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Zero Tolerance for Disrespect

STAR OCEAN 5 textures and 3D models [PS3/PS4] (*.AIF) (*.ASF)

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chrnodroid, posted Sun Feb 10, 2019 12:18 pm (43341)


PlayStation Store: https://store.playstation.com/en-us/pro ... EAN5PS4000
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Hi guys, it would be nice to have all the Star Ocean 5 images and textures extracted, but I really don't know how to do.
Maybe is very similar to the encryption of Star Ocean Anamnesis (SLZ), but the quickbms script don't work at all, there something different.

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Here there are some AIF files of the game PS3 version:
http://www.mediafire.com/file/8syr6bg22 ... s.zip/file

EDIT 02/05/2019

And here there are ALL the AIF and ASF files of the PS4 version of the game, 6.36 GB on mediafire, sorry I don't have enough space on mega and even gdrive :roll:
http://www.mediafire.com/file/3q9f6jsl3 ... AIF_ASF.7z


If you need only some little samples just to test, there are 2 files in the zip on the attachment.




Thanks in advance :)
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akderebur, posted Sun Feb 10, 2019 1:36 pm (43343)


Files are not encrypted, but compressed. Mostly SLZ type 2 and 3 is used, so I would guess it is more similar to older titles than Anamnesis which uses mostly type 7 (zstd). Still the type 3 code for ps2 games doesn't work meaning they changed something. Judging from the type 2/3 in older games, I would say it is a LZSS variant.

This was discussed in couple of other threads before, but I don't think anyone got it working. Basically there wasn't much interest. Last I know is that chrrox dumped the decompression method from the RoF executable (it also used type 3 mostly if I remember correctly). Still I never got it to work as is. Hope someone figures this out someday :D
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chrnodroid, posted Thu May 02, 2019 5:03 pm (47537)


I edited the first post with an attachments. Contains very little files, AIF and ASF, just in case.
My research on this type of compression is failed several times, I already asked on Xentax forum, I know this is very difficult, sorry for the request. I still hope for someone someone figures out to this problem.

OT (But exctracting things from tri-Ace ps2 games is more difficult hahahaha, and there are no tools. My dream is to obtain the MPEG video files of SO3 and VP2, because I have the intention to remaster them in 4K resolution with a Deep Learning software, but I need the source files first...)
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akderebur, posted Thu May 02, 2019 5:27 pm (47538)


I have posted the SLZ type 3 decompression code here : viewtopic.php?p=45696#p45696

Speaking of VP2, I have also released a tool for the VP2 models/textures on xentax. I don't now much about video files though.
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chrnodroid, posted Thu May 02, 2019 8:18 pm (47544)


Oh, thanks, but sorry I am totally noob, how can I use this code? I tried "SLZ Decompressor v1.1", edited the slz.c with your new code, but didn't work. You speak about quickbms, I'm really confused.

edit: I tried to compile it with visual studio and other tools, but there are too many errors. I can only use quickbms but I don't know how to convert the C# language to BMS

my knowledge of these things is really embarrassing...
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chrnodroid, posted Mon Dec 16, 2019 8:22 am (52611)


I'm figured out to decompress the textures (for everyone, search the SLZ script here https://aluigi.altervista.org/quickbms.htm) , but there is something strange to texture format.
For example I have a 4.00 MB texture .AIF file, decompressed. So shoud be 2048x2048, probably BC7.
But this is the problem, maybe is not BC7, neither BC6, I tried everything with PVRTextTool but without results.
Inside the AIF file should be a DDS file right? How can I extract it directly?
This is my very last objective.



Thank you in advance
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akderebur, posted Mon Dec 16, 2019 7:45 pm (52622)


You probably wouldn't encounter bc6/bc7 with SO5 textures. They will mostly be dxt1/3/5. Your sample is just raw b8g8r8a8 though, with ps4 swizzling.

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chrnodroid, posted Tue Dec 17, 2019 10:54 am (52632)


Thank you very much!
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Mihna, posted Thu Sep 22, 2022 6:31 pm (73550)


[edit] Disregard! Finally figured out how to find the files with RawTex :)
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