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Showing content with the highest reputation since 11/14/2025 in Posts

  1. I'm trying my best to make it load somehow
    4 points
  2. Actually the LZSS provide above, is wrong, for the files. I did the reverse enginner of the algorithim, Try the tool, see if the image get right TenchuWoH_DeCompressor.zip
    3 points
  3. 2 points
  4. I've just released new version of ImageHeat ๐Ÿ™‚ https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.39.1 Changelog: - Added new Nintendo Switch unswizzle modes (2_16 and 4_16) - Added support for PSP_DXT1/PSP_DXT3/PSP_DXT5/BGR5A3 pixel formats - Fixed issue with unswizzling 4-bit GameCube/WII textures - Added support for hex offsets (thanks to @MrIkso ) - Moved image rendering logic to new thread (thanks to @MrIkso ) - Added Ukrainian language (thanks to @MrIkso ) - Added support for LZ4 block decompression - Added Portuguese Brazillian language (thanks to @lobonintendista ) - Fixed ALPHA_16X decoding - Adjusted GRAY4/GRAY8 naming - Added support section in readme file
    2 points
  5. The textures are compressed with ZSTD - just that type 0 means the whole file is not compressed. But there doesn't seem to be any encryption once decompressed - looks something like ETC format:
    2 points
  6. Thanks for some info from here and made a tool for unpacking and packing localize map files, if someone is interested in it. https://github.com/dest1yo/wwm_utils
    2 points
  7. It's been a while since this topic is up and i have found a way to deal with this: -Step 1: From the .farc files, use either the tool mentioned at the first post of this thread, or download QuickBMS and use the virtua_fighter_5 bms script i included in the zip file below to extract them into bin files. -Step 2: Download noesis and install the noesis-project-diva plugin (https://github.com/h-kidd/noesis-project-diva/tree/main , or in the included zip file) in order to view and extract the textures/models and use them in Blender or a 3d modeling software of your choice. KancolleArcade.zip
    2 points
  8. Drag and drop .resources files into the script this will extract all of it's content from there. Next Steps: BMD6MODEL/BMODEL - https://reshax.com/topic/18566-wolfenstein-the-new-order-wolfenstein-the-old-blood-bmd6modelbmodel-files/#comment-101213 BIMAGE - https://reshax.com/topic/18567-wolfenstein-the-new-order-wolfenstein-the-old-blood-bimage-files/#comment-101214 STREAMED.RESOURCES - https://reshax.com/topic/18568-wolfenstein-the-new-order-wolfenstein-the-old-blood-streamedresources/#comment-101215 VIRTUALTEXTURES - https://reshax.com/topic/18569-wolfenstein-the-new-order-wolfenstein-the-old-blood-pages-virtualtextures/#comment-101216 wolfesntein_resources.py wolfesntein_resources.zip
    1 point
  9. here you go https://github.com/ExIfDev/Cal3d-Noesis/blob/main/fmt_cal3d.py currently didn't bother to add support for animations and morphs but if there is need to ill add them
    1 point
  10. Yeah if you are fan of defining almost 800 resource types then go for it. I have faith in you...
    1 point
  11. 1. FORMATO DEL ARCHIVO SCRIPT.PTD: Firma de cabecera: "PETA" (50 45 54 41) Tamaรฑo total: 1,728,512 bytes Estructura: Cabecera 32 bytes + SBOX 256 bytes + Datos cifrados SBOX: 256 bytes en offset 0x20-0x11F Datos cifrados: 1,728,224 bytes restantes DESCIFRADO COMPLETO: Algoritmo MIPS con SBOX de 256 bytes Parรกmetros รณptimos: t3 = 0x02, bloques de 288 bytes script.ptd โ†’ script.dec (1,722,223 bytes) 2. DESCOMPRESIร“N YKLZ/LZSS FUNCIONA: 249 secciones YKLZ encontradas Formato: "YKLZ" + param_byte=0x0A + tamaรฑo descomprimido + datos LZSS Descompresiรณn exitosa con shift=2, mask=3 3. TEXTO REAL EXTRAรDO: ็ด”๏พ›๏พ = "JUNROMAN" identificado Texto japonรฉs en Shift-JIS encontrado Estructura hรญbrida: texto + comandos + padding 4. FLUJO DEL JUEGO DESCUBIERTO: text script.ptd โ†’ Descifrado โ†’ YKLZ/LZSS โ†’ Script Binario โ†“ fcn.0010e048 (Intรฉrprete) โ†“ fcn.0010ded0 (Parser) โ†“ fcn.00119fc0 / fcn.0011a0ec (Diรกlogos) โ†“ fcn.00106800 (Configura contexto) โ†“ fcn.001068d0 (Renderiza texto) โ†“ fcn.0016e400 / fcn.0016e4a8 (Dibujo GPU) 5. ESTRUCTURAS IDENTIFICADAS: c struct TextContext { void* gpu_buffer; // 0x00 uint32_t text_ptr; // 0x04 (ยฟpuntero al texto?) uint32_t param1; // 0x08 (ยฟposiciรณn X?) uint32_t flags; // 0x0C (ยกt6! 