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(PSP) Yu-Gi-Oh Tag force Extraction help

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I saw that there was already a thread for this, but it didn't seem to go anywhere so I hope that by making a new one, I'm not breaking any forum rules.

So I'm trying to extract the 3D models found in the game which I find to be located in a .tms file and using Model Researcher, I'm able to find out that the model is in fact in this file as evident by the vertices I was able to get giving a general outline of a model in T pose, but I'm also pulling in a bunch of other objects that appear to also be packaged in this file. I copied the vertices out into an excel sheet to see if I can try and parce my way through them to see what is/isn't the model, but I have the feeling that I have the feeling doing that is trying to go about something in a round about way.

image.png.f3196adeeb36a12226e664d2e292830a.png

I want to preface I literally started my journey to try and extract these files like a week ago with no coding experience, so whatever I have been able to do is the result of finding whatever video, text, or even AI explanation I could get my hands on with very little understanding and a lot of hamfisting trial and error as most of the technical stuff is going over my head. 

So I hoping for some guidance on what I need to specifically need to be doing to swift through this or even just be told that I'm stupid and that I just needed to follow this one specific guide or something that would help me parce my way though this. I attached the file I was going through if that helps cause I'm honestly living a sunk cost fallacy with how I thought that this process would be lot easier.  

cutin-chara-base.zip

  • Supporter

I see a pointer to vertex buffer at 0x08, it says 1C 0E 00 00(0xE1C). I went there and found an eye, buffer is 12 bytes: 2 bytes unk, 4 bytes Uvs, 6 bytes vertices(all shorts). But I don't know how to find the other meshes, it seems like there is data between meshes. So it is hard to know the offset of each mesh. At 0x60 there there is some kind of table but I don't know what that is...

vertices buffer.png

eye_mesh1.png

  • Supporter
20 hours ago, Yuri196 said:

I saw that there was already a thread for this, but it didn't seem to go anywhere so I hope that by making a new one, I'm not breaking any forum rules.

It's simply annoying that the same topic is being brought up again. Why not continue the old one?

Edited by shak-otay

  • Author
1 hour ago, shak-otay said:

It's simply annoying that the same topic is being brought up again. Why not continue the old one?

That is entirely my bad, my apologies. 

  • Author
8 hours ago, roocker666 said:

I see a pointer to vertex buffer at 0x08, it says 1C 0E 00 00(0xE1C). I went there and found an eye, buffer is 12 bytes: 2 bytes unk, 4 bytes Uvs, 6 bytes vertices(all shorts). But I don't know how to find the other meshes, it seems like there is data between meshes. So it is hard to know the offset of each mesh. At 0x60 there there is some kind of table but I don't know what that is...

vertices buffer.png

eye_mesh1.png

Models from the Wii game (Duel Transer) are shown to be using similar styled models and the eyes in this game and the eyes in that game due to being anime inspired aren't fully rendered out and instead use a flat mesh with the eye on it.

I don't doubt that it's clearly an eye, but my lack of understanding of these models made my assume that they should be similar. I don't know if how those models are stored would provide any information as I haven't tried looking into those, but do know they have been extracted.

File Offset 0x0

char[4] Magic Number

int32 Mesh Info Table Start Offset

int32 Vertex Data Start Offset

int32 Unknown Data Start Offset

int32 Unknown Data Start Offset

int32 Unknown Data Start Offset (Suspected Mesh Rendering related)

int32 Bone Hierarchy Table Start Offset

int32 Bind Pose Matrices Start Offset

int32 Scene Node Bone Matrices Start Offset

int32 .iff File Table Start Offset

int32 Bone Count???

int32 Padding

int32[2] Unknown Count

int32[10] Unknown Data

File Offset 0x60

Mesh Info Table [Struct Size: 3516 bytes]

(

int32 Submesh Type [3 or 4]

int32 Submesh Vertex Count

int32 Submesh Vertex Data Start Offset

)

Notes:

All offsets are relative to the beginning of the file (0x0).

Submesh Type = 3: Suspected Character Mesh.

Submesh Type = 4: Suspected Prop/Item Mesh.

Important Issue: The vertex stride has multiple variations. Currently known types are 12 bytes and 14 bytes, but there seem to be more.

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