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STAR OCEAN -anamnesis- (tri-ace New SLZ?)

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chrrox, posted Sat Aug 11, 2018 11:37 pm (37438)


Here you go.
xor key can be between 6 - 8 long.
key was 0x643233316365
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Rem, posted Sun Aug 12, 2018 12:09 am (37439)


Thanks for the fast answer and help!

Edit: Did it also use ZSTD compression? I'm trying to reproduce how you decrypted it and I've yet to succeed.
Since I've encountered many other files that need to be handled differently, I'm trying to edit the script to support them as well.

Edit2: I've added new samples with files that each have a different key (probably different key size too)

I've posted the sample in order to better understand how to find out the xor key, I can't exactly keep relying on you to find the key each time :D
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chrrox, posted Mon Aug 13, 2018 12:16 am (37461)


here is one of them
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valkyrie-ace, posted Mon Aug 13, 2018 12:31 am (37462)


Oh, everyone did a very wonderful job, thanks a million.
As for the question, what does the file header "FIA" mean?
They're unique texture file? What kind of software can I watch?
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chrrox, posted Mon Aug 13, 2018 1:09 am (37464)


fia is aif the file extension.
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akderebur, posted Mon Aug 13, 2018 1:29 am (37465)


valkyrie-ace wrote:
They're unique texture file? What kind of software can I watch?

aif files are texture files. asf ones have both model data and texture data.

You can see how to load the textures here : http://forum.xentax.com/viewtopic.php?f=18&t=18449 . I have also attached a program that extracts the texture data from the aif/asf files. Drag and drop the asf/aif file on the program exe. With asf files that have lots of textures, it is troublesome getting everything by hand.

Model data inside the asf files is also not hard to read/load, but the only problem is the indices for me. I am able to load the vertex and skeleton data, but not the indices. Hoping someone figures out the compression. Chrrox maybe? :D I think you were working on the model files, right?

SOAImgEx.rar

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valkyrie-ace, posted Mon Aug 13, 2018 2:05 am (37466)


akderebur wrote:
valkyrie-ace wrote:
They're unique texture file? What kind of software can I watch?

aif files are texture files. asf ones have both model data and texture data.

You can see how to load the textures here : http://forum.xentax.com/viewtopic.php?f=18&t=18449 . I have also attached a program that extracts the texture data from the aif/asf files. Drag and drop the asf/aif file on the program exe. With asf files that have lots of textures, it is troublesome getting everything by hand.

Model data inside the asf files is also not hard to read/load, but the only problem is the indices for me. I am able to load the vertex and skeleton data, but not the indices. Hoping someone figures out the compression. Chrrox maybe? :D I think you were working on the model files, right?


Thank you very much. I got a little closer.
I tried adding headers, 50 56 52 03... height = 1024 = 00 04 , width = 512 = 00,02
Open the PVRTexTool, image's still glitch...

I think I need more add data off 768byte header, but I can't.
I saved the image with PVRTexTool, but it looked like they not have a 768 byte header.
I know I'm wrong this, kindly, please one give more shot?
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chrrox, posted Mon Aug 13, 2018 12:58 pm (37471)


you need to calculate the data offset.
the offset is in the addr tags.
the addr tags have a buffer reference
the offset and size the addr gives is based off the start address of the buff tag the matches its stream id.
the buff tags I have looked at have a stream id of 0 or A so far.
1st buff is normally stream 0 2nd buff is stream A.
so go to the buff tag (most likely 1st one 2nd seems to be used for faces).
then grab the offset in the buff tag and go to that offset from the start off the buff tag(should be the start of the data
(vertex in model files image data in image only)) and then add the addr offset to that.
the ximg tag will give you the texture info (width height and type)
Image Type 0x2F - ETC2-RGB
Image Type 0x31 - ETC2-RGBA
Image Type 0x32 - EAC-RG11
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akderebur, posted Mon Aug 13, 2018 1:16 pm (37472)


valkyrie-ace wrote:
I tried adding headers, 50 56 52 03... height = 1024 = 00 04 , width = 512 = 00,02

No need to create headers. Just use the "Wrap Raw Data" option of the PVRTexTool with the correct inputs.

