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Shin Megami Tensei Nocturne compression
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Shin Megami Tensei Nocturne compression
I attached a sample file.
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Re: Does anyone know the type of compression used?
Doesn't seem compressed. Inside your .7z it's compressed about 1.5:1. It looks most like a mesh. What game is it from?
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Re: Does anyone know the type of compression used?
Shin Megami Tensei Nocturne.GMMan wrote:Doesn't seem compressed. Inside your .7z it's compressed about 1.5:1. It looks most like a mesh. What game is it from?
It is compressed apparently, since there's a leftover txt file containing this:
Code: Select all
%comp
f201_001.TBN
f201_001.f2
f201_001.f1
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Re: Does anyone know the type of compression used?
can you post a bunch of small samples need more to see the file structure.
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Re: Does anyone know the type of compression used?
Here ya go, all of the files kinda follow the same structure it seems (not the f1 and f2 files, they're for stage models), except that the LB files seem compressed.chrrox wrote:can you post a bunch of small samples need more to see the file structure.
http://puu.sh/cIfFd.7z
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Re: Does anyone know the type of compression used?
well quickbms does not find anything that i can see in its currently supported formats.
but the structure is pretty strait forward
01 01 - always this version?
XX XX file id
YY YY YY YY - zip size including header
qq qq qq qq - file extension
zz zz zz zz - uncompressed size
then the data follows.
the data gets aligned after that and then it repeats till you read this
FF 00 00 00
10 00 00 00
45 4E 44 30 END0
00 00 00 00
but the structure is pretty strait forward
01 01 - always this version?
XX XX file id
YY YY YY YY - zip size including header
qq qq qq qq - file extension
zz zz zz zz - uncompressed size
then the data follows.
the data gets aligned after that and then it repeats till you read this
FF 00 00 00
10 00 00 00
45 4E 44 30 END0
00 00 00 00
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Re: Shin Megami Tensei Nocturne compression
if there are only a few models you want you can dump them easily from saved states.
http://ps23dformat.wikispaces.com/Shin+ ... i+Nocturne
http://ps23dformat.wikispaces.com/Shin+ ... i+Nocturne
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Re: Shin Megami Tensei Nocturne compression
That ripper doesn't dump even 1 complete mesh. Been working on writing one in MaxScript myself but some of these mesh types seem non-standard.chrrox wrote:if there are only a few models you want you can dump them easily from saved states.
http://ps23dformat.wikispaces.com/Shin+ ... i+Nocturne
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Re: Shin Megami Tensei Nocturne compression
If you post the memory dump and what it is a scene of i can help the format look standard for ps2.
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Re: Shin Megami Tensei Nocturne compression
Most files aren't compressed actually, only the LB files are.chrrox wrote:If you post the memory dump and what it is a scene of i can help the format look standard for ps2.
I'll post some things for you to look at, not everything was documented by me so it might be confusing to read.
For example Flag 7 meshes seem to use some special way of handling the face index.
http://puu.sh/cJB7e.7z
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Re: Shin Megami Tensei Nocturne compression
Apparently the original japanese release of the game doesn't have some files compressed.
I figure that these 2 files are identical except one is compressed + extra header and the other isn't.
http://puu.sh/d6YND.7z
I figure that these 2 files are identical except one is compressed + extra header and the other isn't.
http://puu.sh/d6YND.7z
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Re: Shin Megami Tensei Nocturne compression
well you should be able to get any decompressed file you want with memory dumps.
http://www21.big.or.jp/~dram/cheatcode/ps2_smt3.html
Just use gameshark to get the debug console and then use the model viewer.
I tried quickbms and it did not return any results decompression these files.
I found this tool that claims to be an archive extractor.
http://www21.big.or.jp/~dram/cheatcode/ps2_smt3.html
Just use gameshark to get the debug console and then use the model viewer.
I tried quickbms and it did not return any results decompression these files.
I found this tool that claims to be an archive extractor.
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