Hi akderebur, can you take a look at the .SPK audio files?
After depressing them by your tool.
Most .SPK files which contains many aideos cannot be played while few others can, as these
just contains one audio.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Star Ocean Anamnesis Tools
-
- double-veteran
- Posts: 640
- Joined: Fri Jul 08, 2011 10:36 am
- Has thanked: 65 times
- Been thanked: 898 times
Re: [WIP] Star Ocean Anamnesis Tools
A user commented on audio files over at zenhax : https://zenhax.com/viewtopic.php?p=37609#p37609 it might be useful.
If the files aren't decrypted properly because of the wrong key, I can't do much about it sadly. If the program can't guess the correct key, you have to manually find it.
If the files aren't decrypted properly because of the wrong key, I can't do much about it sadly. If the program can't guess the correct key, you have to manually find it.
-
- double-veteran
- Posts: 640
- Joined: Fri Jul 08, 2011 10:36 am
- Has thanked: 65 times
- Been thanked: 898 times
Re: [WIP] Star Ocean Anamnesis Tools
UPDATE
- Can load weapons
- Fixed wrong bone positions (monster weapons mostly) with few of the models. Everything should be fine now
- New uv type
- Attempt at better camera positioning, but still not that great
- Separate checkbox for loading Bullet Girls
At this point it seems to load most of the stuff I throw at it, so I will stop doing tests for the time being. Couple of characters were enough for me anyway If you encounter a problem with a specific file, pm me and I might take a look.
UPDATE 2
There are some meshes that use multiple uv channels. I have updated the tool to export the secondary uv channel too, for the meshes that have it. So if a mesh appears to have wrong uvs, try the second uv set.
I have attached a modified IQE script to load the secondary uv set. The updated tool is in the first post.
- Can load weapons
- Fixed wrong bone positions (monster weapons mostly) with few of the models. Everything should be fine now
- New uv type
- Attempt at better camera positioning, but still not that great
- Separate checkbox for loading Bullet Girls
At this point it seems to load most of the stuff I throw at it, so I will stop doing tests for the time being. Couple of characters were enough for me anyway If you encounter a problem with a specific file, pm me and I might take a look.
UPDATE 2
There are some meshes that use multiple uv channels. I have updated the tool to export the secondary uv channel too, for the meshes that have it. So if a mesh appears to have wrong uvs, try the second uv set.
I have attached a modified IQE script to load the secondary uv set. The updated tool is in the first post.
You do not have the required permissions to view the files attached to this post.
-
- beginner
- Posts: 35
- Joined: Sun Jul 02, 2017 8:40 pm
- Has thanked: 12 times
- Been thanked: 2 times
Re: [WIP] Star Ocean Anamnesis Tools
i think i did something wrong here, both of you can decrypt cc0001_b02a.asf and cc0002_bo1a.asf and load them in IQE exporter.akderebur wrote:Incorrect or no weight? Both eye meshes seem to have no weight data, so they are exported as non-skinned.einherjar007 wrote: cc0001_b02a.asf does incorrect the weight of eyes.
Eyes seem fine to me. Is it not like this with you?einherjar007 wrote:cc0002_b01a.asf had incorrect UV coordinates of the eyes.
If you encounter another problem send me a pm with a sample file. I didn't get all the files from the game, so I might be missing some.
on my computer,soadec was not able to decrypt them . I managed to unpack them using the slz.bms, but I got model error when l loaded them in iqe exporter .
Another thing, i was able to get unpack and get the model of cp0518_b01a.asf, but when I used the texture tool, I only got .raw files
-
- double-veteran
- Posts: 640
- Joined: Fri Jul 08, 2011 10:36 am
- Has thanked: 65 times
- Been thanked: 898 times
Re: [WIP] Star Ocean Anamnesis Tools
You are dragging the folder containing the asf files, right? If you are dragging the asf files it won"t work.tone wrote: i think i did something wrong here, both of you can decrypt cc0001_b02a.asf and cc0002_bo1a.asf and load them in IQE exporter.
on my computer,soadec was not able to decrypt them.
