Character Icons and Character Icons added 7/11:
Teen Titans (GameCube)
Viewtiful Joe: Red Hot Rumble
Semi-random question: If I have a .cpp file (C++) that can supposedly extract/decompress a certain file type, would it be as easy as opening it in visual studio and then proceeding from there? I'm trying to learn this on the fly with a .cpp file and .exe file in-hand, and I feel like this requires some more knowledge than just a simple Google search.
Compiling C++ is a strange task. Sometimes it works, sometimes not. However, the less files it uses the less chances there are for errors; I managed to successfully compile a BattleBlock Theater decompressor with VC++ once, because it only consisted of a single .cpp file and was relatively stable. But then you've got those huge projects with like 50 files that have been abandoned and any incorrect parameter or missing import can screw up the whole thing.
So uh, yeah. I'd say give it a shot if you can find a simple enough tutorial, but if you start getting errors then you'd basically have to learn C++ coding to fix them :/ If that happens I'd be glad to take a look and see if it isn't too difficult to port and make something myself (I don't know C++ but sometimes it isn't too hard to read what's going on). Daxar can probably help as well, if he isn't too busy.
Arena Select and Boss Mugshots added 7/13:
Teen Titans
Viewtiful Joe: Red Hot Rumble
Thanks puggsoy. There is only one .cpp file, although I'll try to do a bit more research before I give up. I might send it over your way with an example file if I can't figure it out this week, if you don't mind.
Yeah no worries, good luck with it
(Also I know I don't comment enough but great rips as always man!)
Character Select and Character Select added 7/14:
Mortal Kombat: Armageddon (Wii)
Teen Titans
Thanks puggsoy.
I'm always up for looking at various C++ files. I've done enough compiling of random projects that it's all easy now.
(Barring crazy dependency chains... ugh)
Forgot to mention earlier, but I also took a look at the Four Swords Adventures files, and even had a super-smart demoscener friend look at it. He pointed out it was in a fairly simple chunked format (like PNG images are), but there's large blobs of data inside that don't look all that compressed, or not compressed well (The entropy is terrible if compressed). Encrypted, maybe? Dunno.
I only wish we could get the actual MODELS from Viewtiful Joe: Red Hot Rumble...
Or any Viewtiful Joe games for that matter...
(07-14-2015, 09:51 AM)Daxar Wrote: [ -> ]I'm always up for looking at various C++ files. I've done enough compiling of random projects that it's all easy now. (Barring crazy dependency chains... ugh)
Forgot to mention earlier, but I also took a look at the Four Swords Adventures files, and even had a super-smart demoscener friend look at it. He pointed out it was in a fairly simple chunked format (like PNG images are), but there's large blobs of data inside that don't look all that compressed, or not compressed well (The entropy is terrible if compressed). Encrypted, maybe? Dunno.
Thanks for looking into the FSA files Daxar.
Sounds like the game isn't too feasible right now, I might just play through the game with texture dump on to get the enemies and npcs.
Also, here is the C++ file that I am looking into if you guys would like to take a crack at it:
http://download1480.mediafire.com/9m2txb...exuni2.zip
When running the .exe file in command prompt, either the error "This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information." shows up, or the program runs, but extracts tons of blank files (I had to stop the program because it created 100,000 files and almost crashed my computer).
@Carpaccio:
http://www.models-resource.com/gamecube/V.html
Um, the reason it fails at extracting is probably because these aren't the format it's made to extract. I can tell because they don't have a UNI2 magic signature, which the program is supposed to read (although it doesn't seem to bother checking), nor any CWAB signatures anywhere which are also necessary.
As pointed out
here the program was made for 2 Japanese XBox 360 games, any other games probably use a different format, even if the extension's the same.
Yeah, was just about to ask what game these .uni files are from. There looks to be "ART2" headers here, with some kind of data following (Maybe image data? Maybe compressed? Maybe not).
EDIT: Does this look remotely close to an image from the game? The ART2 headers seem to precede 256-color image data of some sort.
Oh, those...I forgot about them. I meant like...T-Posed models. Those are obviously "Scene-Ripped" considering their poses. Maybe I will have someone look at the files...
VS Portraits added 7/15:
Mortal Kombat: Armageddon
@puggsoy and Daxar: Ah, I was hoping that because the game was made by the same company as the 360 games the format would be similar. The game is Gakuen Toshi Vara Noir Roses for GameCube. And yes, that is an image that shows up in the game:
@Carpaccio: Models are not really my forte, however you could probably try lemurboy12 or senjen.
Awesome! Love some MK rips!
So far so... meh. Did you get these .uni files by extracting some other file with a particular program? I'm eager to blame it on something besides my own code.
Arena Select added 7/16:
Mortal Kombat: Armageddon
@Daxar: I got the .uni files via Dlophin (Properties>Filesystem>Extract File...).