0โ†’fcn.0016e400, โ‰ 0โ†’0x16e458) uint8_t font_index; // 0x10 (รญndice de fuente) }; โŒ PROBLEMA PRINCIPAL (LO QUE FALTA): LOS SCRIPTS DESCOMPRIMIDOS NO SE INTERPRETAN CORRECTAMENTE Ejemplo de datos descomprimidos: text ็ด”๏พ›๏พ####@###๏ฝผg##@###๏พ„###4.##X)##๏ฝฒ*##4... Problema: Cuando decodificamos como Shift-JIS, obtenemos: Hay texto japonรฉs real Pero los bytes de comandos se interpretan como caracteres extraรฑos... Estructura probable de los scripts: text [TEXTO Shift-JIS] [PADDING "####"] [COMANDO "@" + 3 bytes] [MรS TEXTO]... Lo que deberรญa pasar: Parser detecta @ (0x40) โ†’ Interpreta como comando Lee 3 bytes siguientes โ†’ Parรกmetros del comando Procesa texto Shift-JIS โ†’ Caracteres de 1-2 bytes Salta padding # (0x23) โ†’ Bytes de alineaciรณn (segun elf?) ------ EDIT: SCRIPT.PTD (1.7MB) โ†’ 249 secciones YKLZ โ†’ Archivos binarios estructurados 2. CABECERA UNIFICADA (16 bytes): Todos los archivos YKLZ comparten la misma cabecera: Secciรณn 0x00-0x3F: CABECERA Y METADATOS 0x00-0x0F: Cabecera fija 0x10-0x2F: Offsets/parรกmetros del script 0x30-0x3F: Flags/configuraciรณn Secciรณn 0x40+: DATOS DEL SCRIPT LOS ARCHIVOS YKLZ CONTIENEN: Scripts compilados (bytecode que ejecuta fcn.0010e048) Referencias a diรกlogos (IDs/offsets, no texto) Lรณgica de juego (condicionales, saltos, etc.) Parรกmetros de visualizaciรณn (posiciรณn, fuente, timing) LOS DIรLOGOS REALES ESTรN EN???? SOUND.PTD (610 MB) โ†’ MรS PROBABLE (voces + subtรญtulos sincronizados) ?????
    1 point
  12. D:\88>py fgo_arcade_mot_parser.py --mot CHARA_POSE_SVT_0088_S01.mot --skl SVT_0088_S02.skl --bone arm_r --frames 100 0 0.000007 0.402854 0.002541 0.915261 1 0.000120 0.975284 0.052175 -0.214706 2 0.069035 0.000000 0.000000 -0.997614 3 0.000000 -0.276927 -0.000008 -0.960891 4 0.000000 -0.736034 -0.000022 -0.676945 5 0.000000 0.738174 0.000023 0.674610 6 0.000000 0.848413 0.000028 0.529335 7 0.000000 0.998036 0.000034 0.062648 8 0.000000 0.955551 0.000035 0.294825 9 0.000000 0.787267 0.000030 0.616612 10 0.000000 0.853046 0.000034 0.521836 11 0.000000 0.978375 0.000040 0.206837 12 0.000000 0.950974 0.000040 -0.309270 13 0.000000 0.988709 0.000043 -0.149846 14 0.000000 0.955742 0.000043 0.294205 15 0.000000 0.335155 0.000015 0.942163 16 0.000000 0.042013 0.000002 0.999117 17 0.000000 0.055729 0.000004 0.998446 18 0.000000 0.600873 0.000037 0.799344 19 0.000000 0.431736 0.000025 0.902000 20 0.000000 -0.474964 -0.000031 0.880005 21 0.000000 0.005943 0.000002 0.999982 22 0.000000 0.472832 0.000034 0.881153 23 0.000000 0.562161 0.000044 0.827028 24 0.000000 0.544627 0.000045 0.838678 25 0.000000 0.498805 0.000045 0.866714 26 0.000000 0.663745 0.000065 0.747959 27 0.000000 0.598301 0.000061 0.801271 28 0.000000 0.237227 0.000025 0.971454 29 0.000000 -0.314591 -0.000039 0.949227 30 0.000000 -0.813891 -0.000100 0.581017 31 0.000000 -0.989480 -0.000131 -0.144672 32 0.000000 -0.995146 -0.000143 -0.098406 33 0.000000 -0.920574 -0.000144 0.390568 34 0.000000 -0.220975 -0.000032 0.975279 35 0.000000 0.662326 0.000116 0.749216 36 0.000000 0.995018 0.000179 -0.099691 37 0.000000 0.960525 0.000182 0.278192 38 0.000000 0.592240 0.000118 0.805762 39 0.000000 -0.021210 -0.000011 0.999775 40 0.000000 -0.047665 -0.000008 0.998863 41 0.000000 0.314114 0.000081 0.949385 42 0.000000 0.421506 0.000118 