User blog comment:Generale wareagle/Mods for Ace Combat 5/@comment-25437196-20190730064749

Ace Combat 5 and In-house engine Ace Combat games are more hard to mod mostly because it would need professionals in reverse enginerring area to make two bulletpoints, reverse the game files, and also develop tools to modify the same. also AC5 is the most hard due it uses the ULZ compression from Ace Combat 3 Electrosphere, it didn't get texture mods working even with a tool called AC4analysis because of that, even that working with this tool is very hard even for AC4/ACZ texture modding, due it depends of following strict rules related to palette limit of the .GIM format, which are Project Aces in-house compression container to .TM2(Playstation 2 texture format). textures turn more easy when it turns "user friendly", in AC7 case, UE4 developers allows the use of ~mods folder, but workaroud of making texture mods is not too easy when you want to work in a nice work, depending of factors by begin next gen game. the "black sheep" was also moddable, but it had his cons, mostly because we used a tool called Texmod, made for replacing DirectX9 game textures. and every ACAH texture mod would need to follow strict rules of having his own save file, due color customization slots was useful to separate slots, also the aircraft texture will only work in-game, considering in Hangar thanks to Color Customization mechanic layout, Texmod couldn't stablize an exact hash to replace the composition of the multiple layers. ACX/X2 also get help by PPSSPP devs itself, which from 1.13 they added the native texture ripping/replace option, mostly to HD texture pack users.

In categories, texture mods are the most simple when you manage to get a workaroud to edit the game image container. models is a whole different story, due it depend of even more research to convert them into a readable format which works 100% like in-game on your software, and develop a tool to convert your modifications like a native 3D model from the game. now gameplay script modifying is a 7 headed monster different scale, due it depends of the user to know exactly hexadecimal code knowledge, to editing floats, thing that the game code is already encrypted, and for like, add new functions it would need A LOT, of patience, and advanced knowledge.

about ADA-01A, we don't know if there's leftover data from him stored in AC5, due seems textures of it doesn't exist, the ULZ encryption of AC5 also begin a problem too. from the worst, after they failed the Burst Missile/SDBM development, they scrapped ADA-01A from the game entirelly. but if someday one experienced user decides to check byte by byte, and found something, it will comfirm our doubts, because the reason we didn't had such programmers in Ace Combat community, is mostly by the game begin niche, and programmers needs to also had interrest and like the franchise, due if they didn't like, they wouldn't waste time of doing hard work for free. main rule of researchers.