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Search found 41 matches

by ameneko
Sun Feb 19, 2012 6:06 am
Forum: Graphic file formats
Topic: What is CULT?
Replies: 10
Views: 3304

Re: What is CULT?

the clut files that virtual on uses with its pvr files are used to save space because multiple textures use the same colors and the color space is small. the SVP fileswere ripped from the Ninja containers. There is an issue with texture coordinates or something though and the objects don't look corr...
by ameneko
Thu Sep 15, 2011 3:14 am
Forum: 3D/2D models
Topic: Extract Naruto ultimate ninja 5 [Eng] (PS2) ?????
Replies: 6
Views: 3465

Re: Extract Naruto ultimate ninja 5 [Eng] (PS2) ?????

The CVM header in this game is encrypted. The files in the CVM look as though they are probably compressed also. There's a reference in the eeMemory.bin from PCSX2 that suggests they may be gzipped but this is just a wild guess. I'll look at it here in a few mins and see what I can see... This is al...
by ameneko
Wed Aug 31, 2011 10:48 am
Forum: Game Archive
Topic: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM
Replies: 46
Views: 22689

Re: PS2 .CVM archive extraction

Some, not all, CVM have an encrypted table of contents. My workaround is for those files. I should note that my math is not quite right for calculating the final offset and I'll update as soon as I remember what I did exactly :) As for a script/tool to automate it; I could write one to handle the wo...
by ameneko
Sun Aug 21, 2011 10:31 pm
Forum: 3D/2D models
Topic: Looking for a Xenogears sprite exporter/viewer.
Replies: 3
Views: 1332

Re: Looking for a Xenogears sprite exporter/viewer.

I swear its like Square goes way out of their way to make everything a gigantic pain in the ass D:
by ameneko
Fri Aug 12, 2011 7:20 am
Forum: Game Archive
Topic: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM
Replies: 46
Views: 22689

Re: PS2 .CVM archive extraction

I have a work around solution for the encrypted TOC problem in newer ROFS files. I wanted to do some work on Virtual On:MARZ for PS2 but it has one of these encrypted TOC, what a pain. So I ran the game in PCSX2 and made a save state after things got running. I opened the state(they are zip files) a...
by ameneko
Mon Jul 18, 2011 7:53 am
Forum: 3D/2D models
Topic: [PS2]Wipeout Fusion
Replies: 0
Views: 635

[PS2]Wipeout Fusion

Made some good progress on viewing tracks.

http://neko68k.blogspot.com/2011/07/wip ... wip-3.html
by ameneko
Thu Jun 16, 2011 8:16 am
Forum: 3D/2D models
Topic: Blender .OBJ Texture Map Export Issue
Replies: 4
Views: 3660

Re: Blender .OBJ Texture Map Export Issue

Check the mtl file and make sure that all the definitions are pointing at valid paths and that the definition that causes the error in particular even exists at all. It might not hurt to cross reference with the obj file and make sure there isn't just naming weirdness that causes it to explode. I've...
by ameneko
Tue Jun 07, 2011 5:42 am
Forum: 3D/2D models
Topic: Could it be, Metal Gear?!
Replies: 11
Views: 3120

Re: Could it be, Metal Gear?!

Wicked news. Hey, are object/character models stored in the same format as levels? I'm guessing they would be at least slightly different, but could you shed some light on it? Yeah they're all the same. There is separate animation data and script data also but all the models are the same. Only prob...
by ameneko
Mon Jun 06, 2011 3:31 pm
Forum: 3D/2D models
Topic: Could it be, Metal Gear?!
Replies: 11
Views: 3120

Re: Could it be, Metal Gear?!

So I was revisiting MGS tonight after I had an idea about textures while investigating something else. It turns out they are storing data in the NULL reserved section of the PCX header. This is at least referencing the VRAM x,y location of the texture and of its associated CLUT entry. It doesn't alw...
by ameneko
Sat May 14, 2011 9:51 am
Forum: 3D/2D models
Topic: Otomedius
Replies: 9
Views: 2421

Re: Otomedius

The PC version is actually the arcade version. There is no official PC release. The arcade uses CAB files, the 360 uses xbcompress. The container format for both is the same.
by ameneko
Fri May 13, 2011 4:57 am
Forum: 3D/2D models
Topic: Otomedius
Replies: 9
Views: 2421

Re: Otomedius

No changes. It just works. However, not everything works properly and some dont load at all. Looking at a disassembly it looks like they may be using a bit of custom loading.
by ameneko
Thu May 12, 2011 6:46 am
Forum: 3D/2D models
Topic: Otomedius
Replies: 9
Views: 2421

Re: Otomedius

Anyway... Image
by ameneko
Thu May 12, 2011 5:06 am
Forum: 3D/2D models
Topic: Otomedius
Replies: 9
Views: 2421

Re: Otomedius

Yeah I'm sure I can, but I hate to reinvent the wheel if I don't have to. Pretty sure the facilities for loading them exists in the sdk anyway.
by ameneko
Wed May 11, 2011 11:12 am
Forum: 3D/2D models
Topic: Otomedius
Replies: 9
Views: 2421

Re: Otomedius

I'll put up a sample later today if anyone is really that interested. You're probably right about the model quality, its not a very good game anyway. It was kind of silly how they did it, a bunch of CAB files and some simple container format inside. Besides that the textures are DDS, easy enough.
by ameneko
Wed May 11, 2011 10:32 am
Forum: 3D/2D models
Topic: Otomedius
Replies: 9
Views: 2421

Otomedius

So I ripped Otomedius. I was wondering if anyone knows of a program that can read uncompressed binary X files that are version 0x0303 not 0x0302. The DxViewer provided in the DirectX SDK doesn't seem to be able to read them and it doesn't say why so its not really any help to me. http://4.bp.blogspo...