0.906826 43 0.000000 0.740391 0.000225 0.672176 44 0.000000 0.996086 0.000322 -0.088392 45 0.000000 0.610455 0.000199 -0.792051 46 0.000000 -0.147819 -0.000063 -0.989014 47 0.000000 -0.758611 -0.000329 -0.651544 48 0.000000 -0.633201 -0.000271 -0.773987 49 0.000000 0.144974 0.000071 -0.989435 50 0.327163 0.016943 0.000008 -0.944816 51 0.000075 0.714520 0.031271 -0.698916 52 0.000000 0.231376 0.000223 0.972864 53 0.000000 0.589910 0.000409 0.807469 54 0.000000 0.814108 0.000585 0.580713 55 0.000000 0.510365 0.000383 0.859958 56 0.000000 0.119739 0.000083 0.992805 57 0.000000 -0.291270 -0.000258 0.956641 58 0.000000 -0.409780 -0.000399 0.912184 59 0.000000 -0.622229 -0.000662 0.782835 60 -0.000002 -0.941428 -0.001064 0.337213 61 -0.000002 -0.966760 -0.001144 0.255684 62 -0.000002 -0.940971 -0.001175 0.338484 63 -0.000002 -0.957375 -0.001293 0.288845 64 -0.000003 -0.922744 -0.001354 0.385411 65 -0.000003 -0.793428 -0.001291 0.608662 66 -0.000004 -0.998795 -0.001788 -0.049037 67 -0.000003 -0.836432 -0.001628 -0.548068 68 -0.000004 -0.931258 -0.001932 -0.364356 69 -0.000005 -0.993580 -0.002216 -0.113106 70 -0.000005 -0.983486 -0.002361 0.180970 71 -0.000005 -0.812511 -0.002115 0.582941 72 -0.000005 -0.710143 -0.002080 0.704054 73 -0.000006 -0.820454 -0.002625 0.571706 74 -0.000008 -0.999984 -0.003401 0.004570 75 -0.000007 -0.792709 -0.002817 -0.609593 76 -0.000002 -0.308776 -0.001126 -0.951134 77 0.000004 0.259678 0.001201 -0.965695 78 0.000009 0.733887 0.003312 -0.679263 79 0.000013 0.975185 0.004912 -0.221336 80 0.000014 0.997418 0.005142 0.071628 81 0.000013 0.998641 0.004884 0.051882 82 0.000012 0.999473 0.004623 0.032116 83 0.000012 0.999914 0.004360 0.012337 84 0.000011 0.999964 0.004096 -0.007446 85 0.000010 0.999622 0.003830 -0.027227 86 0.000009 0.998889 0.003563 -0.046997 87 0.000009 0.997764 0.003294 -0.066748 88 0.000008 0.996250 0.003024 -0.086474 89 0.000007 0.994345 0.002753 -0.106165 90 0.000007 0.992051 0.002481 -0.125815 91 0.000006 0.989368 0.002208 -0.145416 92 0.000005 0.986298 0.001934 -0.164960 93 0.000004 0.982843 0.001659 -0.184439 94 0.000004 0.979002 0.001383 -0.203846 95 0.000003 0.974778 0.001107 -0.223173 96 0.000002 0.970173 0.000831 -0.242413 97 0.000001 0.965188 0.000554 -0.261558 98 0.000000 0.959825 0.000277 -0.280601 99 0.000000 0.954086 0.000000 -0.299534
    1 point
  13. D:\88>py mot_rotation_extractor.py CHARA_POSE_SVT_0088_S01.mot arm_r 0 4.889439125475239e-10 0.5407554599817733 1.4406841468094752e-05 0.8411798453911885 1 -6.857191399194769e-10 -0.6332053752420114 -1.7710689242085512e-05 0.7739838192436295 2 9.680781275471423e-10 0.7419904178008506 2.197732230619127e-05 0.6704104857538526 3 1.168805020248789e-09 0.7357420612946057 2.3368850020973145e-05 0.6772618538614599 4 1.949070875265381e-09 0.9986487356304239 3.447117855729147e-05 -0.05196827527918962 5 1.8955871688974175e-09 0.7756976401807586 2.9743424602522006e-05 0.6311047220020868 6 2.5455886772310853e-09 0.878827057772032 3.542967924363111e-05 0.4771404418748128 7 3.226245697914568e-09 0.9417279975589877 3.9870071014519985e-05 -0.3363753513917405 8 4.099035407402478e-09 0.999881701599271 4.486528620122835e-05 -0.015381183116150696 9 4.475697367806648e-10 0.09022508301908228 4.352295069325249e-06 0.9959213996974146 10 -9.900496580111543e-11 -0.016108207506788277 -8.63153966278132e-07 0.9998702544081274 11 6.059799266392733e-09 0.8019628892165832 4.840268748269343e-05 0.597373854446753 12 -5.033915462308732e-09 -0.550395433826452 -3.5755896897761944e-05 0.8349041053585182 13 5.053784333516648e-09 0.4450858715305767 3.1563178794486055e-05 0.8954878926974015 14 8.419066313234432e-09 0.5885535705971041 4.6467524984686766e-05 0.8084582193151163 15 8.90557735051792e-09 0.48400980850508935 4.3647539557974e-05 0.8750625711146369 16 1.705888293133057e-08 0.739653758245311 7.467434392777951e-05 