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Phyre engine help, Sen no kiseki..

Posted: Fri Dec 13, 2013 6:22 pm
by albert1905
I heard that it is too hard to unpack .phyre engine files. But would someone can unpack it?
Here is sample. https://www.mediafire.com/?bghvya39f1ffr3j

Re: Phyre engine help, Sen no kiseki..

Posted: Fri Dec 13, 2013 9:18 pm
by shakotay2
albert1905 wrote:I heard that it is too hard to unpack .phyre engine files.
Who said? :D
Image

btw: what do you mean with "unpack"? Did you refer to the models or to the textures?
edit: Image
chrrox wrote:I think he means parse the whole file automatically.
Hah, well, ok. (That's a wish I won't fulfill ever. Cause I've only left approx. 15 min per model - except for SleepingDogs for example :D )

Re: Phyre engine help, Sen no kiseki..

Posted: Fri Dec 13, 2013 9:29 pm
by chrrox
I think he means parse the whole file automatically.

Re: Phyre engine help, Sen no kiseki..

Posted: Fri Dec 13, 2013 11:56 pm
by albert1905
I mean conversion. .phyre files <=> .dds or .dae

Re: Phyre engine help, Sen no kiseki..

Posted: Sat Dec 14, 2013 5:12 am
by oamio
[quote="shakotay2"][/quote]
Image

Wht is that tool?
Is that able to find Hex to Obj?
I cant parse Hex where is starting and ended
and how to change useful code

Not only rip "Senokiseki" but also "俺の妹がこんなに可愛いわけがないHappyEnd" can do
I want to that is a minor game nobody interest

Sorry for my bad English :D

Re: Phyre engine help, Sen no kiseki..

Posted: Sat Dec 14, 2013 11:38 am
by shakotay2
oamio wrote:Wht is that tool?
Follow the link in my sig.
I cant parse Hex where is starting and ended
and how to change useful code
Read the tutorial. Try to understand and use it.

Do the tutorial example. Try hard. If it doesn't work, try harder. :)

Re: Phyre engine help, Sen no kiseki..

Posted: Sat Dec 14, 2013 1:25 pm
by oamio
Read the tutorial. Try to understand and use it.

Do the tutorial example. Try hard. If it doesn't work, try harder
Alright, thx for advised. I will do try

Re: Phyre engine help, Sen no kiseki..

Posted: Thu Dec 19, 2013 12:26 pm
by mikulover39
Thanks for the info on this your tool works great,
but any idea where the UV's are in the file i just can not find them

Re: Phyre engine help, Sen no kiseki..

Posted: Thu Dec 19, 2013 5:11 pm
by shakotay2
mikulover39 wrote:Thanks for the info on this your tool works great,
but any idea where the UV's are in the file i just can not find them
"Where are the UVs? That's the question!" :D

To get the answer you should try using a small regular object such as a box, a chest or a book.

After you got them for the box you'll have an idea where to search them in more complex models.

Re: Phyre engine help, Sen no kiseki..

Posted: Thu Dec 19, 2013 5:53 pm
by albert1905
shakotay2 wrote:
mikulover39 wrote:Thanks for the info on this your tool works great,
but any idea where the UV's are in the file i just can not find them
"Where are the UVs? That's the question!" :D

To get the answer you should try using a small regular object such as a box, a chest or a book.

After you got them for the box you'll have an idea where to search them in more complex models.
Hmm.. I'm just wondering that if I use your tool then can I edit a images(.phyre files)?

Re: Phyre engine help, Sen no kiseki..

Posted: Thu Dec 19, 2013 6:08 pm
by mikulover39
Thanks for the advice, I tried it on a random object and actually found the UV data.
Tho the vertex data was in a different place this time which was strange

Re: Phyre engine help, Sen no kiseki..

Posted: Thu Dec 19, 2013 6:33 pm
by shakotay2
albert1905 wrote:Hmm.. I'm just wondering that if I use your tool then can I edit a images(.phyre files)?
Nope. It's not intended to be used on image files.

Use TextureFinder to display dlc7010_0.dds.phyre for example;
format 8888, width 64, shift 138

But there's PTexture2DT DXT1 in the file, so delete the first 0xF8E bytes and add a DTX1 header
so like this:

Code: Select all

Offset      0  1  2  3  4  5  6  7   8  9  A  B  C  D  E  F

00000   44 44 53 20 7C 00 00 00  07 10 0A 00 00 01 00 00
00010   00 01 00 00 00 80 00 00  00 00 00 00 09 00 00 00
00020   00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00
00030   00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00
00040   00 00 00 00 00 00 00 00  00 00 00 00 20 00 00 00
00050   04 00 00 00 44 58 54 31  00 00 00 00 00 00 00 00
00060   00 00 00 00 00 00 00 00  00 00 00 00 08 10 40 00
00070   00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00
(I did no correction for the values so don't blame me.)

Image

Re: Phyre engine help, Sen no kiseki..

Posted: Thu Dec 19, 2013 8:04 pm
by oamio
Hey, I got find Face index and count but faild to find vertex address
Id read tut but cant understand How to get vertices address
Getting further submeshes goes as follows:
well, we find another scrambled alphabet at 0x12620. The list ends at 0x1308D.
So there are 0xA6E bytes or 2670/2= 1335 face indices.

Entering these values and clicking 'go1' reveals a vertex count of 755 at the lower left listboxes' end.

The start address of the vertices block is easily to be found: whole vertex list is 755*VBsize= 18120 dec.
Subtracting 0x46C8 from 0x12260 gives 0xDF58 as the vertices start address.

Re: Phyre engine help, Sen no kiseki..

Posted: Thu Dec 19, 2013 8:06 pm
by oamio
My test OBJ file

Re: Phyre engine help, Sen no kiseki..

Posted: Thu Dec 19, 2013 8:28 pm
by mikulover39
Got UV maps and everything,
Thank you shakotay2 for the tool and tutorial