Briej's Basic Raw Modding Guide

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Jun 4, 2023
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*** WWE Raw file explainations v1.1 by Brien L. Johnson ***

Changes from v1.0: More information added to WSB files, making editing them actually work.


Preface: You must first extract all files from each of the XPK files located in your WWE RAW/XPK folder using the XPK tool. The Rock will be used as an example, unless otherwise specified, for hex locations. You can figure out the locations of the other wrestlers easily, using The Rock as a template. Some of these files can be opened with a text editor, but I would suggest using a hex editor to actually modfiy them, only use notepad or another text editor to read them. Any files that are text based will be noted with the word TEXT after them.

I. CHANGING MENU NAMES
A. FILES USED
1. CHARHEAD.DAT
2. FINISH.LST (TEXT)
3. HANDW.LST (TEXT)
4. ENTMOTIONNAME.LST (TEXT)
5. ENTMOVIENAME.LST (TEXT)
6. ENTMUSICNAME.LST (TEXT)
B. HEX LOCATIONS
1. CHARHEAD.DAT
2. FINISH.LST (TEXT)
3. HANDW.LST (TEXT)
4. ENTMOTIONNAME.LST (TEXT)
5. ENTMOVIENAME.LST (TEXT)
6. ENTMUSICNAME.LST (TEXT)
II. CHANGING WRESTLERS HEIGHT AND WEIGHT IN THE GAME
A. FILES USED
1. CHARHEAD.DAT
B. HEX LOCATIONS
1. CHARHEAD.DAT
III.CHANGING MOVES
A. FILES USED
1. FMH FILES
2. FMO FILES
2. HEX LOACTIONS
1. FMH FILES
IV. CHANGING ENTRANCES
A. FILES USED
1. WEB FILES
2. WSB FILES
3. MDF FILES (TEXT)
4. WCB FILES
5. CHARHEAD.DAT
6. CSV FILES (DBF)
B. HEX LOCATIONS
1. WEB FILES
2. WSB FILES
3. MDF FILES (TEXT)
4. CHARHEAD.DAT
V. CHANGING XPK FILESIZES
A. FILES USED
1. _D.BIN
2. _F.BIN
B. HEX LOCATIONS
1. _D.BIN
2. _F.BIN
VI. MISC INFO


I. *** CHANGING MENU NAMES ***

A. FILES

1. The CHARHEAD.DAT file is located in the TF.XPK file in the CHARHEADER directory.

This controls the names of the wrestlers on the selection menu, in the museum, and while playing the game.

2. The FINISH.LST file is located in the TF.XPK file in the CHARHEADER directory.

This controls the names of the wrestlers finishers in the museum.

3. The HANDW.LST file is located in the TF.XPK file in the CHARHEADER directory.

This controls the height and weight of each wrestler as displayed in the museum, and while playing the game.

4. The ENTMOTIONNAME.LST file is located in the TF.XPK file in the ENTRANCE directory.

This controls the menu name of the Entrance Moves in the CAW section, and points to the corresponding WEB file which will be described later in the guide.

5. The ENTMOVIENAME.LST file is located in the TF.XPK file in the ENTRANCE directory.

This controls the menu name of the Titan Trons in the CAW section, and points to the corresponding BIK file in your WWE RAW/Movie/Scene folder.

6. The ENTMUSICNAME.LST file is located in the TF.XPK file in the ENTRANCE directory.

This controls the menu name of the Entrance Music in the CAW section, and points to the corresponding WAV file in your WWE RAW/Sound/BGM folder.

B. HEX LOCATIONS

1. CHARHEAD.DAT

0000 to 00B4 is the location, it is pretty self-explanatory how to change them, the first name is the selection menu, the second is in the game. Change the third and foruth to match the first and second respectively.

2. FINISH.LST

Very easy to figure out. Just change the name of the finisher of a wrestler to the name you want. Pad the end of the file with zeroes, after the last 0D 0A if needed, to keep the file the same size to avoid problems.

3. HANDW.LST

Just like the FINISH.LST, easy to figure out, but you must make sure you replace the correct height and weight of the correct wrestler. I think all of the wrestlers have different heights and weights, so it should be easy to find the one you need, the only problem you may have will be the women with the same height and have 2D 2D 2D (three dashes) for their weight. Pad the end of the file with zeroes, after the last 0D 0A if needed, to keep the file the same size to avoid problems.

4. ENTMOTIONNAME.LST

No explanation needed. Pad the end of the file with zeroes, after the last 0D 0A if needed, to keep the file the same size to avoid problems.