0.6729876019194776 17 5.1572109382203555e-09 0.18538461353349664 2.0212396550665652e-05 0.9826660392302642 18 -2.328339814495478e-08 -0.6828563164678986 -8.178477919607272e-05 0.7305526978741114 19 -3.913764879296982e-08 -0.916708464375864 -0.0001236022330290307 -0.39955672446366336 20 -5.154739810461322e-08 -0.9363174368121112 -0.0001465770889527342 0.35115471808983634 21 1.9941416689432306e-08 0.30514574357555446 5.101391250695028e-05 0.9523056613164191 22 7.665103345684452e-08 0.9660344250734825 0.00017489193652521154 -0.2584133490858223 23 7.134766782413641e-08 0.7025958983240921 0.0001410635188906553 0.7115890553959081 24 -3.6214565545341617e-08 -0.27067645581828326 -6.240843221417008e-05 0.9626703757625655 25 5.1790279998520676e-08 0.31343069120738587 8.093030035361684e-05 0.9496110757881587 26 9.76471751687859e-08 0.48348140665826506 0.00013865182460356674 0.8753546196778808 27 2.4320931108231546e-07 0.9660679133066328 0.00031516943800675713 -0.2582879934250419 28 -5.760116220776852e-09 -0.01787397162264415 -6.858465480027745e-06 -0.9998402477853122 29 -3.6387090286711984e-07 -0.9183475143749914 -0.0003981115505918134 -0.39577478993530635 30 8.160074093917339e-08 0.1715509171534115 8.22720490679595e-05 -0.9851752514426693 31 5.819853717302611e-07 0.9980718776550587 0.0005416464023315233 -0.06206636490839266 32 2.1510279639614338e-07 0.29228983646104745 0.00018557380336221306 0.9563297637655598 33 7.59445645377239e-07 0.8474814676856007 0.0006068034885069383 0.5308246355609446 34 3.5690964072418125e-07 0.33639013436576054 0.0002642112401393917 0.9417226808852375 35 -4.091057811462368e-07 -0.3193635112840012 -0.0002813906752493844 0.94763224326712 36 -7.546453676244599e-07 -0.47343991028694626 -0.0004824099506598264 0.8808259865759857 37 -1.8906289688167591e-06 -0.982952229475143 -0.0011231856476135507 0.183857697745491 38 -2.1105062508406607e-06 -0.9390839443880565 -0.0011623317184248968 0.3436858949289188 39 -2.5853066957476077e-06 -0.9646240712325369 -0.0013513238739472448 0.2636258240686401 40 -2.548795549486021e-06 -0.7758524791739349 -0.0012792661159138326 0.6309130637666075 41 -3.1615860075804858e-06 -0.8029301935402714 -0.0015291192910664463 -0.5960711082459713 42 -4.322600984749709e-06 -0.953658460734394 -0.0020134870391519846 -0.3008845062826679 43 -5.25241455552712e-06 -0.988412035710498 -0.002360985304159304 0.15177639270794138 44 -4.161603802056902e-06 -0.6521624127905219 -0.001807772378551133 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-0.8800861079910411 68 -2.0410335231135395e-05 -0.2460513518917346 -0.007675809464634084 -0.9692263996428959 69 -1.2414483692513633e-06 -0.014420071326659416 -0.0004768556868665043 -0.999895911657832 70 1.8390372862545596e-05 0.20651283622780844 0.0072618292052958125 -0.9784169428068659 71 3.720258570931797e-05 0.40298122945248555 0.015066659318015195 -0.9150842163986469 72 5.4747583197640296e-05 0.5694511849406998 0.02265236859910118 -0.8217129761475023 73 7.145976821520378e-05 0.7041115041467583 0.0298058800041412 -0.7094635960631596 74 8.65754632068576e-05 0.8079792090272402 0.036359064406225806 -0.5880880960535662 75 0.00010014190563846156 0.8858057159534748 0.042406154240265545 -0.4621146412291018 76 0.00010775037244367866 0.9231688063963739 0.04585370721855432 -0.381650076406211 77 0.0001119465641689991 0.9431990123522885 0.047940303828193226 -0.3287511792138469 78 0.00011522374207694951 0.9580387962502455 0.049692902280489296 -0.28229818820851793 79 0.00011812670846677753 0.9687373316043265 0.05115606062490537 -0.24275713349673386 80 0.00012029059110273124 0.9757962307228829 0.05223183248698172 -0.2123523894667537 81 0.00012149859992430558 0.9800959610243474 0.0529662230739378 -0.19132817783884565 82 0.000122493452797258 0.982595143704861 0.053448177709211446 -0.17790463980049037 83 0.00012276327248308762 