October 30, 20232 yr Localization Animation file from FGO arcade, uses the same engine as various Project DIVA titles but the animation files are formatted in a different way. .mot Tool: https://github.com/h-kidd/noesis-project-diva (works with FGO Arcade's model files and .mot files from Miracle Girls Festival and Project DIVA but it doesn't work with FGO Arcade's .mot files, but you can edit the source code of the tool to try to make it work with the game's .mot files) Sample file is in the attachment. mot_svt_0001.zip
December 20, 20232 yr Localization I only found these: Magic: 23 4D 4F 54 // #MOT File validation: *0x0F == 0x0A File version validation: 0x10~0x14 == 15 13 11 13 joint_type Range validation: *0x18 <= 7u File Element Count: *0x16 // short type Offset Block Start: (0x10 + ((*(0x19) + 0x10) & 0xFFFF FFFF FFFF FFFC)) Element Offset : Offset Block Start + *(Element index * 4 + Offset Block Start) Element Name Length: *(Element Offset + 0x06) Element DataBlock Offset? : Element Offset + ((Name Length + 0x12) & 0xFFFF FFFF FFFF FFFC) This is found from KanColle Arcade (SDBZ), but it looks like uses the exact same animation format as FGO Arcade (#MOT) The debugger cannot be attached after using Segatools injection, which makes it difficult to find the call. I hope anyone who is interested can help to reverse it. (That was because the parameter of inject.exe in start.bat uses -d by default, which will cause the injected program to be attached as a debugger, making it impossible to attach other debuggers.) in Subroutine 0x14035A330: sample&program.zip Edited December 21, 20232 yr by Billons
January 2, 20242 yr Author Localization On 12/19/2023 at 11:29 PM, Billons said: I only found these: Magic: 23 4D 4F 54 // #MOT File validation: *0x0F == 0x0A File version validation: 0x10~0x14 == 15 13 11 13 joint_type Range validation: *0x18 <= 7u File Element Count: *0x16 // short type Offset Block Start: (0x10 + ((*(0x19) + 0x10) & 0xFFFF FFFF FFFF FFFC)) Element Offset : Offset Block Start + *(Element index * 4 + Offset Block Start) Element Name Length: *(Element Offset + 0x06) Element DataBlock Offset? : Element Offset + ((Name Length + 0x12) & 0xFFFF FFFF FFFF FFFC) This is found from KanColle Arcade (SDBZ), but it looks like uses the exact same animation format as FGO Arcade (#MOT) The debugger cannot be attached after using Segatools injection, which makes it difficult to find the call. I hope anyone who is interested can help to reverse it. (That was because the parameter of inject.exe in start.bat uses -d by default, which will cause the injected program to be attached as a debugger, making it impossible to attach other debuggers.) in Subroutine 0x14035A330: sample&program.zip 12.01 MB · 6 downloads I don't get how fc.exe works.
January 4, 20242 yr Localization On 1/3/2024 at 4:56 AM, Andree said: I don't get how fc.exe works. It's just a sample, if you want it to work you need to use Segatools and get the full Rom. After fc.exe is started normally, the hardware IO device will be checked. If passed, it will try to connect to the All.Net and Aime servers. Segatools uses IAT Hook to simulate the DirectX input into the corresponding IO input and inject it into the main program. The program only have a hardware checker program(maybe IO Checker) and does not use any user-level dlls. Almost all program codes are in fc.exe, and only a few lua scripts are in the rom folder. The rom folder mainly stores game Assets and DataBase, as well as some external shaders. Unfortunately I can't provide the full Rom here, sensitive content such as complete Rom cannot be uploaded in XeNTax, although I don’t know if this rule is also followed here, but you can try looking for it on the internet, Good Luck. Edited January 4, 20242 yr by Billons
January 4, 20242 yr Localization I made a very simple Python script to extract the information I found now from the Mot file, But only very little information can be extracted so far. (Update on 2024/01/10) And I made a simple 010 Editor Template.(It was suck... but can use) (Update on 2024/01/21) Updated 010Editor template, it should be possible to parse more KCArcade's Mot data. but there are some slight differences in the file structure of FGOArcade. If want to use it, then need to modify this template slightly. mot_test.zip Mot.bt.zip Edited April 28, 20242 yr by Billons
January 19, 20242 yr Localization I discovered that the first two bytes before BoneCount should be FrameCount-1. Additionally, for bones other than the Root bone, If there are large consecutive blocks of WORDs (such as 00 01 00 02 00 03), this should represent the keyframe timetable. if timetable exist, the size (in bytes) of the data block after the timetable must be divisible by 6. Furthermore, within these data blocks, the size of the largest one is equal to FrameCount*6. This implies that the keyframe data should be contained within these blocks. x, y, z may occupy 2 bytes each, but it is still unclear how to read them and convert them into a readable format.The size of the keyframe timetable divided by 2 should be equal to the size of the data block following the timetable divided by 6, indicating the number of keyframes in this bone. FrameCount in Header(need +1): timetable(per 2 bytes, short): keyframe data (per 6 bytes, WORD * 3 (may float16?)) Edited January 20, 20242 yr by Billons
January 21, 20242 yr https://github.com/h-kidd/noesis-project-diva AFAIK this uses the same (or highly relevant - Virtua Fighter 5 based) engine as other arcade games such as Project DIVA Arcade or Fate Grand Order I guess the animation format would be relevant (and hope this be helpful for REing)
January 30, 20242 yr Has anyone managed to extract the trading card images? I tried using the script for the 3D models. but it just doesn't work.