5. ENTMOVIENAME.LST

No explanation needed. Pad the end of the file with zeroes, after the last 0D 0A if needed, to keep the file the same size to avoid problems.

6. ENTMUSICNAME.LST

No explanation needed. Pad the end of the file with zeroes, after the last 0D 0A if needed, to keep the file the same size to avoid problems.


II. *** CHANGING WRESTLERS HEIGHT AND WEIGHT IN THE GAME ***

A. FILES

1. The CHARHEAD.DAT file is located in the TF.XPK file in the CHARHEADER directory.

This controls the physical height and weight as seen in the game, of the wrestlers.

B. HEX LOCATIONS

1. CHARHEAD.DAT

032E to 032F = Height of The Rock, first byte - feet, second byte - inches
0330 to 0331 = Weight of The Rock, reverse bytes, so 13 01 is really 0113 which is 275 in decimal


III.*** CHANGING MOVES ***

A. FILES

1. C000.FMH through C046.FMH are located in the FF.XPK file in the FMH directory

These control the move sets of the wrestlers.

2. The FMO files are located in the FF.XPK file in various directories.

These control the animations of the wrestlers. I have no idea how to modify these files. If anybody can figure them out, please let everybody know.

B. HEX LOCATIONS

1. C000.FMH through C046.FMH and FMH.FPK (used to find more moves)

Front Non-Groggy

attack 01 DE5A to 01 E239
U + attack 01 E23A to 01 E619
D + attack 01 E61A to 01 E9F9
L + attack 01 E9F0 to 01 EDD9
R + attack 01 EDDA to 01 F1B9

grapple 01 F1BA to 01 F599
U + grapple 01 F59A to 01 F979
D + grapple 01 F97A to 01 FD59
L + grapple 01 FD5A to 02 0139
R + grapple 02 013A to 02 0519


Rear Non-Groggy

attack 02 08FA to 02 0CD9
UD + attack 02 0CDA to 02 10B9
LR + attack 02 10BA to 02 1499
grapple 02 139A to 02 1879
UD + grapple 02 187A to 02 1C59
LR + grapple 02 1C5A to 02 2039


Front Groggy

attack 02 27FA to 02 3399
UD + attack 02 339A to 02 3F39
LR + attack 02 3F3A to 02 4AD9
grapple 02 4ADA to 02 5679
UD + grapple 02 567A to 02 6219
LR + grapple 02 621A to 02 6DB9
SPECIAL 02 6DBA to 02 7959


Rear Groggy

attack 02 7D3A to 02 88D9
UD + attack 02 88DA to 02 9479
LR + attack 02 947A to 02 A019
grapple 02 A01A to 02 ABB9
UD + grapple 02 ABBA to 02 B759
LR + grapple 02 B75A to 02 C2F9
SPECIAL 02 C2FA to 02 CE99

*** Important Notes ***

You must cut and paste the entire move from the source to the new location to make a move work. Other moves can be found in the file FMH.FPK

* Non-Groggy Moves *

Using C000.FMH (The Rock) and the front non-groggy attack for hex locations as example

01 DE5A is where the name of the move is located.

01 DE74, 01 DF6A, 01 E064, and 01 E15A describe the type of move and are followed by "_A", "_P", "R_A", and "R_P" respectively. These are the locations that must be changed when copying and pasting a move from FMH.FPK

First is the type of move
FThr is a Front Non-Groggy Attack
BThr is a Rear Non-Groggy Attack

Second is the button combination

Front Moves
NA = attack button
UA = up + attack button
DA = down +attack button
LA = left + attack button
RA = right + attack button
NG = grapple button
UG = up + grapple button
DG = down + grapple button
LG = left + grapple button
RG = right + grapple button

Rear Moves
NA = attack button
VA = up/down + attack button
UA = left/right + attack button
NG = grapple button
VG = up/down + grapple button
UG = left/right + grapple button

01 DE84, 01 DF7A, 01 E074, and 01 E16A point to the correct directory that the move is located in, in the FF.XPK file.

01 DE94, 01 DF8A, 01 E084, and 01 E17A point to the name of the FMO file that is used in that directory.

* Groggy Moves *

Using C000.FMH (The Rock) and the front groggy attack for hex locations as example

02 27FA is where the name of the move is located.

