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Showing content with the highest reputation since 10/11/2025 in Posts

  1. I looked at file HAT_1_10001. That one has 16 tiles. The palette is at 0x1a0 in RGBA32 format, and the 8-bit image data starts at 0x5a0 (PS2 swizzled). Each tile is 128 x 64, and the image is made up of 2 x 8 tiles as follows - an example of the individual tiles, only the first 8 in order:
    2 points
  2. As above, the first two values are dec size and comp size. It seems to use "BPE" compression in QuickBMS. Then I can get something like this, not sure if it's 100% exact:
    2 points
  3. There might be a way to find the password using Cheat Engine. Install Cheat Engine, load the game and open the games process. Click on Memory View, go to Search, Find memory and search for this text - jPGbPK6KENwG9ey If found, the password should be very close to this, 44 char long - M2Q6Dj6a*7NxX|gYHe8UH8o9]3CWDjPGbPK6KENwG9ey
    1 point
  4. Okay I figured out all of the .mdl's thanks to Shak's original response. All of them can be previewed and exported using the Fable 2 Asset Browser now, which is what I was kind of aiming for. I can get the skeletons out, idk if they're necessarily correct or not, but they works so I can only assume it's fine. So I'm going to turn my attention to the .tex file compression and animations. Obviously looks better in blender but yeah. I'm sure everyone gets the point.
    1 point
  5. The fonts are the last issue, i dont know where the character map for japanese and english is, i can redo all the pointers to support my text but i assume the charmap is in the fonts correct? that is my latest issue currently. I will link a folder with the decompiled and deswizzled files, although about half have no tile info or are swizzled with a different format, I will also link the decompiled file base as well. for example, most of the character and backround assets use the same texture format, but i dont know what tools or things to use for finding the fonts for the game, i just need the character map so i can remap all the characters to english. Here is the decompiled vers (images + files) : https://www.mediafire.com/file/8i7852px88k3ztv/extract1.zip/file and here is the compiled vers: (files + bms + decompile script): https://www.mediafire.com/file/ycglpfcr47vq6tq/iop.zip/file i have a working reswizzler if needed and i will just attach the tools below. I also need some help with the smaller images as the buttons have to be redone by a pixel guy i know and they are in smaller file formats / not being processed, also some of the title images and other miscellaneous images have different file and palette offsets that need to be found so that i can fully translate everything. Thank you! deswizzlenew.py reswizzlenew.py
    1 point
  6. Good Have you investigated the font for this game? Is it perhaps located within a specific NKT file? Several KONAMI games use this development toolset. Besides NANA, this includes: Gantz: The Game Cy Girls Mahoromatic The file formats are all identical. If I can figure out the textures and fonts, perhaps I could also try to translate this game into my language in the future.
    1 point
  7. This is a screenshot with the settings I used. You can see each tile is 128 x 64 - I've just put the height as 512 so you can see multiple tiles. They just need to be arranged correctly. I've looked at the header, but can't make much sense of it at the moment. If all the info was known, then a script should be easy enough to put together.
    1 point
  8. I just did it manually using ImageHeat. There's some header data, presumably info for each tile, but it's not 100% clear what all the values mean. So it's not really a proper solution yet for all files that might have different size headers.
    1 point
  9. You can use my latest Fmod Bank Tools - https://www.nexusmods.com/rugbyleaguelive3/mods/2 https://github.com/Wouldubeinta/Fmod-Bank-Tools Just PM me for the bank password.
    1 point
  10. i update my plugin : fmt_DS2_PS3_geo.py *(The uvs file must be located in the same folder as the model, either in the "MeshVolatile" subfolder or next to the model.)
    1 point
  11. The initial table at the start is offsets and sizes, as you've guessed. The attached initial QuickBMS script should extract all of the raw files for further analysis. There are no filenames other than what might be in some of the files. However, there are also many compressed files in the extracted "CARC" archives, which I haven't done anything about in my script. The .fsb files are audio banks and can be played directly with Foobar/vgmstream. b10.zip
    1 point
  12. From a quick look, the files have a variable-sized header, depending on how many parts there seem to be (for example, the "cube" one has 6 parts). This header is followed by decompressed size, then compressed size, and then the compressed data using XMEMLZX compression. Haven't delved into it much more than that, but that should be enough to investigate further.
    1 point
  13. pack_00.itk is compressed. The small one doesn't. char Sign[4]; uint32 DataBaseOffset; uint32 ResourceCount; uint32 TotalFileSize; struct { char Name[64]; uint32 CompFlag; uint32 CompressedSize; uint32 Offset; uint32 DecompressedSize; }Table[ResourceCount]; Seems like compression is LZSS0. Here is decompressed image. Here's bms. You can also use it on unpacked itk files. They have same struct. #################################### # Dino Crisis 3 og xbox *.itk dump # #################################### get BaseFileName basename comType lzss0 idstring "ITK1" get DataBaseOffset uint32 get ResourceCount uint32 get TotalFileSize uint32 for i = 0 < ResourceCount getdstring ResourceName 0x40 get CompFlag uint32 get ZSize uint32 get Offset uint32 get Size uint32 string FileName p= "%s/%s" BaseFileName ResourceName if CompFlag == 0 log FileName Offset Size else clog FileName Offset ZSize Size endif next i
    1 point
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