0.9836103161533365 0.05364896424336061 -0.1721409873374937 84 -5.960464477538421e-07 -5.364418029784578e-07 -5.9604644775384206e-08 -0.9999999999996767 85 -4.172325134277023e-07 -5.364418029784743e-07 -0.0 -0.9999999999997691 86 -0.498829392620764 -0.09178566173618598 -0.860177822755763 -0.05327985169278694 87 -0.7640124337551579 -1.0923536302676896e-08 -0.0 -0.6452015197343542 88 -1.6689300537085817e-06 -0.0 -2.3841857910122597e-06 -0.9999999999957652 89 -0.0 -3.09944152831535e-06 -0.0 -0.9999999999951967 90 -3.814697265602702e-06 -0.0 -4.529953002903208e-06 -0.9999999999824638 91 -0.0 -5.2452087402103235e-06 -0.0 -0.9999999999862439 92 -5.960464477503769e-06 -0.0 -0.0 -0.9999999999822364 93 -5.960464477539059e-08 -0.0 -0.0 -0.9999999999999982 94 0.1485628140697129 1.683760545851179e-05 6.091795376621932e-13 -0.988902972991882 95 -5.960464477539059e-08 -0.0 -0.0 -0.9999999999999982 96 0.3462483126415183 4.290287474297634e-06 -2.1494426223936043e-09 -0.9381429027469615 97 -5.960464477539059e-08 -0.0 -0.0 -0.9999999999999982 98 0.36087411019359966 -0.00038851728707961855 -6.715246250684779e-09 -0.9326144571291479 99 -5.960464477539059e-08 -0.0 -0.0 -0.9999999999999982 100 0.0 0.9540857816096563 2.1230699129955274e-07 -0.29953350618961844
    1 point
  14. Today I am gonna discuss on how we can reverse engineer the extraction of the game archives, sit back because this is where it starts to get interesting... +==== TUTORIAL SECTION ====+ But how do those files store game assets like 3D Models, Textures, Sounds, Videos and etc... Well, the anwser is simple, they usually bundle them, they pack them close together in their eighter compressed or even encrypted form (Rarely). To understand let's first quickly move into the basics, into how the Computer stores any file at all. =| DATA TYPES |= Those are the most frequent Data types: Byte/Character = 1 Byte, so 8 Bits Word/Short = 2 Bytes, so 16 Bits Dword/Int = 4 Bytes, so 32 Bits ULONG32/Long = 4 Bytes, so 32 Bits ULONG64/Long Long = 8 Bytes, so 64 Bits Float = 4 Byte, so 32 bits Double = 8 Bytes, so 64 Bits String = A sequence of 1 Byte Characters terminated with null ("00") Where Bit is literally one of the smallest Data that we can present, it's eighter 0 or 1 but combining those 8 Bits together (Example: 0 1 1 1 0 0 1 1) so we get a whole byte. So, all files literally look like this: Addres: HEX: ASCII: 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 0x00000040 2a 2a 20 2a 2f 0a 09 54 61 62 6c 65 20 77 69 74 ** */..Table wit 0x00000050 68 20 54 41 42 73 20 28 30 39 29 0a 09 31 09 09 h TABs (09)..1.. 0x00000060 32 09 09 33 0a 09 33 2e 31 34 09 36 2e 32 38 09 2..3..3.14.6.28. 0x00000070 39 2e 34 32 0a 9.42. This is called a Hex dump, it's essentially a mkore human readable code of binary file that aside the actual Binary data in HEX shows us the Adresses and the ASCII representation for each 0x..0 to 0x..F line. The packed file usually contains compressed data and a small separator/padding between them, hover it doesn't tell us the name and the path of the file we want to com press, whch is a problem. Heck, we don't even know which compression method was used and which "flavour/version" and how the decompressed file should look like... That's where QuckBMS comes to help. =| QuickBMS |= QuickBMS has one very specific function I wanna talk about, it's "comptype unzip_dynamic" it supports millions methods and their "flavours/versions". It has also a very fast perfomance and is good for extracting the multiple files out of the package at once. There are also already lots of QuckBMS scripts out there for extracting specific archives, but I'll talk about that later. =| PRACTICAL STEPS |= As said previously, the block separators/markers are very usefull to identify but turns out most of the compression methods have their own headers and magic numbers, here are few of them: Magic numbers: ZLIB: 78 01 (NoComp) 78 5E (Fastest) 78 9C (Default) 78 DA (Maximum) LZ4: [No Magic Numbers] LZ4 Frame: 04 22 4D 18 (Default) LZW: [No Magic Numbers] LZO: [No Magic Numbers] BZIP/BZIP2: 42 5A 68 GZIP: 1F 8B 08
