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Extraction of PS2 game graphics PartC

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Parasite, posted Tue Oct 25, 2022 7:32 pm (73976)


Please let me know if there is a tool that can extract graphics from PS2 games.
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Parasite, posted Wed Oct 26, 2022 6:43 pm (73991)


There is a result like this in the game, and on the play, various parts can be placed around it.
We would like to extract the data without these parts.
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BloodRaynare, posted Sat Oct 29, 2022 12:21 am (74013)


Can't you just post one of the files inside? I don't feel like to download the whole game just for this. But if game files only consist with the single big files, well maybe I have to.
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BloodRaynare, posted Sat Oct 29, 2022 4:12 pm (74024)


Can you send me the game's executable file? Should be called SLPM_xxx.xx where it denotes the game's ID. I didn't found any TOC's inside.
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BloodRaynare, posted Sun Oct 30, 2022 6:09 am (74027)


Okay, a good and bad news.

Good one: The TOCs were found inside the game's executable's indeed so here's the script to extract all of the A,B,and C BIN files.
Though, the offset for the TOCs had to be predefined.

Code:
open FDSE SLPM_655.93 1
get BIN_NAME filename
if BIN_NAME == "BM2DX7A.BIN"
   math TOC = 0x1B6A50
   math END_TOC = 0x1B7460
elif BIN_NAME == "BM2DX7B.BIN"
   math TOC = 0x1B7460
   math END_TOC = 0x1B7D00
elif BIN_NAME == "BM2DX7C.BIN"
   math TOC = 0x1B9A30
   math END_TOC = 0x1BC5F0
else
   print "Not a Beatmania IIDX BIN archive!"
   cleanexit
endif

goto TOC 1

for i = 0
   savepos TOC 1
   if TOC == END_TOC
      break
   endif
   get OFFSET long 1
   get OFFSET2 long 1
   get SIZE long 1
   get CRC32 long 1
   math OFFSET * 0x800
   
   putarray 0 i OFFSET SIZE
next i
math FILES = i

for i = 0 < FILES
   getarray OFFSET SIZE 0 i
   string NAME p "d.dat" i
   log NAME OFFSET SIZE
next i


This will only works with 7th style (It won't work with the other IIDX games).
The SLPM_655.93 executable file has to be in the same directory as the BIN files.

And the bad news: Most of the graphic related files are compressed however. And knowing Konami, it will be either using common compression algorithm or something proprietary so it have to be reverse engineered. Unfortunately, reverse engineering compression aren't really my specialty.
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