OugiSHU Posted May 16 Posted May 16 Unpacking the arc file (game_60) with the old BMS script spits out an ibi file. Using Naomi Model Extractor to scan that ibi only results in the custom character head parts being dumped, same as arcade original. None of the proper playable characters get dumped. Using NinjaRipper spits out models with their depth, unlike old arcade/Dreamcast version where they'd be flat due to z-buffer issues, but they lack proper textures; I bring this up since it could mean they're at least compressed differently, maybe? I tried using Marvel VS Capcom 3 modding tools to look at this stuff due to MT engine, but no good. Sample file here.
Engineers h3x3r Posted May 16 Engineers Posted May 16 //------------------------------------------------ //--- 010 Editor v14.0 Binary Template // // File: // Authors: // Version: // Purpose: // Category: // File Mask: // ID Bytes: // History: //------------------------------------------------ OutputPaneClear();LittleEndian(); local uint32 i,j,k,l; char IBISSign[4]; uint32 Unknown_0; uint32 TableOffset; uint32 TableSize; // - TableOffset FSeek(TableOffset); char AFSSign[4]; uint32 ResourceCount; struct { uint32 ResourceOffset; uint32 ResourceSize; }Table[ResourceCount]<optimize=false>; for (i=0; i < ResourceCount; i++) { FSeek(Table[i].ResourceOffset + TableOffset); struct { if (Table[i].ResourceSize != 0) { byte ResourceData[Table[i].ResourceSize]; } }Resource; } Not sure what file types are there. There is only offset + size. No file name, no file type no nothing...
OugiSHU Posted May 19 Author Posted May 19 On 5/16/2025 at 2:48 PM, h3x3r said: //------------------------------------------------ //--- 010 Editor v14.0 Binary Template // // File: // Authors: // Version: // Purpose: // Category: // File Mask: // ID Bytes: // History: //------------------------------------------------ OutputPaneClear();LittleEndian(); local uint32 i,j,k,l; char IBISSign[4]; uint32 Unknown_0; uint32 TableOffset; uint32 TableSize; // - TableOffset FSeek(TableOffset); char AFSSign[4]; uint32 ResourceCount; struct { uint32 ResourceOffset; uint32 ResourceSize; }Table[ResourceCount]<optimize=false>; for (i=0; i < ResourceCount; i++) { FSeek(Table[i].ResourceOffset + TableOffset); struct { if (Table[i].ResourceSize != 0) { byte ResourceData[Table[i].ResourceSize]; } }Resource; } Not sure what file types are there. There is only offset + size. No file name, no file type no nothing... The only thing I saw of note was text for "AFS" when looking at it through a hex editor. Thanks for having a look at this regardless.
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