Hi there! I am Oscar92player, I have a problems with the files of final fantasy VI IOS. I could open all the contents in extension .tga and .bmp without any problem (thanks to the information from Final Fantasy Wiki).
However, there´s some files in format .flb that cannot be opened with Photoshop or Gimp, I would like to know if there is a way to open them. I suspect these files has to do with the graphics, because all that I found previously, it is not the majority of things we can see in the screen. We miss things like interface, the wallpapers in the screen tittle, some images form the ending… among other things.
I uploaded the FLB folder that contains the following:
FLB Folder
All the resources will be uploaded in a .rar or .zip file, use them as you prefer.
P.S.: I don´t have a permanent connection, so I cannot answer the topic in certain hours of the day.
Thanks in advantage!
The good news is that the graphics data is there, and it's as 32-bit ABGR. This means no fancy-schmancy compression or pixel format to deal with. For example I've managed to get the pause button sprites using TextureFinder:
[
attachment=4474]
The not-so-great news is that all the additional data isn't that easy to understand. If I look in the files I can find the widths and heights and I know the graphics come directly after that, and I mean that makes it fairly easy to manually extract these images. The thing is, it'd be way more convenient to automate this. To do that I have to, at the very least, figure out a way to locate the widths and heights programmatically.
So I'll see if that's possible, then I can maybe create something to extract these images quickly and cleanly. This is looks good though, I've seen much more ugly and indecipherable formats.
EDIT: OK, I've figured it out. That is, I know how to locate the dimensions (I still don't understand most of the data). It's a bit late now but I'll try whack something together tomorrow to extract images from these files.
Thank you for replying so soon, you´re helping me a lot with these files, I tried a lot of ways, I didn´t know what to do.
Waiting impatiently the results.
Regards.
This took a bit longer than expected, but here's
FLBExt.
You can use it two ways. The first is to simply double-click on FLBExt.exe, and it'll give a dialog to choose your FLB files in. Then it'll open another dialog to choose which folder to extract the images into (the folder must already exist, there isn't a "New Folder" option unfortunately). Wait a sec, you'll see some stuff pop up in the console window (either that it's extracting or that the FLB files are corrupt, but the latter shouldn't happen), then when it's done go to the folder you chose. Within you'll find subfolders, one for each FLB file (e.g. Titl
xtracted), and within those you'll find the extracted images and PNG files.
The second way is using the command-line or a batch file. The usage goes like so:
Code:
FLBExt inFile outDir
inDir: Directory containing the files to extract
outDir: Directory where extracted images will be saved
Pretty self-explanatory. The only differences are 1) you need to specify a directory and it'll automatically extract all FLB files in there and 2) outDir will be created if it doesn't already exist. In all other respects it'll work exactly the same as the first method.
As a little side note, it turns out that the pixel data is actually in ARGB format, not ABGR. I'm a bit confused as to why TextureFinder needs the RGB-BGR box to be ticked to show them correctly (since it reads them as RGBA), since that caused me to believe the channels were the other way round (the alpha doesn't matter, it's almost always FF and appears directly before and after anyway). It doesn't really make sense, reading them as RGBA should give the correct one and BGRA the wrong one, not the other way round. I don't know though, it's confusing, maybe something's wrong with TextureFinder. All I know it that's it definitely in ARGB format.
In any case this means I don't have to manually turn it from ABGR to ARGB, which speeds up the process somewhat.
Anyway yeah, enjoy! Most FLBs have weird coloured squares along with the other images, I assume they're used for some code-controlled things in the game, but I can't really avoid extracting them. You'll see the bits you want though.
If you need help or anything goes wrong just say
Am I doing something wrong?
No sorry, that was my fault, I forgot to include a file. It's annoying because I can't be warned about these things, I'm pretty sure that's the issue though.
Redownload it, it should work now.
Thank you for your help, I checked the program and all the files except two canbe opened with the quality they really have, the rest can be visible without any problem.
As I promised, when I take out all the files I will upload them for your personal use.
Thank you so much again mate.
(07-18-2014, 08:55 AM)Oscar92player Wrote: [ -> ]Thank you for your help, I checked the program and all the files except two canbe opened with the quality they really have, the rest can be visible without any problem.
Could you point out which two are having issues? I can take a close look at them and maybe see what the problem is.
The problem could be found in the textures, I cannot tell which have failed (are to many in the Effects folder), I only could locate this one "magic_0d2_bg3_full.flb", but I think the problem is from the prorper texture.
Thanks for your interest, and as I said here you arre all I have extracted from the game, I hope it be useful!
FF6 iOS Graphic Resources
FLB Resources Extracted
I cant really say what's an error, but it all looks clean to me. I took a look in the portraits folder and lol'ed. Are you planning to do the other iOS exclusive graphics, like Final Fantasy Dimensions?
Unfortunately, I tried another games like FFV buy all the graphics are kept in .bin files.
More over from FF Dimensions I coouldn´t find the IPA file, but as I read the graphics are kept in .bin files also. If I could open them I could take all the resources.
Sorry for not helping you in this case. Regards!
(07-20-2014, 12:24 PM)Oscar92player Wrote: [ -> ]The problem could be found in the textures, I cannot tell which have failed (are to many in the Effects folder), I only could locate this one "magic_0d2_bg3_full.flb", but I think the problem is from the prorper texture.
"magic_0d2_bg3_full.flb" appears to not have any images in it at all, and just random data that (I assume) isn't of any use when images is all you want.
Here's FLBExt 0.2, if the file has no images it'll simply say "No images" and move on, instead of crashing. You might not need it anymore but it took like 2 minutes to fix, so I thought why not
Thanks for fixing this issue, puggsoy. I´ll download it anyway and check all the archives in order to see wich fail.
You´ve been a big help for extracting the resources, thanks mate!