Tutorial
Updated
transplant elden ring pc release version to ps4 trial version
elden ring uses the fromsoft ancestral engine , like soul , bloodborne , sekiro. Most files of PC version and PS4 trial version are exactly the same. The difference is that the packaging path is different. In addition, PS4 version is compressed by dcx. In theory, it is possible to decompress and convert the format, recompress it into dcx and replace the PS4 trial version files for transplantation. The biggest problem is whether the trial version eboot.bin has reserved the release version data interface, Although the engine and processing mode are the same, most of the official version data are not actually installed in the trial version. It is still doubtful whether they can be loaded and run normally after being added out of thin air. It does not rule out the possibility of ce-34878 conflict after transplanting some files. only try it bit by bit. At present, I have tried several files OK, But the complete migration requires manual conversion of more than 90000 files. The amount of work is too large, and my PC configuration is too low . Those with high configuration PC can try it by themselves
1 unpack PS4 trial FPKG
2 use bindertool unpack PC version Data0-Data3.bdt , all extract to the same directory, assuming /PC/data
3 analyze all bnd4 files , generally with bnd in filename extension, or open them with hexeditor, and the file header has "BND4"
4 use yabber tool to decompress PS4 dcx file, check the extracted directory/_yabber-bnd4.xml, remember the compress type in the <compression> line
5. example: decompress /PS4/image0/asset/aeg/aeg001/aeg001_003.geombnd.dcx , view /aeg001_003-geombnd-dcx/_yabber-bnd4.xml, remember the compress type. this file is <compression>SekiroKRAK</compression>
6. use yabber tool extract the file with the same name (extension name haven't .dcx) in the same directory of PC version. example /PC/data/asset/aeg/aeg001/aeg001_003.geombnd
7 open /aeg001_003.geombnd/_yabber-bnd4.xml, use remember compress type replace <compression>none</compression> . this file is <compression>SekiroKRAK</compression>
8 replace INTERROOT_win64 to INTERROOT_ps4
9 enter directory aeg001_003.geombnd/gr/data/ , rename INTERROOT_win64 directory to INTERROOT_ps4
10 use yabber_dcx tool repack the aeg001_003.geombnd directory to aeg001_003.geombnd.dcx
11 copy new created aeg001_003.geombnd.dcx to PS4/image0/asset/aeg/aeg001/aeg001_003.geombnd.dcx ,replace it
12 use the same method to convert and replace over than 90000 PC bnd files to dcx. if file only have PC version , no PS4 version , speculate the compress format according to the same type with different number in the same directory . generally is <compression>SekiroDFLT</compression> or <compression>SekiroKRAK</compression>
13. If you encounter a PC file that cannot be decompressed by yabber, directly decompress the file with the same name as the PS4 file (the extension name have .dcx). If the result is directly extracted a file with the same name as the PC file in this directory (remove extension name .dcx), and add an extension name with -yabber-dcx.xml , check this xml, If there are only have <compression> line, you can directly copy and rename to every file extension name with -yabber-dcx.xml, next to step 10
14 example: /PS4/image0/event/common.emevd.dcx, you can directly use the common.emevd-yabber-dcx.xml copied and renamed for all under PC/data/event.emevd file, like common_func.emevd-yabber-dcx.xml, m10_00_00_00.emevd-yabber-dcx.xml……
15 PC version /data/action directory can be replaced directly without conversion. The font directory and shader directory do not need to be converted or replaced. Just keep the original file of PS4 version
16 rebuild gp4 and create PS4 FPKG
1 unpack PS4 trial FPKG
2 use bindertool unpack PC version Data0-Data3.bdt , all extract to the same directory, assuming /PC/data
3 analyze all bnd4 files , generally with bnd in filename extension, or open them with hexeditor, and the file header has "BND4"
4 use yabber tool to decompress PS4 dcx file, check the extracted directory/_yabber-bnd4.xml, remember the compress type in the <compression> line
5. example: decompress /PS4/image0/asset/aeg/aeg001/aeg001_003.geombnd.dcx , view /aeg001_003-geombnd-dcx/_yabber-bnd4.xml, remember the compress type. this file is <compression>SekiroKRAK</compression>
6. use yabber tool extract the file with the same name (extension name haven't .dcx) in the same directory of PC version. example /PC/data/asset/aeg/aeg001/aeg001_003.geombnd
7 open /aeg001_003.geombnd/_yabber-bnd4.xml, use remember compress type replace <compression>none</compression> . this file is <compression>SekiroKRAK</compression>
8 replace INTERROOT_win64 to INTERROOT_ps4
9 enter directory aeg001_003.geombnd/gr/data/ , rename INTERROOT_win64 directory to INTERROOT_ps4
10 use yabber_dcx tool repack the aeg001_003.geombnd directory to aeg001_003.geombnd.dcx
11 copy new created aeg001_003.geombnd.dcx to PS4/image0/asset/aeg/aeg001/aeg001_003.geombnd.dcx ,replace it
12 use the same method to convert and replace over than 90000 PC bnd files to dcx. if file only have PC version , no PS4 version , speculate the compress format according to the same type with different number in the same directory . generally is <compression>SekiroDFLT</compression> or <compression>SekiroKRAK</compression>
13. If you encounter a PC file that cannot be decompressed by yabber, directly decompress the file with the same name as the PS4 file (the extension name have .dcx). If the result is directly extracted a file with the same name as the PC file in this directory (remove extension name .dcx), and add an extension name with -yabber-dcx.xml , check this xml, If there are only have <compression> line, you can directly copy and rename to every file extension name with -yabber-dcx.xml, next to step 10
14 example: /PS4/image0/event/common.emevd.dcx, you can directly use the common.emevd-yabber-dcx.xml copied and renamed for all under PC/data/event.emevd file, like common_func.emevd-yabber-dcx.xml, m10_00_00_00.emevd-yabber-dcx.xml……
15 PC version /data/action directory can be replaced directly without conversion. The font directory and shader directory do not need to be converted or replaced. Just keep the original file of PS4 version
16 rebuild gp4 and create PS4 FPKG
Last edited by zestiva,