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Showing results for tags 'engine'.
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Hey y'all. My name is thearchivalone. Nice to meet you. For the past two years, I've been tearing into Black Rock Shooter: the Game's files on disc and mostly working from the ground up with almost no outside notes or previous attempts at working with it used. The only part that was exclusively found by another hacker was the RTDP format in which a variant was used in Arc Rise Fantasia for the Wii. For the past five months, I've been decompiling and noting the game's binary inside of Ghidra after reaching a point where viewing the data structures on disc were not enough. About a week ago, I was looking at a format that I had assumed was debug or junk data and came upon one that was a complete raw texture. Then I found how it was implemented and read in the binary, followed it up and am now cracking open entire systems for the engine. Also, my notes can be wrong in some areas. Much of how I am reading things is based on how other developers at the time solved problems in the same space, the flow of the data structures on disc, and how specific parts of the binary handle memory allocation in relation to the flow of that data. My old Quickbms scripts - they work well enough for most of the game's formats; I don't plan to update them all that much for right now outside of fixes and minor improvements. They can use it but at this stage, microextracting everything is not the best way to approach the game assets. My notes (currently going through heavy updates with Engine-specific findings, improvements to formats, and other information) I'm gladly taking contributions. I also ask that any projects that use these in any form or for any derivative works, please credit me somewhere. My main goal is to help preserve a classic abandoned title that has a fan base. Black Rock Shooter as a franchise has been a huge part of my adult life and love in Anime, video games and other media. Thanks for your time. Happy hacking. 😄
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Hello, these are just updated codes for extracting models and textures from ripper 1.7.1, I just grabbed some people's codes and updated them so that they work like the rip importer that works for blender 4.4 and an updated Messhias Texture and share what worked for me I forgot where I grabbed things but I will put the original authors if I remember if you are an author of what will happen please tell me I forgot everything what I shared only works for the current blood strike pc game 07-07-2025 Original post Messhias Texture Ninja ripper with tools sorry, I don't remember where to download the bms script MY MODIFICATIONS RATHER NOT MINE BUT AN UPDATED FULL AI Messhias Texture.py converts what to extract from the pkm and converts them to dds and png with the option to disable converting the png Rip Importer.py updated for blender 4.4 Blood.zip bms script for quickbms Credits to their respective authors, creators of what I shared, they take all the credit. Any errors, please let me know.
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Does anyone have any idea how to extract/convert old Techland's Chrome Engine 1 files, namely .3DA and .TEX? but .MAP and .CMP and possibly others would be good to have too. This game is now abandonware and the download is at the bottom of the page (I did not link the url fragment directly) -> https://www.myabandonware.com/game/pet-racer-dxr The game was written in Java, it comes with bundled JRE and i also see that it has "ChromeEngine.dll" library (which i assume stores c++ data about the said formats and how to read/write them) I did decompile some java class files with online decompiler and i have found many interesting references for loading/reading said formats, but nothing crucial, my guess is that everything else resides in the "ChromeEngine.dll" I have tried with python and searching online for a Blender importer or pretty much anything, even the specification for the format itself, but with no luck, from what i did extract via python struct was garbage...
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