June 16Jun 16 I am currently interested in ripping from both games but have seemed to hit a roadblock due to the lack of information on the matter. Aside from there having been VERY few rippers to have ripped from these two games, all I know about ripping from them so far are two things.1.) All-Stars' Psarc archives can only be extracted either via PSASBR Tool on the pre-retail builds or dumped using PsasPS3Hooks with RPCS3. Otherwise, they cannot be extractable as the game uses some special encryption algorithm that makes it different from every other game with the archive and/or built on the Bluepoint Engine.2.) One of the rippers for PSAS mentioned that they got their models from a friend's VRAM dump.Since so there's so little to go off of as mentioned, I am assuming VRAM dumps include dumped models, textures, and whatever have you. If anyone is interested as well in getting these models and maybe perhaps know how to pull that off, I'd be more than willing to do the dumping myself with my own PS3. Other than that, I have uploaded some samples elsewhere if anyone would wish to have a look at what both games have to offer.UPDATE 1:A toolset for PSASBR has been made and released, courtesy of Hazza12555! Currently, it can only be used on a dedicated psarc archive that specifically came from a build created prior to September 2012 and does not come with a GUI. Nevertheless, it works and works damn well I'd say. The tools can be found either attached to the fourth (or fifth if you count this one) message in this thread or this very message because depending on what you're looking for out of them, the OG just has the raw python scripts and only them. Meanwhile, the edit I've put together features three documents, a dedicated folder for the scripts, and several batch files for anyone unfamiliar with using a terminal or seeking to use the tools in as little time as possible. Special thanks to Hazza12555 for spending their time developing the tools! That being said, we still got Move Heroes to cover and lemme tell you, it's seeming to be much more difficult just due to it lacking an asset ripping scene for it—Models Resource aside.UPDATE 2:V4 has been released! A GUI is now included, as well as with support for the retail psarc's, and more can be found and downloaded here. I'll still leave my edit up there for those that wish to use the batches and docs included with them. That being said, special thanks to ps_chap for the assistance on the retail psarc's as without his expertise on them, retail support simply would not be possible PSASBR Tools V3 Edit.7z Edited 2 hours ago2 hr by LovilyDino5647 Made the thread more All-Stars focused as it was centered on the most
June 18Jun 18 Localization Working on a tool for this currently, fixing normal and specular mapping then will release!
June 18Jun 18 Author 2 hours ago, Hazza12555 said: Working on a tool for this currently, fixing normal and specular mapping then will release! Oh rad!! Thank you very much! You even got the textures as well
June 19Jun 19 Localization Solution Playstation All-Stars Battle Royale Tools V1 MUST BE USED ON AN OPEN BETA BUILD AS THE RETAIL BUILDS CONTAIN ENCRYPTION FOR THE .PSARC FILES Requirements: Python 3.10+ PIP Numpy Pillow (for textures) (pip install numpy pillow) GUIDE TO USAGE: build_all_char.py - builds all character models in a dedicated .psarc E.G - build_all_char.py <archive.psarc> <output_folder> build_all_char.py parappa_char_setup.psarc output ----------------------------------------------------------------------------------------------- build_char.py - builds just one model from a .psarc E.G - build_char.py <archive.psarc> <model-name> <output_folder> build_char.py kratos_char_setup.psarc kratos.c1.p0 output ----------------------------------------------------------------------------------------------- To find the "model-name" use psarc.py E.G - psarc.py list <archive.psarc> You can also use psarc.py to extract contents from a .psarc --------------------------------------------------------------------------------------------- WHAT YOU WILL GET <output_folder>/ models/ the .obj + .mtl files tex/ the .png textures renders/ preview images (+ montage.png) MAKE SURE TO PLACE THE .PSARC INTO THE SAME DIRECTORY AS THE SCRIPTS Edited June 19Jun 19 by Hazza12555
June 19Jun 19 Localization Added rigging to all models in the form of a .glb model. Fixed some bugs Edited June 24Jun 24 by Hazza12555
June 24Jun 24 Localization Playstation All Stars Battle Royale Tools V4 I have now updated the tools to feature a GUI (to make it more user friendly). This version also is updated to work with RETAIL BUILDS, not just the beta builds with no encryption. To do this, I reversed engineered Chap's PPU INFLATE decoder ( which only used to work with RPCS3 ) To run just double click PSAS Extractor.bat. A GUI will load, select the .psarc file you want to extract from. You can then select costumes/equipment/effects/other from the drop down menu. You can choose either to download all, or select which ones you want to download. A small preview will show of the model before downloading (might take a few seconds to load all previews) HUGE thanks to LovilyDino5647 for providing me with Chap's updated script, or this would not have been possible. ANY BUGS FEEL FREE TO DM ME. PSASBR Tools V4.zip Edited June 24Jun 24 by Hazza12555
June 25Jun 25 Author It should be noted as well that in order to use the tool at its max capacity, you need the following installed: Python 3.10 PIP + NumPy, Pillow, and PyCryptodome (pip install numpy pillow pycryptodome) Here are some previews for those curious as to what the GUI looks like and just how capable it truly is Spoiler Spoiler alert: Character setups aren't the only archives that can be ripped using the toolset
Friday at 10:13 PM1 day Author On 6/16/2026 at 12:43 AM, LovilyDino5647 said:Other than that, I have uploaded some samples elsewhere if anyone would wish to have a look at what both games have to offer.Used up the last of my storage on MEGA to upload some of Move Heroes' level archives for anyone interested in cracking it. To this day, this particular game hasn't been solved yet. Hazza did try but had to stop due to how awkward the structure is for the game's models. So I'd keep that in mind going forward for any future attemptsEDIT: Uploaded some more level archives from other Nihilistic Software games. Found out that they have their own in-house game engine, NOD, and judging from looking at said other Nihilistic Software games, I think a more modern rendition of their engine was used here for Move Heroes. Even further more, I happened to have found an SDK for the NOD engine. However, it's for their first game—Vampire: The Masquerade - Redemption—and that game was released for PCs in 2000. At that, I also found this research paper on the engine as it was during the development of their unofficial second game, Starcraft. So make with that as you will Edited 21 hours ago21 hr by LovilyDino5647
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