-
- beginner
- Posts: 35
- Joined: Sun Jul 02, 2017 8:40 pm
- Has thanked: 12 times
- Been thanked: 2 times
Re: [WIP] Star Ocean Anamnesis Tools
i did, i dragged the hi folder on to the decrypter, but cc0001_b02a and cc0002_b02b weren't unpackedakderebur wrote: You are dragging the folder containing the asf files, right? If you are dragging the asf files it won"t work.
-
- double-veteran
- Posts: 640
- Joined: Fri Jul 08, 2011 10:36 am
- Has thanked: 65 times
- Been thanked: 898 times
Re: Star Ocean Anamnesis Tools
Can you pm me the those 2 asf files then? I only tried the files of the JP version, and they were fine for the most part. Are you getting the files from JP or Global?
-
- beginner
- Posts: 36
- Joined: Mon Sep 15, 2014 11:59 pm
- Has thanked: 1 time
- Been thanked: 9 times
Re: Star Ocean Anamnesis Tools
when try to read .apk action but find some trouble...
is it a Bone_Matrix bug happen ?or build action in wrong way
main code
some simple pose works,like :
charater "ネル ダガー"(cp0305_b01a) Motion: viewer_Daggercp0305_b01a
home_t_stance (T-Pose)
but a lot of action is just look like the gameplay,inaccurate
here is a spin action
====
edit:fix the W-xyz,Thank akderebur.
edit2:fix read location_XYZ move,:the reading way mark by "03 05 04",now it's active.and fix the Blender .iqe plugin(2012-12-2),sorry to author "Tor Andersson".directly,ban "has_v0" (about curmesh) in line633
now some .iqe model don't make bug when import into Blender,like cp0005_b01a(ベルダ,gunner),cp0108_b01a(フィア) ...etc
sadly,find more problems:1.Bone_Matrix bug,all Bead user character,like cp0110_b01a, the bone "R:at_W08Be" use 2 bone_matrix
reading Bone way marking "FF 07 02 02" ?(not sure) have some
A.location[0,-90.86,0] scale[1,1,1]
B.
when use animation,the bone use location[0,-90.86/0.93457,0] as origin_point,in another word=copy parent_bone "R:POS_Pad2" bone_matrix.check in action"viewer_Beadscp0110_b01a_unpack" (character:マーヴェル)and "viewer_BeadsFemale_unpack"
pic up later ==
cp005,bone of lash or bone of eye may lack of some animation
cp0110,マーヴェル
NOT SSR female character who use bead(magic_ball) as weapon have a default action"viewer_BeadsFemale_unpack" .
if.not fix bone"R:at_W08Be"
change it's bone_matrix = it's parent_bone's bone_matrix
cp0110's action in view_room
(have fix reading euler_rotation way marking"02 07 08", one of the skirt bone,"R:XD_SLska_01" use it )
=====
edit3:fix location_move marking"03 00 01", "03 00 02","03 00 03"
(mainly be used in bone[R:POS_ROOT] to control charater's X,Z. in bone[R:Hips] to control Y ,example:FemaleKnuckle_unpack xxx.aaf)
fix euler_rotation way marking"03 05 08"
and,In default, euler_rotation data translate to quternion "WXYZ". it's convenient for Blender NLA_editor .
now,majority RUSH action('s location_moving) should be worked,except for some action use 6 byte/Frame rotation data.
is it a Bone_Matrix bug happen ?or build action in wrong way
main code
Code: Select all
Q_x = ba.readFloat()
Q_y = ba.readFloat()
Q_z = ba.readFloat()
Q_w = ba.readFloat()
Q_read = mathutils.Quaternion((Q_w,Q_x,Q_y,Q_z))
bpy.data.objects[BONE_hierarchy_name].pose.bones[bonename].rotation_quaternion = Q_read.inverted()
charater "ネル ダガー"(cp0305_b01a) Motion: viewer_Daggercp0305_b01a
home_t_stance (T-Pose)
but a lot of action is just look like the gameplay,inaccurate
here is a spin action
====
edit:fix the W-xyz,Thank akderebur.
