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Help extracting from Lamune on PS2

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Kurobuns, posted Tue Jul 19, 2022 9:16 pm (72666)


Hi. I'm trying to export the assets from this version of Lamune on the PS2, ported by Interchannel, but having no luck. They ported a few other games so I was hoping there'd be a script for it, but I found nothing. Everything seems to be contained inside a single DATA.BIN file. ExtractData and Garbro can't seem to get into it.

I saw some people mention getting the magic number header with a hex editor, but I don't think I got anything promising.

This version of the game has unique content that never made it to the pc versions, so I'd really like to dig into it. Any help is appreciated.

edit: I think the engine used was by Hunex, so I ran the Hunex script but no dice. I get this error.
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Kurobuns, posted Fri Aug 12, 2022 11:07 pm (72989)


Pickle wrote:
I used the BMS Search and found these links. They are for the PS2 version of "Fate/Stay Night [Realta Nua]", which was developed by HuneX, but it looks like it will work based on your hex editor screenshot.

https://aluigi.altervista.org/bms/mf_uffa.bms
https://github.com/RikuKH3/mf_pack

Ooh, great tip, thank you. I managed to extract the content of DATA.BIN. I get a bunch of dat files and some videos.
Image
It seems I'm stuck once again however. I am not finding a way to unpack these dat files. Garbro doesn't read it, arc_unpacker doesn't seem to either (though it does recognize some files as being nscripter/nsa, or other times whale/dat, but never manages to unpack them.) I saw someone suggest arc_conv on fuwanovel but no dice either.

Got any ideas for how I might open these?
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Kurobuns, posted Fri Aug 19, 2022 8:31 pm (73079)


I've uploaded the DATA.BIN file and the extracted files to a google drive folder. In case someone would be willing to give me a hand in trying to extract this.

I've been doing a bunch of googling about extracting bin files in ps2 data but I haven't gotten anything to work yet. ;w;
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VendorX, posted Mon Aug 22, 2022 7:49 pm (73120)


1. The ".dat" extension has nothing to do with this game engine / type of files.
2. Some of these "*.dat" (big ones) are also compressed - use hexeditor to check the files Tag (first 4 bites). "MF\0\0" means compressed - use the same script
3. Because this engine is using IDs (written before each compressed block) to know which type of data is represented by which kind of "blocks", you need to find this info somewhere in the game engine files - or just by guess.
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BlackShadowsz, posted Mon Aug 22, 2022 10:21 pm (73123)


I took a quick look through your files...
and I think the file of interest is "0000000c.dat".

its front padded by binary data, but the text data is clearly showing.

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Kurobuns, posted Mon Aug 22, 2022 11:10 pm (73124)


VendorX wrote:
1. The ".dat" extension has nothing to do with this game engine / type of files.
2. Some of these "*.dat" (big ones) are also compressed - use hexeditor to check the files Tag (first 4 bites). "MF\0\0" means compressed - use the same script
3. Because this engine is using IDs (written before each compressed block) to know which type of data is represented by which kind of "blocks", you need to find this info somewhere in the game engine files - or just by guess.

Oh, I see!
I ran quickbms again on all the files and made some progress. 0000000c seems to contain the script files for the game. And 00000011 seems to contain most of the images. When I run quickbms again there I get pairs of img and dat files. The img files all seem to just contain info about the dimensions of the image, e.g.
Code:
IMG
640,480

Okay. Now that we know that these dat files here contain images of these given sizes, how could you go about getting them out? I don't see the MF first bytes so I guess it's not compressed. Do you still need to figure out their file type somehow too? Sadly I don't know enough to make sense of any of this hex code. I uploaded a sample one of these pairs of image files if someone would be willing to prod at it.
https://drive.google.com/drive/folders/ ... sp=sharing

I naively tried just renaming the extension to common image extensions but I guess that would've been too easy. :p
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