fine but the Headgears still flicker, its impossible to re-make all the items .ACT manually.. 

 
I wasn't aware the ToS character's were 3D. Is what im seeing in the RO conversion a 2D sprite? Likely so since a head sprite can be attached to it. It also looks like the head flicker is due to the lack of frames for the head. If it was possible to duplicate changes in one ACT file to another I think gravity would of found a way to make a universal one for all head sprites or headgears to use. Look how many copies of the garment sprites they have for each one. Its insane. You can try making a modified one and clone to see what happens.

As for the IMF files I think it has something to do with weapons. What type of weapons can be displayed with that job sprite and also what attack action should appear. For example different attack animation for knife and bows for Archers or dagger/swords and spears for Knight's. Even duel welding on Assassin and Kagerou/Oboro jobs use a special file for this. I remember when coding the body style system I made a Guillotine Cross look like a Thief but was able to weld katar's without any error's and they appeared perfectly fine on the sprite. So if the system read the SPR and ACT files for a Thief to appear, then why no error's with the katar's? Its as if the weapon data or likely IMF was still loaded for Guillotine Cross.

*Edit*

I just realized I don't see IMF's for headgears or heads. It might be for what I said above, as well as how to layer the sprites for everything making up a character.

 
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@Rytech

Hairstyles dont move at all maybe I just could clone the .ACT files for every hairstyle with cloned frames... but as for the headgears I think that will be hard to do lol I'll try it now, 2018 clients behave weird with this 30 FPS sprite.. they don't obey the Animation Speed its like a fixed sprite speed why? Because that sprite looks like walking in slow motion, I fixed this by reducing the frames to 15 and the animation looks faster and nicer not slowmo

I did that because that slow-mo walk was kinda weird to advance like 3 meters and that was just like a step in animation, you can see it in the gif

 
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imf set draw priority for some frames. But look like it used not always.

also in render used lua functions what called on the fly on each character drawing. some of them set priority other frames etc... this is one of reasons why client too slow

 
I found out client is cutting the head frames somehow.. to something between 7~9 why? Because I added 14 extra frames to a hairstyle and it only rendered like 7~9 of them, then after that the head just dissapears I knew because I fliped the head halfway just to know if I was applyng my changes.. 

EDIT: 

After some research it appears that it always stops rendering at frame > 7 but this does not happen with headgears(thats why the guy remade the hairstyle into an item..)

By the way these are the contents of the Ranger .IMF file... GRF Editor is able to read them, but I don't know if they work "decrypted" 

https://pastebin.com/QPiuMLYa

It looks similar... I don't know how it works or what it is for.. 

 
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In drawing code i see only layers limit to 7 one of them is head.

probably head sprites limit somewhere else.

 
I found out client is cutting the head frames somehow.. to something between 7~9 why? Because I added 14 extra frames to a hairstyle and it only rendered like 7~9 of them, then after that the head just dissapears I knew because I fliped the head halfway just to know if I was applyng my changes.. 





4
I modified "imf" file for Ranger and added it to GRF.

30 frames of hairstyle work now. You can check it. Use female Ranger and @hairstyle 2

https://mega.nz/#!gY1VzQpb!cFnkDdulSGUt9mvJ-Dw61m8vHeSSat5xUpPyjr01vqM

-------------

P.S.

It is a bad idea to use 30 frames for body and 8 for head. The position of the head is different according to the frame number.

If you use a different amount of frames for body and head - you will get "random" position of head relative to the body.

It will be out of sync:

Head frames: [00][01][02][03][04][05][06][07][00][01][02][03][04][05][06][07]....
Body frames: [00][01][02][03][04][05][06][07][08][09][10][11][12][13][14][15]....

 
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I modified "imf" file for Ranger and added it to GRF.

30 frames of hairstyle work now. You can check it. Use female Ranger and @hairstyle 2

https://mega.nz/#!gY1VzQpb!cFnkDdulSGUt9mvJ-Dw61m8vHeSSat5xUpPyjr01vqM

-------------

P.S.

It is a bad idea to use 30 frames for body and 8 for head. The position of the head is different according to the frame number.

If you use a different amount of frames for body and head - you will get "random" position of head relative to the body.

It will be out of sync:

Head frames: [00][01][02][03][04][05][06][07][00][01][02][03][04][05][06][07]....
Body frames: [00][01][02][03][04][05][06][07][08][09][10][11][12][13][14][15]....
Wait this is amazing, I understod what you did with the .IMF file but how did you edit it tho? Without decrypting? It looks all gibberish after I open it 

rSgonE6.png


So I need to re-make all the headgears ?

And any idea on why the animation speed is fixed on 2018 clients? It obeys that settings on 2015 10 30 but the animation looks slow-mo in 2018 06 20

Could this have something to do with: 

(00) Priority 0  

Params?

@4144

In drawing code i see only layers limit to 7 one of them is head.

probably head sprites limit somewhere else.
Do you see anything on animation speed? I think thats the only problem now, the animation speed on 2015 10 30 shows like this: 
VKjUReZ.gif
 30 fps at 30MS speed

but on 2018 06 20 it looks like this: 
g40hHMA.gif
 like if it was extending the animation speed to 100+MS


2015 client Its apparently following this
2b01F6r.png
 setting on the .ACT but 2018 is not even if I put 2000ms it doesnt follow that rule but 2015 does


Tokei's ACT Editor and Actor2 have that setting and 2015 clients follow it but 2018 doesnt seem to

 
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Wait this is amazing, I understod what you did with the .IMF file but how did you edit it tho? Without decrypting? It looks all gibberish after I open it 

There is no sense to open "imf" file with "Notepad". Because it is binary data. I modified it manually by using Hex editor.

So I need to re-make all the headgears ?
Yes. But it is better to create tool for automation.

And any idea on why the animation speed is fixed on 2018 clients? It obeys that settings on 2015 10 30 but the animation looks slow-mo in 2018 06 20

Could this have something to do with: 

(00) Priority 0  

Params?
I don't have spare time to check it in debugger right now. I will inform you once I have info about it.

You should upload your EXE to the file hosting and post a link.

 
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There is no sense to open "imf" file with "Notepad". Because it is binary data. I modified it manually by using Hex editor.

Yes. But it is better to create tool for automation.

I don't have spare time to check it in debugger right now. I will inform you once I have info about it.
ACT Editor from Tokei's has automation scripts but I don't know C#.. thats the language scripts are supposed to be made in 

Also here is the unpatched .EXE

https://www.mediafire.com/file/c8q10uqxq375hfe

This one is patched if you don't want to patch the file above: https://www.mediafire.com/file/dren7r7pleefl41

 
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Added to nemo some patches from other nemo fork. See changelog.

Also now clients not protected by themida can be downloaded now from nemo site: http://nemo.herc.ws/downloads/

Clients can be downloaded from different kro mirrors and not stored on server where site located.

 
New patch "Change guild exp limit"

 
may be. but i not sure is this is good idea. probably better ask him share patch bytes or nemo script?

 
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