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[X360] Star Ocean The Last Hope

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Re: [X360] Star Ocean The Last Hope

Post by orbbu »

@chrrox:

I though that the triaces games were encypted ? any chance this would work on End of Eternity ?
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Re: [X360] Star Ocean The Last Hope

Post by chrrox »

End of Eternity is encrypted
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Re: [X360] Star Ocean The Last Hope

Post by orbbu »

k, too bad -.-
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Re: [X360] Star Ocean The Last Hope

Post by chrrox »

Star Ocean 3 also used this encryption key and so did star ocean 4 but in those games it was only a few files that did it.
So if someone were good at ps2 reversing they could get the key to decrypt EoE
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Re: [X360] Star Ocean The Last Hope

Post by Tosyk »

Some progress here, chrrox?
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Re: [X360] Star Ocean The Last Hope

Post by TheDude »

I'm going to play with this and see what happens.

Edit 24Jun11: Got the vertices/faces figured out. Working on textures.
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Re: [X360] Star Ocean The Last Hope

Post by TheDude »

Started learning a little OpenGL and about textures in general.
I cut out the largest AIF section so I can look at it on it's own.
5 minutes of learning OpenGL and I realized those 6 imgX sections under the AIF header appear to have something to do with mipmaps, i.e.,
the same 2 bytes in the same area of each successive imgX section is half the value of the previous ranging from 1024-32.
Also I found 21 small chunks of data that stand out amidst the chaos.
Does this have something to do with the texture swizzling or are these compression tables of some sort?
(don't laugh chrrox, I'm just thinking out loud here) (:
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Re: [X360] Star Ocean The Last Hope

Post by chrrox »

Swizzling is the bain of every reverses existence. This is a tool used for speeding up texture loading on the xbox by swapping the bytes around so the console does not have to.
The thing is the swapping is not one set situation it depends on the image type and the image dimensions.
each ao__ section is one model part. that contains all the needed info for that model including its textures. most things have one or 2 textures and the rest of the textures there are the mips.
Also the model format is very complex. They are using bit masking to structure the vertex format.
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Re: [X360] Star Ocean The Last Hope

Post by TheDude »

chrrox wrote:Swizzling is the bain of every reverses existence. This is a tool used for speeding up texture loading on the xbox by swapping the bytes around so the console does not have to.
The thing is the swapping is not one set situation it depends on the image type and the image dimensions.
each ao__ section is one model part. that contains all the needed info for that model including its textures. most things have one or 2 textures and the rest of the textures there are the mips.
Also the model format is very complex. They are using bit masking to structure the vertex format.
Thanks for the information. I don't know what I was thinking with the OpenGL thing. DirectX would make more sense.
I noticed some things that would translate there. I looked at how swizzling works.
It looks like it's up to the developer to decide exactly how it's implemented. It's fun learning all this stuff though.
Maybe in a year or two I'll know as much as you. In the mean time......
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Re: [X360] Star Ocean The Last Hope

Post by Aurangzeb56 »

Will this script work to rip the models from the PS3 version or Xbox 360 ISO?

http://www.aluigi.org/papers/bms/slz.bms
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Re: [X360] Star Ocean The Last Hope

Post by TheDude »

Aurangzeb56 wrote:Will this script work to rip the models from the PS3 version or Xbox 360 ISO?

http://www.aluigi.org/papers/bms/slz.bms
That's something weird I noticed. I can get the newer .2 version to work on the PS3 files, but not the 360.
The older version of that script will work on the 360, but not the PS3.
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Re: [X360] Star Ocean The Last Hope

Post by Aurangzeb56 »

TheDude wrote:
Aurangzeb56 wrote:Will this script work to rip the models from the PS3 version or Xbox 360 ISO?

http://www.aluigi.org/papers/bms/slz.bms
That's something weird I noticed. I can get the newer .2 version to work on the PS3 files, but not the 360.
The older version of that script will work on the 360, but not the PS3.
Oh,can you give me the newer version of the script then? ^^
Since i have star ocean the last hope international for PS3. ^^"

EDIT: I found out the link i posted WAS the version 2. ^^" Anyway can you tell me that which file do we have to choose in quick BMS script with this script that it will let me extract the models,worlds,weapons and etc?
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Re: [X360] Star Ocean The Last Hope

Post by TheDude »

Aurangzeb56 wrote:
TheDude wrote:
Aurangzeb56 wrote:Will this script work to rip the models from the PS3 version or Xbox 360 ISO?

http://www.aluigi.org/papers/bms/slz.bms
That's something weird I noticed. I can get the newer .2 version to work on the PS3 files, but not the 360.
The older version of that script will work on the 360, but not the PS3.
Oh,can you give me the newer version of the script then? ^^
Since i have star ocean the last hope international for PS3. ^^"

EDIT: I found out the link i posted WAS the version 2. ^^" Anyway can you tell me that which file do we have to choose in quick BMS script with this script that it will let me extract the models,worlds,weapons and etc?
Use it on aska0000.bin (incidentally that file's named after their game engine "ASKA")
then you should get a bunch of PACK files. Use the same script on whichever one of those you want and you'll get a bunch more files.
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Re: [X360] Star Ocean The Last Hope

Post by Aurangzeb56 »

TheDude wrote:Use it on aska0000.bin (incidentally that file's named after their game engine "ASKA")
then you should get a bunch of PACK files. Use the same script on whichever one of those you want and you'll get a bunch more files.
Well i tried the script on aska0000.bin and this is what i got. :(

Image


I also tried the over 4_GB Quick BMS program and it showed this message:

Image


Also I'm using the script that i posted and i think that one is for 360 version,do you have the PS3 version?
Could you help me? :(
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Re: [X360] Star Ocean The Last Hope

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