02 2814, 02 290A, 02 2A04, and 02 2AFA describe the type of move and are followed by "_A", "_P", "R_A", and "R_P" respectively. These are the locations that must be changed when copying and pasting a move from FMH.FPK

First is the type of move
GFThr is a Front Groggy Attack
GBThr is a Rear Groggy Attack

Second is the button combination

Front or Rear Moves
NA = attack button
VA = up/down + attack button
UA = left/right + attack button
NG = grapple button
VG = up/down + grapple button
UG = left/right + grapple button
EX = SPECIAL

02 2824, 02 291A, 02 2A14, and 02 2B0A point to the correct directory that the move is located in, in the FF.XPK file.

02 2834, 02 292A, 02 2A24, and 02 2B1A point to the name of the FMO file that is used in that directory.

Each Groggy move is followed by a series of 8 more moves that are dummy moves if it does not result in a pin, or submission, and actual continuation moves if it does, so you can use a groggy move in a non-groggy location ONLY if it does not continue into a submission or pin. The continuations of these moves follow the same basic rules as above. Regular non-grapple moves can be replaced for taunts, but only change the name of the move, and the move pointers. DO NOT change any of the other info from the original, because it controls your voltage meter.


IV. *** Changing Entrances ***

A. FILES

1. C000.WEB through C220.WEB files are located in the SF.XPK file in the EFF directory.

These control the MDF and WCB file used.

2. C000.WSB through C220.WSB files are located in the SF.XPK file in the SCN directory.

These control the WEB, titan tron, music, and pyro file used.

3. The MDF files are located in the IF.XPK file in the MDF directory.

These control the entrance animations and point to FMO files that control the entrance moves of wrestlers.

4. C000_1.WCB through C220_1.WCB files are located in the SF.XPK file in the CAM directory.

These control the camera angles used during an enrance. I do not know how to modify these files. If anyone has any information how to change them, or how they specifically work, please let everybody know.

5. The CHARHEADER.DAT file is located in the TF.XPK file in the CHARHEADER directory.

This file controls the items a wrestler brings to the ring during their entrance.

6. EA00.CSV through EA05.CSV files are located in the TF.XPK file in the MODELLIST directory.

These list the items a wrestler can bring to the ring and can be opened up with Microsoft Excel or similar program.

B. HEX LOCATIONS

1. C00.WEB for an example

0012 to 001B points to the MDF file that is used during the entrance. In this example, NYUJO_ROCK.

0025 to 003A points to the WCB files that are used during the entrance. Just change it to read c001_1c001_2c001_3 for example to use Stone Cold Steve Austin's camera angles.

*** Important Notes ***

Make sure that if you change a number to someone elses number that there are the same number of WCB files being used, for example, if the one you are modifying has 3 files it points to, only replace it to a superstar that has the same number of WCB files or more. It is best to only edit the CAW WEB files and then later just change your WSB file to point to that WEB file. I recommend only changing the part that points to camera angles in this file and keeping everything else exactly the same to avoid problems.

2. C004.WSB for an example beacause Kane has pyro

000E to 0011 point to the corresponding WEB file.
*** New Info: The length of this is controlled by the second bit at location 000C, which is 4 in this example.

0012 to 0015 is the name of the BIK file used for the titan tron.
*** New Info: The length of this is controlled by the first bit at location 000C, which is 4 in this eample.

0016 to 001C is the name of the WAV file for the entrance music.
*** New Info: The length of this is controlled by the second bit at location 000D, which is 7 in this example.

001D to 0020 is the name of the pyro used. A list of pyro names is in HANABINAME.LST which is found in the TF.XPK file in the ENTRANCE folder. The file can be opened with a text editor for easy viewing.
*** New Info: The length of this is controlled by the first bit at location 000D, which is 4 in this example.

The rest of the file I think controls the lighting effects. I wouldn't change anything until more info is discovered.

*** Important Notes ***

I wouldn't recommend changing the pyro name to one that has more characters in the name, than what is there, or else the file will increase in size, causing many difficulties. It is easier just to change it to one with 4 letters or less to replace NULL in the characters that have no pyro as default. Pad the end of the file with a zero if you use y2j to replace NULL.

3. MDF Files

Open any of the MDF files in a text editor to make editing easier, than just add zeros at the end to pad the file to the correct size with a hex editor when you are finished.

The third line down begins with Start followed by two numbers. Make the first number more positive if your wrestler ends up too far to the left during an entrance, and more negative if you end up too far to the right.

The fourth line defines the backstage entrance, if it is from the left it ends in L2C, and from the right R2C. The first number on the third line must be positive for left side entrances and negative for right side entrances.

The second number of the third line controls the tempo of the wrestler coming to the ring. If he outruns the camera, increase the number and if he is slower than the camera, decrease the number. It also affects where you end up at the end of your motions too, so tweaking it can make you end up at the correct location near ringside, or just delete or add a walking loop.

The second of the two numbers following the fmo control how long until of a pause until that move is started, I think.

*** Important Notes ***

Open up the file in a hex editor when finished. The file must end with 0D 0A, than pad after that with zeros to make it the same size. I would only recommend editing the CAW entrances and just have your files point to that entrance instead.

4. CHARHEAD.DAT

034A - First byte - Items worn on the head - EA00.CSV
034B - Second byte - Items worn on the face - EA01.CSV
034C - Third byte - Items worn around the neck - EA02.CSV
034D - Fourth byte - Items worn on the shoulder - EA03.CSV
034E - Fifth byte - Items worn around the waist - EA04.CSV
034F - Sixth byte - Items carried in your hand - EA05.CSV

These are the locations for The Rock, other wrestlers can be found using this as an example.


V. *** CHANGING XPK FILE SIZE ***

A. FILES

1. _D.BIN FILES

These are located in the WWE RAW/XPKT folder and control the names of the files and directories that are in the respective XPK files. So IF_D.BIN would be for the IF.XPK file.

2. _F.BIN FILES

These are located in the WWE RAW/XPKT folder and control the sizes of the files and directories that are in the respective XPK files. So IF_F.BIN would be for the IF.XPK file.

B. HEX LOCATIONS (Unpack WF.XPK with the XPK tool to follow along with files and folders)

1. WF_D.BIN will be used as an example, because it is small in size.

000C and 000D are in reverse bytes, and point to the byte location of the start of the folders info, in this example 07 61

0761 is the location of the first entry for folders info, the 02 means it is a folder.

Two bytes after that at 0763 is the length of the folder name, in this example, 04 and the name is BLUR, four characters long.

Two bytes after that at 0765 points to the start of the files in that directory in reverse bytes, 00 10.

This is followed by the name of that folder BLUR. Than the process is repeated. Since BLUR has no files in it, go to the next entry at 076E which is the start of the EFFECT folder info.

First is the 02 which means it is a folder name. Than the length of the name, than the location again, which in this example is 00 18.

Go to 0018, and you see 01, which means a file, instead of a folder, than two bytes later at 001A is the length of the file name 08, and in this case is BANG.EFC Two bytes later at 001C is the entry number of the file, which increases by one for each succeeding file.

Go to the end of the file again, to byte 077C is the start of the folder info for FACE, and it points to the start of the files at 01 A3, remember they are in reverse bytes, now go to 01A3.

You will see 01, which means it is a file, followed by 08, the length of the name, and than 15, it is the 21st entry on the list, 00 was the 1st. Everything is in hex reverse bytes.

So, you can see how the XPK tool, and WWE RAW use this file to find out what the name of the files and directories are that are included in the XPK files. Next we get to learn how those files are actually found inside the XPK file.

2. WF_F.BIN will be used as an example, because it is small in size.

0010 is the filesize of the first file packed into the XPK file. In this case it is BANG.EFC, and using Windows Explorer, right click on the file and choose Properties. You will see the size is 1048 bytes, and the hex value at this location is 18 04, or reversed 0418 which equals 1048 bytes.

Eight bytes later is the result of adding together the value of the filesize just listed to the previous size value of the file. For the very first entry, add it with the hex value at location 000C, which equals 0C.

Than, four bytes later the process starts over, at location 001C is the filesize of the next file which is BIGSHOW.EFC, and equals, 01E4 (reverse bytes), or 484 bytes. Sure enough, in Windows Explorer, it is equal to 484 bytes.

This value is added to the previous value found four bytes before, which is 04 24 (reverse bytes), and is put in the location eight bytes later at 0024 and equals 01E4 + 0424 = 0608

This continues through the entire file until the end, so if you want to put a bigger filesize in, you must first change the bytes that describe the fileszie, than you must change every single byte afterwards that control the total filesize, by adding however many bytes you increased it by. Each and everyone of them must be changed, which will take a long time if the file is near the top, but not so long if it is near the bottom.

I hope that this part of the guide was not confusing. Email me with any problems you may have, and I will try my best to clarify them for you.


VI. *** MISC INFO ***

*** Contact Information ***

Email: brienj@mako.com
AOL IM Screenname: brienj

*** Copyright Notice ***
This work may be reproduced as long as full credit is given to me, Brien L. Johnson
 
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