January 31, 20242 yr Localization 22 hours ago, AgusMarotte said: Has anyone managed to extract the trading card images? I tried using the script for the 3D models. but it just doesn't work. for fgo arcade, you can use this to extract the farc file: https://github.com/Silvris/RandomScriptsAndTemplates/blob/main/FGO Arcade/FGOArcade-FARC.py for kancolle arcade, you can use farcpack tools to extract it: https://github.com/blueskythlikesclouds/MikuMikuLibrary/releases/download/v2.2.0/FarcPack.7z the trading card images was in ./rom/trading_card Edited January 31, 20242 yr by Billons
January 31, 20242 yr Localization On 1/21/2024 at 9:19 PM, 11-59pm said: https://github.com/h-kidd/noesis-project-diva AFAIK this uses the same (or highly relevant - Virtua Fighter 5 based) engine as other arcade games such as Project DIVA Arcade or Fate Grand Order I guess the animation format would be relevant (and hope this be helpful for REing) yeah i guess so. but I think we need to find something to differentiate between rotate data or transform data, and it's hard to find that, so we need something reverse work
February 1, 20242 yr On 1/31/2024 at 3:47 AM, Billons said: for fgo arcade, you can use this to extract the farc file: https://github.com/Silvris/RandomScriptsAndTemplates/blob/main/FGO Arcade/FGOArcade-FARC.py How exactly should I use it? First I have to decrypt the farc files, right? To decrypt the 3D Models I was using quickbms and the script that was on XeNTaX, but that script can't decrypt the farcs from the trading cards
February 2, 20242 yr Localization 12 hours ago, AgusMarotte said: How exactly should I use it? First I have to decrypt the farc files, right? To decrypt the 3D Models I was using quickbms and the script that was on XeNTaX, but that script can't decrypt the farcs from the trading cards for fgo's script, you just need run this: python FGOArcade-FARC.py "your farcfile path" for farcpack tool, Run it in the shell to see the cli commands.
February 5, 20242 yr On 2/2/2024 at 5:36 AM, Billons said: for fgo's script, you just need run this: python FGOArcade-FARC.py "your farcfile path" I'm still not sure how to run it, unless I'm doing something wrong, it doesn't seem to be working
February 5, 20242 yr Localization 3 hours ago, AgusMarotte said: I'm still not sure how to run it, unless I'm doing something wrong, it doesn't seem to be working Maybe you should open a new thread and ask in there, not here, because this thread is for discussing the motion file. Edited February 5, 20242 yr by Billons
August 11, 20241 yr Localization Did you ever figure out the animations format? I'd love to get access to the animations for some stuff but of course, the MOT files are formatted differently 😔
April 5, 20251 yr Localization Bumping this, if anyone would be an absolute unit to solve the animations it would be greatly appreciated! 🙃
November 4, 2025Nov 4 Anybody could share mot, tex_db.bin and a model file .bin of a character Edited November 4, 2025Nov 4 by WindShadowRuins
November 6, 2025Nov 6 Localization I have one as an example I notice in this section Ran XXD with groups of 12 and noticed a pattern. This is the pinky intermediate joint. It is known that the pinky intermediate joint has one degree of freedom. meaning that movements in the other two DoF should be minimal. The second set of each float is stable. 16 bit floats. Little endian likely. Meaning that [3f], [00], [ff], etc. is the major bits. Given the ffs I do not think it is Big Endian with an offset. I have attached the file in question so you can look yourself EDIT: These are signed LE numbers. Circular angular floats (not IEEE 754 standard) so ffff/0000, 3fff/4000, 7fff/8000, bfff/c000 are each 90 degrees apart. EDIT 2: It could also be a LUT. But then I checked for any tables and I can't find any useful. EDIT 3: I have no clue anymore. These are proprietary obfuscated numbers using some cryptic format and if anyone knows how to decode them it would be absolutely amazing. SVT_0015_S01_ATK_A01.zip Edited November 11, 2025Nov 11 by Sivrit
November 11, 2025Nov 11 Localization Bumping this again because I really don't want this thread to quietly die, as it seems the edits to my message are not enough to constitute a bump. Every single possible 16 bit float format I've tried does not work. Indicating this is some proprietary cursed format. Maybe a LUT. Maybe encrypted. Maybe something else. Which probably explains why the .mot files still have not been decrypted all these years. I do suspect what certain bits mean but I am really unsure. I have the model .bin and some other examples of .mot in hand as well so if you would like me to send it I will gladly do so. Just note I do need these files decrypted for a project so I would like this done as fast as possible it would be nice. What I do know is that this is little endian. Z-Y-X order. I have no clue what else. Help is much appreciated please 🙏 (I am not sure what y'all want but I am interested in a way to export the .mot to .csv with a Frame # column. For my application, that is enough.) Edited November 11, 2025Nov 11 by Sivrit
November 22, 2025Nov 22 Localization On 11/15/2025 at 10:05 AM, Nya222 said: Yo, do you have a script as of now? Just want to test it on my end as well.
November 22, 2025Nov 22 Localization 1 hour ago, Sivrit said: Yo, do you have a script as of now? Just want to test it on my end as well. fmt_FGOArcade_mot.py Still incomplete
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