    1 point
  15. My best bet: edit: fail, at 0x1d934 there's only a copy of the mesh
    1 point
  16. You could check the MakeH2O_log.txt. If you find a structure like 12 4 4 4 4 4 (for example) the last "4 bytes block" might be alpha uvs (just a wild guess). edit: it's 16 8 8 4 4 here Try using 82ea3, 4 for uvs. Looks promising.
    1 point
  17. ImageHeat v0.39.2 (HOTFIX) https://github.com/bartlomiejduda/ImageHeat/releases/tag/v0.39.2 Changes: - Fixed hex input - Changed endianess and pixel formats bindings (required for hex input fix)
    1 point
  18. Found a bug with the python script. To the left is the wrist_r data from the .mot file. To the write is the data I got from exporting the .mot file to .csv. Maybe they are actually SUPPOSED TO BE this. I could be wrong. But am curious.
    1 point
  19. So here's pixel format for ps4. PF_DXT5 = 7 PF_DXT1 = 13 PF_BC7U = 22 PF_UNKNOWN = 2 not sure but can be RGBA
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  20. I remember to make a request in your github about it. ๐Ÿ‘ Somehow, we were not able to see these textures in ImageHeat, only after extraction and decompression. Anyway, for the Switch textures it seems to be an issue as h3x3r said above and I confirm it too. In the attachment you find all the textures in UNIFORM.TEX (including jersey-color) from the Switch version already decompressed. The stock texture file is in the Switch files in the first post (UNIFORM.TEX). In the screenshot below you see the parameters for the jersey-color texture. Maybe useful when you have time to check it to help you fix ImageHeat. UNIFORM Switch decompressed.zip
    1 point
  21. O.K. so here's script for ps4 format. Inside unpacked file is texture width/height and pixel format all in 6 bytes. Rest is image data. Also i don't know about pixel fomat so you must figure out. get BaseFileName basename comtype lz4 getdstring Sig 0x8; get Unknown_0 uint32 get Unknown_1 uint32 getdstring Platform 0x4 get TextureCount uint32 get Unknown_2 uint32 get UnknownCount uint32 get TotalCompressedSize uint32 get TotalDecompressedSize uint32 get Unknown_6 uint32 get Unknown_7 uint32 for i = 0 < TextureCount getdstring TextureName[i] 0x40 getdstring Unknown_0 0x10 get CompressedSize[i] uint32 get Offset[i] uint32 # + BaseOffset get Unknown_3 uint32 get DecompressdSize[i] uint32 get Unknown_4 ushort get Unknown_ ushort get Unknown_6 uint32 get Unknown_7 uint32 get Unknown_8 uint32 savepos WidthHeightPos[i] get TextureWidth ushort get TextureHeight ushort get Unknown_9 uint32 savepos PixelFormatPos[i] get PixelFormat ushort get Unknown_10 ushort get Unknown_11 uint32 getdstring Unknown_12 0x4 get Unknown_13 uint32 get Unknown_14 ushort get Unknown_15 ushort get Unknown_16 uint32 getdstring Null 0x10 next i math UnknownCount * 40 getdstring UnkInfo UnknownCount savepos BaseOffset for i = 0 < TextureCount math Offset[i] + BaseOffset string FileName p= "%s/%s.dat" BaseFileName TextureName[i] append 0 log FileName WidthHeightPos[i] 4 log FileName PixelFormatPos[i] 2 clog FileName Offset[i] CompressedSize[i] DecompressdSize[i] next i
    1 point
  22. I donโ€™t know if this has any effect. https://web.archive.org/web/20230000000000fw_/https://www.zenhax.com/viewtopic.php?t=3547
    1 point
  23. The game have update and they hard-coded new text in .mpk lua script, because some words have many different meaning depend on the context. With packet sniffing, i observed that the game download some .pak file from easebar.com and put them in .mpk file. These file are encrypted.
