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Shijou Saikyou no Deshi Kenichi – Gekitou! Ragnarok Hachikengou (PS2) - Compressed Renderware files "solved"

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  • Localization

The compression issue I was having is solved. If you want to mod this game. Make a backup of the main AFS container.  You will need to edit the main AFS container or copy that you created in a hex editor of your choice.  Remove all the bytes before the AFS header, save it, then use whatever AFS extractor tool you like . Some popular gui based AFS extractors don't auto rename so you will not be able to get all the CHR files out. BMS scripts will give you blank file names. After, you can take any CHR container and use the script I placed here to extract the files then do a lite fpack decompression. After, you can use DragonFF to import models. Animations are TMO and AMN Renderware. There are blender plugins for it. 

To reimport your changes if you are modding. You will need to copy the original file's header section and use gntools to repack your files into an FPK then replace the start of the file with the original header so the game will read the file correctly. Don't forget to rename the file correctly as well.

I couldn't find a way to delete the post so I am replacing it with the solution. The elf file for this game made it seem more complicated than it was.... Reimporting back into the game is possible and functional. This method will work on a few other Capcom games that use renderware on PS2 and PSP. Some editing won't work unless you modify the logic for the moves. Custom animation importing and model replacement works.

I guess this post can be deleted unless the solution is fine to leave here.

 

 

kenichi_chr_unpack.py

Edited by Eilde
Model and animation compression is solved.

  • Eilde changed the title to Shijou Saikyou no Deshi Kenichi – Gekitou! Ragnarok Hachikengou (PS2) - Compressed Renderware files "solved"

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