


#GETAMPED 2 KEY CODE FREE HOW TO#
It references kotori.io.Resource (possibly also kotori.io.CacheFile?) on how to deal with exporting byte information, etc. scm files, I would check out to see what they did. scm files-it's crazy.Īnyway, if you're looking to make your own file conversion program for. scm the same way the developers make their. With the ScriptModel Editor tool, I could make my own. scm files particularly, and I've been able to edit them minimally with a Hex editor, but there's only so much you can do with that.scm files link together model file information (.kmd) with texture file information (.agi) but they are also in charge of when to play certain sounds, what particle effects to use when, and weapon properties/stats like damage, knockback, etc. Is there no way to recreate the main class? And yeah, I've been using Java Decompiler to look at these files. That's the dilemma! I can't run the tool itself because I can't find/don't know what to use as the Main class! It's infuriating because everything else is there. My question is this: since I essentially have the compiled source code for this tool, how can I package the class files into an executable to run the tool? After extracting, I viewed these classes with a decompiler and it was essentially the game's source code! But aside from that, the most interesting part is that there were class files for the tools used to create and edit the many filetypes I could not view normally: namely, the ScriptModel Editor which controls parameters and associations between models and textures and exports to ".scm" agi, (albeit minimally with a hex editor of course) it seems as though GetAmped2 has stored all of its java class files into a file called classes.kxr. Although many of GetAmped2's extracted files were filetypes that I could not view or edit correctly like. Thanks to this forum, I have been able to extract online game GetAmped2's files and after being really excited and doing extensive research I am very intrigued by what I have found.