    1 point
  24. It's Unity, but seems to have a protection layer so it can't be opened in Asset Studio. Game Assembly: https://www.mediafire.com/file/3i7kvobi4nacnbh/GameAssembly.zip/file THO.zip
    1 point
  25. I used the file "tex_DeadSpaceMobile.py" from this GitHub link provided by Sleepyzay Here is the link Sleepyzay mentioned adding the script to the repository in a later post. When you have the file, just add it to the folder "noesisv4474\plugins\python" and you should be good to extract the textures after restarting Noesis or pressing "Reload Plugins" in the "Tools" category on the hotbar.
    1 point
  26. make some ajustments! now its working
    1 point
  27. Hello, I have managed to get the game files and uploaded to AssetStudio to view them, and I found Texture2Ds and Sprites but some of the assets are missing. For an example, there are literally no audio/voice files at all. Then, I noticed AssetStudio doesnt recognize the assets inside a folder called "ondemand" and there are about 2k assets there and I think they are encrypted/compressed. Here is one of the examples of the encrypted assets: Is there a way to decrypt/decompress this type of file? I think those are the remaining assets. If anyone can help me I would really apprecaite it. 5db8fd68-da55-9c4a-c71f-84af76d61103.7z
    1 point
  28. Yea, I'm working on BHD but mostly focused on the JO/DFX2 engine which is slightly newer and a different format. I'll post here when/if I get BHD usable.
    1 point
  29. I have a basic exporter for 3ds max here https://github.com/taylorfinnell/onbadexporter
    1 point
  30. Just found these forums, that's my github in the OP. Happy to help. This may help you too https://github.com/taylorfinnell/on3diimporter/blob/main/on3diimporter.py
    1 point
  31. .ilv.txth: codec = PSX channels = 2 sample_rate = 44100 interleave = 0x4000 num_samples = data_size
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  32. Yes! Iยดve to create a tool to merge and split image, so i can merge them, edit and later split to insert.
    1 point
  33. Bumping this again because I really don't want this thread to quietly die, as it seems the edits to my message are not enough to constitute a bump. Every single possible 16 bit float format I've tried does not work. Indicating this is some proprietary cursed format. Maybe a LUT. Maybe encrypted. Maybe something else. Which probably explains why the .mot files still have not been decrypted all these years. I do suspect what certain bits mean but I am really unsure. I have the model .bin and some other examples of .mot in hand as well so if you would like me to send it I will gladly do so. Just note I do need these files decrypted for a project so I would like this done as fast as possible it would be nice. What I do know is that this is little endian. Z-Y-X order. I have no clue what else. Help is much appreciated please ๐Ÿ™ (I am not sure what y'all want but I am interested in a way to export the .mot to .csv with a Frame # column. For my application, that is enough.)