edit2:fix read location_XYZ move,:the reading way mark by "03 05 04",now it's active.and fix the Blender .iqe plugin(2012-12-2),sorry to author "Tor Andersson".directly,ban "has_v0" (about curmesh) in line633
Code: Select all
has_v0 = False#len(iqmodel.meshes[0].v0) > 0
sadly,find more problems:1.Bone_Matrix bug,all Bead user character,like cp0110_b01a, the bone "R:at_W08Be" use 2 bone_matrix
reading Bone way marking "FF 07 02 02" ?(not sure) have some
A.location[0,-90.86,0] scale[1,1,1]
B.
Code: Select all
[0.93457,0,0, 0]
[0,0.93457,0, -2.3]
[0,0,0.93457, 0]
pic up later ==
cp005,bone of lash or bone of eye may lack of some animation
cp0110,マーヴェル
NOT SSR female character who use bead(magic_ball) as weapon have a default action"viewer_BeadsFemale_unpack" .
if.not fix bone"R:at_W08Be"
change it's bone_matrix = it's parent_bone's bone_matrix
cp0110's action in view_room
(have fix reading euler_rotation way marking"02 07 08", one of the skirt bone,"R:XD_SLska_01" use it )
=====
edit3:fix location_move marking"03 00 01", "03 00 02","03 00 03"
(mainly be used in bone[R:POS_ROOT] to control charater's X,Z. in bone[R:Hips] to control Y ,example:FemaleKnuckle_unpack xxx.aaf)
fix euler_rotation way marking"03 05 08"
and,In default, euler_rotation data translate to quternion "WXYZ". it's convenient for Blender NLA_editor .
now,majority RUSH action('s location_moving) should be worked,except for some action use 6 byte/Frame rotation data.
You do not have the required permissions to view the files attached to this post.
Last edited by dian333 on Tue Oct 30, 2018 7:55 pm, edited 6 times in total.
-
- double-veteran
- Posts: 640
- Joined: Fri Jul 08, 2011 10:36 am
- Has thanked: 65 times
- Been thanked: 898 times
Re: Star Ocean Anamnesis Tools
Instead of inverting the whole Quaternion just invert the y and z components. Should be like this :
Code: Select all
Q_x = ba.readFloat()
Q_y = -ba.readFloat()
Q_z = -ba.readFloat()
Q_w = ba.readFloat()
Q_read = mathutils.Quaternion((Q_w,Q_x,Q_y,Q_z))
bpy.data.objects[BONE_hierarchy_name].pose.bones[bonename].rotation_quaternion = Q_read
-
- beginner
- Posts: 35
- Joined: Sun Jul 02, 2017 8:40 pm
- Has thanked: 12 times
- Been thanked: 2 times
Re: Star Ocean Anamnesis Tools
can anyone confirm whether star ocean jp still run on emulator? I manage to run it on nox, but then it closes itself. I sometimes managed pass main menu and get the game to download a little file before it closes. thanks
-
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1422 times
-
- Moderator
- Posts: 2602
- Joined: Sun May 18, 2008 3:01 pm
- Has thanked: 57 times
- Been thanked: 1422 times
-
- beginner
- Posts: 35
- Joined: Sun Jul 02, 2017 8:40 pm
- Has thanked: 12 times
- Been thanked: 2 times
Re: Star Ocean Anamnesis Tools
thank you chrroxchrrox wrote:use Android5.1.1 mode
file links (NA)
http://production-cache.na.so-ana.com/d ... ll.version
http://production-cache.na.so-ana.com/d ... ll.version
http://production-cache.na.so-ana.com/d ... st_all.bin
http://production-cache.na.so-ana.com/d ... st_all.bin
- Tosyk
- double-veteran
- Posts: 1027
- Joined: Thu Oct 22, 2009 10:24 am
- Location: Russia, Siberia
- Has thanked: 269 times
- Been thanked: 154 times
- Contact: