Enabling card slots #3
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While doing some editing of the game, I've noticed there's a number of cards that are not available in any POC game but do have name entries, appear on the card_list.txt, have their hex codes in card_prop, the only difference is that they reference token images. Are those cards fully programmed in the game (when it comes to effect cards, fusion monsters...etc) and is there a way to make them appear on the card list? I have created images for them and changed their reference in list_card.txt in both card and mini folders but no luck. The basic card number for all three games is 771, but I've seen mods that go up to 1109 and that seems to be the number of entries in the original Joey the Passion games, just with over 300+ cards disabled and with missing art. Examples |
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Replies: 12 comments 24 replies
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Ok, I managed to do it and added about 150 cards (all but two were already in the game, just lacked the art + Master Kyonshee and Opticlops in two empty slots). I've focused on adding the missing fusion, ritual and effect monsters as well as spells, traps, some anime character monsters and missing starter deck cards. The remainder are low level normal monsters that were OCG only at the time. The trick is manipulating the card_pack.bin. Every card there is marked by a string of 4 numbers with the last two always being 00. The code is After that, I changed every game's card_pack to essentially give all three ones all 904 + I gave all three games Joey's card_prop and card_nameeng. The result was interesting. Out of the 904, 898 appeared in Kaiba (guessing the missing 6 are not in the game) and 868 were in Yugi. Testing Yugi, some like Morphing Jar 2, Senju and Soul Exchange had bugged effects so I removed them. Adding some of the missing iconic card to Yugi's CPU decks there's also something interesting. Buster Blader, Dark Magician Girl and Magic Cylinder all have programmed in voice lines. It seems like more was planned for the game but was never really finished? They could have at least included it in the 2.0 update that shipped with Kaiba. AI also had no idea how to use some cards like Dust Tornado, Magical Hats...etc, so I replaced them in the CPU decks with those it uses. |
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@vjeko1701b Hey, sorry for the delay at answering you. Awesome write-up! I was aware of some disabled card, but never looked into it further. It seems like there were some sorts of 6 editions planned, but they cut it at the half of it? (My guess is because the PoC games didn't sell as expected?) But this would kinda explain the shift to Yu-Gi-Oh Online that was really rushed and bare-bones in first iteration and hacked together in two-three months after JTP. Have you played around with the Yu-Gi-Oh Trial? This one would also be kinda interesting because it predates the YUGI V1.0 by almost half a year and the list_card.txt shows 1086 entrys with almost all referencing a placeholder gfx. Would you maybe be interested in extending your writeup on a wiki page here on this repo? (With images and file examples to play around?) |
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Nice work do you have discord? |
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Hello, I have done some further work and 03 00 is still a mystery to although I'm guessing it's a card that's in both Yugi and Kaiba. I would be willing to help you write up some documents on it and yeah, I have discord. If you wanna know what those 1086 cards are (if most are disabled), just open card_pack and replace ever 01, 02, 03, 04, 05 and 06 with 07, then do another replacement sweep that replaces every instant of 00 00 00 with 00 07 00 In the full game, all but 4 (out of 1109) had full stats, names, desc and effects out of which three were the god cards and one "glory of the king's hand" non-playable card. The 4 aforementioned are essentially nameless, description-less Gaia, Celtic, Masked Beast and unknown spell. It's just crazy to me that they would release Yugi without all his signature cards (Like Buster Blader, Dark Magician Girl....etc) even after they were fully programmed in, had custom voice lines and had artwork ready for Kaiba and Joey releases. In theory, an editor could be made that would read the card_prop.bin and list_card.txt (as they follow the same card order) and allow simple enabling and disabling cards over all three games. It could even reference "card" folder for images of the cards and card_prop for their stats. |
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Small addition, in order for card with banishing effects to work in Yugi, I had to add the banish effect and banish field functionality to the game. Fortunately, V2.0 which is basically Kaiba V1.0 engine and has the necessary code, just the assets were missing. Also, I have created field images for all field spells not originally included in Yugi. All seem to work except Fusion Gate which was a Joey addition. I'll have to include that to any documentation that covers this type of modification. |
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@vjeko1701b By the way, i invited you to the repo. You should now be able to edit the wiki after accepting it 👍🏻 |
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Invitation accepted, I'll prepare some basic instructions. In any case, this is the "algorythm" If an editor could be implemented with a set of 8 checkboxes for each card reading from the current card_pack.bin and sorting based on card_list.txt that would then generate a new card_pack.bin, it would be a great tool for future modding. The way I have to do it now is quite....tedious xD All in all, all vanilla monsters seem to have no problem working in either game. With the V2.0 Yugi, all Kaiba cards and functionalities are compatible with Yugi. Some Joey cards seem to have a problem in Yugi (and Kaiba presumable). Most work (like Goblin Attack Force for example) while others (like Magic-Arm Shield, Morphing Jar #2, Fusion Gate...etc) either work but not properly (Morphing Jar goes trough the deck but then summons cards in your hand instead of excavated cards) or don't work at all (Fusion Gate). Would you know of any way or comparing the effect coding of cards between different .exe files or some release notes...anything that might give us a clue which cards from Joey are fully compatible with Yugi and Kaiba? |
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I've uploaded some tests on youtube that could be used as examples of this card base expansion. |
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@vjeko1701b
I'm only aware of ZAZA playing around with the effect coding in exe with hex editor. Pretty hardcore stuff. |
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Great Work! As for non-funtional cards, I'm doing it the old fashioned way, testing cards from Joey in Yugi. I'm currently working under the assumption that if it works in Yugi 2.0, it also works in Kaiba. |
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Small "revelation" here. Wanting to know what were the 4 nameless cards in the original three games, I took a look at YGO Online 2005-11 and while the nameless spell is still just nameless (and its effect is to shuffle itself back into the deck) the three monsters are Obnoxious Celtic Guard (not vanilla Celtic Guard), Swift Gaia the Fierce Knight (alsoo not vanilla as I presumed) and Masked Beast Des Gardius. Using the bin files from YGO Online, it added their effect descriptions and dialogue to the game and they actually work all the way back to Yugi 2.0. So essentially, that's three brand new effect monsters compatible with all three games. More importantly, since the first 1109 cards all seem to be in the same order between Joey and Online 2005-11, the bin files don't mess up anything all the way back to Yugi, however, they do give you access to 2350 card slots. Now, since Online 2004-09 has an identical card list as Joey, I would presume all the effects of post 1109 cards won't work, but vanilla monsters should work just fine. Also, it gives 1241 additional name and description slots. |
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Ok, I managed to do it and added about 150 cards (all but two were already in the game, just lacked the art + Master Kyonshee and Opticlops in two empty slots). I've focused on adding the missing fusion, ritual and effect monsters as well as spells, traps, some anime character monsters and missing starter deck cards. The remainder are low level normal monsters that were OCG only at the time.
The trick is manipulating the card_pack.bin. Every card there is marked by a string of 4 numbers with the last two always being 00.
The code is
01 00 - Yugi
02 00 - Kaiba
03 00 - ??? (Only Spellbinding Circle)
04 00 - Joey
05 00 - ??? (As far as I can tell, mostly Field Spells)
06 00 - ??? (Cards like…