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Found 3 results

  1. The brres files (used in multiple Wii games like Super Smash Bros. Brawl) in this game appears to use huffman compression. Here is a sample zip file containing a brres file under the filename of ch01a_gintoki.bcmdl that was extracted with multiple quickbms scripts. ch01a_gintoki.zip
  2. Kirby's Epic Yarn is a very huge game with a little of it being unraveled internally. From what I can tell the game handles the yarn by using NURBS curves, I saw this image a few months back and it supports my theory as both Kirby's Epic Yarn and Yoshi's Woolly World were made by the same developer. I don't know coding or file structure, but my theory is that it uses a NURBS curve (MNEB file) and then switches to one with more points along the curve when it needs to. I put a zip full of enemy data from the game that isn't just MNEB files, if anyone has the time to analyze them and possibly convert them. example.zip
  3. This version of game is different from the PC version. She uses the Jade engine. I unpacked the .bf archive using the sally_bf.bms script. Then I unpacked the .bin files with just_dance_bin.bms and got files without extension. Here are the sample files start of file: I added the .bin extension to one file: Noesis, jadepack, bin repacker do not open it. Persian rug open it, but does not extract the mesh, and the textures are corrupted. Sample of corrupted texture: Also I found in hex editor bones, if that would be helpful: Maybe someone will want and be able to write a script to import meshes with bones and textures into Noesis or Blender, because i'm not good at this. Thanks.
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