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Shin Sakura Taisen / Sakura Wars (PS4)

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GDL
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Shin Sakura Taisen / Sakura Wars (PS4)

Post by GDL »

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Looks like everything in this game is in a .pac container, looking at the header of the file it seems they are using an updated version of the one they used for Sonic Forces:

header.png

Which has a header that reads "PACx301L" and for which there's an experimental bms script:

http://aluigi.altervista.org/bms/sfpac.bms

Anyways, if anyone wants to try and extract stuff from them it doesn't seem to be compressed or encrypted, here are a few example files:

https://mega.nz/folder/kHh2XAxJ#3x1UJrYQObx-t1Gsu4LOLw

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akderebur
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by akderebur »

You can use Switch Toolbox to unpack the archive properly. Model files are ".model" and seem to be same/similar to previous Hedgehog Engine games. I guess there should be bunch of importers around. If not you can try this for a quick OBJ output : viewtopic.php?p=157955#p157955
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by pox911 »

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I'm slowly making a blender script for the hedgehog engine. Mesh and UV are easy. I'm still looking into how the normals are stored. I also have enough info for getting weights but just need to work on the skeleton's bone positions.
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by Doronetty »

We are waiting for your script! Very-very!!!
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Tsunani
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by Tsunani »

Yeah actually checking this topic every day ahah
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by pox911 »

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A bit of a late reply but here is the script i've written so far. Even managed to get animations working for the most part. Code isnt perfect but it's worked well for me so far.

Github Link
Darko
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by Darko »

And what about textures??
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by pox911 »

Darko wrote: Fri Jan 15, 2021 11:40 pm And what about textures??
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they are in standard dds format
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by einherjar007 »

Thank you for creating the script! It certainly works with model files.
Like the killercracker script, the character animation doesn't work properly, are there any plans to fix it?
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by pox911 »

einherjar007 wrote: Sat Jan 16, 2021 8:18 am Thank you for creating the script! It certainly works with model files.
Like the killercracker script, the character animation doesn't work properly, are there any plans to fix it?
can you give some examples? Admittedly most of my animation testing was using the the mario olympics animations and only a handfull of mech animations. One thing i noticed though is that sometimes the scale value has some weird values despite not being needed for the animation. I've been debating on putting a checkbox to toggle scale use.
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by zerotaku5123 »

Hello, excuse me, are you going to publish the models to download? since I'm interested in the character Hatsuho Shinonome
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by ikskoks »

Asking for assets is forbidden here.
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by TheSuperSpinD »

Is there a way to find the passcode to unpack the initial PKG file everything is stored in?
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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by wansf »

thx for ur script first , but animation doing bad for me , im using a clean installed blender 2.91.2

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Re: Shin Sakura Taisen / Sakura Wars (PS4)

Post by Darko »

TheSuperSpinD wrote: Fri Jan 22, 2021 9:40 pm Is there a way to find the passcode to unpack the initial PKG file everything is stored in?
The passcode for any game available for downloading is "00000000000000000000000000000000" with fakepkg.
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