    1 point
  34. Well, I did a little research on Flash Cookies (SOL files) and I put it all together in the article on RE Wiki https://rewiki.miraheze.org/wiki/Flash_Cookie_SOL I saw notes on your github and you were sligthly wrong with some fields, so you can compare it with my article on the wiki and make some corrections in your tool. The most important thing is that you should understand that SOL file is an Adobe format and payload (data block) follows AMF file format documented by Adobe https://web.archive.org/web/20220122035930/https://www.adobe.com/content/dam/acom/en/devnet/pdf/amf-file-format-spec.pdf So anything after data block header is a payload section that needs to be properly serialized by your tool. There are many tools that allow you proper serialization like: minerva, SOL Editor, Adobe AIR SDK, JPEXS Free Flash Decompiler etc. Some code for serializing is available on JPEXS github page: https://github.com/jindrapetrik/jpexs-decompiler/tree/master/libsrc/ffdec_lib/src/com/jpexs/decompiler/flash/sol https://github.com/jindrapetrik/jpexs-decompiler/tree/master/libsrc/ffdec_lib/src/com/jpexs/decompiler/flash/amf/amf3 You can test this code by going to Tools > Sol cookie editor in JPEXS Free Flash Decompiler: So you shouldn't ask "what are those three bytes". You should ask "how can I properly parse AMF3 serialized data" ๐Ÿ™‚ There are lots of information (articles) about this, for example on wikipedia: https://en.wikipedia.org/wiki/Local_shared_object https://en.wikipedia.org/wiki/Action_Message_Format Good luck. ๐Ÿ™‚
    1 point
  35. rename it to .awb files then use the lastest vgmstream, works well
    1 point
  36. I have one as an example I notice in this section Ran XXD with groups of 12 and noticed a pattern. This is the pinky intermediate joint. It is known that the pinky intermediate joint has one degree of freedom. meaning that movements in the other two DoF should be minimal. The second set of each float is stable. 16 bit floats. Little endian likely. Meaning that [3f], [00], [ff], etc. is the major bits. Given the ffs I do not think it is Big Endian with an offset. I have attached the file in question so you can look yourself EDIT: These are signed LE numbers. Circular angular floats (not IEEE 754 standard) so ffff/0000, 3fff/4000, 7fff/8000, bfff/c000 are each 90 degrees apart. EDIT 2: It could also be a LUT. But then I checked for any tables and I can't find any useful. EDIT 3: I have no clue anymore. These are proprietary obfuscated numbers using some cryptic format and if anyone knows how to decode them it would be absolutely amazing. SVT_0015_S01_ATK_A01.zip
    1 point
  37. Bumping this, if anyone would be an absolute unit to solve the animations it would be greatly appreciated! ๐Ÿ™ƒ
    1 point
  38. Did you ever figure out the animations format? I'd love to get access to the animations for some stuff but of course, the MOT files are formatted differently ๐Ÿ˜”
    1 point
  39. I wrote a VSF UNPACK/PACK program and a new decompressor/compressor for zlib. Now, it accepts large files and there's no need to use QuickBMS anymore. The .vfs file can now be larger than the original. I did a test, and it worked with the image below, maybe you can put music and soundeffects as well, If the .py file doesn't work, you must install tkinter via pip. VFS_PackUnpack_Tool.py zlib_DeCompressor.py
    1 point
  40. Mostly, PNG files are decompressed, so it's fairly easy to edit and reimport them. However, you need to compress your PNG files using the site iLoveIMG. For example, if the original PNG is 10 KB, your PNG must be 10 KB or less, so you will need to compress it on the site. Iโ€™ve attached 3 files: Two BMS scripts: One script will unpack the data, decompressing all files. The other script will unpack the file without decompressing it (this is the one you should use for reimporting; reimport with -r, not reimport 2 in quick bms). A Python script (.py): This program decompresses and compresses zlib files individually. I have set a compression level to reduce the file size even further. Use this if you need to handle compressed files. zlib_DeCompressor.py BMS.ZIP
    1 point
  41. The WAVE files just use XBox ADPCM (not that obscure) and you can play and convert them with Foobar + vgmstream (note: some files don't contain audio). You don't really need to do anything else.
    1 point
  42. for fgo's script, you just need run this: python FGOArcade-FARC.py "your farcfile path" for farcpack tool, Run it in the shell to see the cli commands.
    1 point
  43. How exactly should I use it? First I have to decrypt the farc files, right? To decrypt the 3D Models I was using quickbms and the script that was on XeNTaX, but that script can't decrypt the farcs from the trading cards
    1 point
  44. Has anyone managed to extract the trading card images? I tried using the script for the 3D models. but it just doesn't work.
    1 point
  45. https://github.com/h-kidd/noesis-project-diva AFAIK this uses the same (or highly relevant - Virtua Fighter 5 based) engine as other arcade games such as Project DIVA Arcade or Fate Grand Order I guess the animation format would be relevant (and hope this be helpful for REing)
    1 point
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