The program I attached does what chrrox mentioned automatically, and extracts the texture data. It just doesn't show the image type. Should make things quicker anyway.
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akderebur, posted Tue Aug 14, 2018 7:13 pm (37521)


Looking at the index buffer in the asf files, it seems to have high watermark encoding. I have also seen related methods in IDA Pro :

Encode : https://pastebin.com/GAaiiYFY
Decode : https://pastebin.com/VveTuywF

I think it might be a better idea to figure this out first, before moving on to "SimpleLosslessCompression".

Edit : I got it figured out in the end. It was indeed high watermark on top of that "SimpleLossless". Now I think I can finish my tool.
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valkyrie-ace, posted Fri Aug 17, 2018 8:08 am (37609)


thanks chrrox, akderebur. I understood that.thanks for helpful.

by the way, I tried extract Audio files.
They're have many aac container, I divided them.
The data header is 20 43 41 41 (CAA), and the voice starts offset 600 bytes.
I think they're formats same Heaven x inferno.

other place, these files seem to be called YAMAHA ADPCM.
I added YAMAHA ADPCM header and Playing, very low pitch and noisy audio.
However it seems that it is certainly possible to obtain correct sound. just low pitch and noisy.
play YAMAHA ADPCM audio, use software called Konvertor.

I attached YAMAHA ADPCM audio headers.
YAMAHA ADPCM extension is *.MMF.

Edit:I tried genh. Interleaved DVI 4-Bit IMA ADPCM is worked. but still noisy.
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valkyrie-ace, posted Sat Aug 18, 2018 1:52 am (37634)


Finally, can now play back audio. CAA file address 0x148 set to 78, playback is possible with vgmstream aac.

However, many spk files (contain audio) can not be decrypted because of different keys.
chrrox, you said that you can use the correct key (0x643233316365), but where should I write it? I can not unpack the banner_TrialSpace_015.
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chrrox, posted Sun Aug 19, 2018 7:53 pm (37676)


One thing I noticed about slz type 3 not working.
They seem to have the 00 bytes at the end mabee its useless pad data breaking decompressing the files?
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akderebur, posted Mon Aug 20, 2018 8:05 am (37687)


chrrox wrote:
One thing I noticed about slz type 3 not working.

Type 3 seems to be a recurring problem lately :
viewtopic.php?t=7328
viewtopic.php?t=2659

I wonder if there is something wrong with the slz3 algorithm in quickbms. Or maybe they changed it slightly compared to older titles?
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chrrox, posted Mon Aug 20, 2018 9:09 am (37689)


I think they changed something.
even the tools released by the original slz decompresssion do not work on the chunks.
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chrnodroid, posted Sat Feb 16, 2019 9:12 am (43550)


valkyrie-ace wrote:
However, many spk files (contain audio) can not be decrypted because of different keys.



Any news about the spk files? It would be very nice to have all the sounds of the game. I already done this thing for Star Ocean 5, but Anamnesis is too complicated for what I can understand.
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chrnodroid, posted Sat Dec 21, 2019 4:51 pm (52719)


Today I was trying to understand a bit how to open these SPK files, and apparently it is possible to decrypt them with SOADec_U2 or the slz BMS script.
But, I still don't understand what kind of archive is this. The header is .ISF
I'm sure they are archives that contain a series of AAC audio files.

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chrnodroid, posted Thu Feb 20, 2020 11:31 am (54115)


Ok, with Nova File Extractor is possible to extract OGG files inside some SPK files, but not AAC.
It's better than nothing. We can now extract every voices from the home, some dialogues and every enviroments sounds.
AAC files are used for battle voices, sounds effects for skill, magic and menu.

Nova File Extractor.zip

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