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Good thing we got a friendly mod! It's not like the files were actually hosted on the VGR server, so I think legally you're fairly safe, but I guess it could attract attention. The VGR websites are about sharing assets anyway - I don't see what difference it makes if they are in a common format or their original format.

But yeah, will keep in mind. There's a reason I used 1Fichier instead of a personal account, so lack of awaress isn't really an excuse on my end. I have nothing on-topic to add unless the Twitter guy shares an asset decryption tool (or enough documentation to make one) before I forget about his existence, so sorry if this derails the thread a bit.
Can someone PM me the files please.
(07-28-2019, 02:15 AM)Cryptic Yonder Wrote: [ -> ]Can someone PM me the files please.
I've sent it to you.

Also, can someone teach me about this?
(07-29-2019, 09:07 AM)andreelikesplantsvszombies Wrote: [ -> ]
(07-28-2019, 02:15 AM)Cryptic Yonder Wrote: [ -> ]Can someone PM me the files please.
I've sent it to you.

Also, can someone teach me about this?

I haven't been able to get around to using it yet, but from the looks of it, it's a prototype conversion script for [EDITED] Blender. You probably have to download the script as a ZIP file, unzip it, then run it in [Blender.
.
How well it works? I don't know yet.

EDIT: Yeah, I just realized that those scripts are for Blender, and not 3ds Max. Whoops.
I don't think it has anything to do with Blender. It's just a Python script. It can deobfuscate libKenyaCppLib.so and that's about it. Not sure exactly what it changes, but if I run it on that file I start with an MD5sum of c41dab7340540b0349e94fe663d142e3 and end with 264cf6acff370cdea4b4ff5c83bfdce9, so it definitely does something. With other library files it does nothing.
(07-25-2019, 07:08 AM)YeraySL Wrote: [ -> ]there is a lot of extension on a dummy model (i dont have android so i cant check the other models) and i dunno how to open them or convert them
.model .lmd .figure .deform .nwcs
.material

https://cdn.discordapp.com/attachments/5..._dummy.rar 

here is a link to the dummy model
https://forum.xentax.com/viewtopic.php?p...e8#p154962
Good news, everyone.

SciresM and Kaphotics have finally released the tools to decrypt the Pokémon Masters data!
https://github.com/kwsch/ReMasters
(07-31-2019, 11:14 PM)Deep Weeb Wrote: [ -> ]Good news, everyone.

SciresM and Kaphotics have finally released the tools to decrypt the Pokémon Masters data!
https://github.com/kwsch/ReMasters
looks easy to use it i will try it
(08-01-2019, 07:06 AM)YeraySL Wrote: [ -> ]
(07-31-2019, 11:14 PM)Deep Weeb Wrote: [ -> ]Good news, everyone.

SciresM and Kaphotics have finally released the tools to decrypt the Pokémon Masters data!
https://github.com/kwsch/ReMasters
looks easy to use it i will try it

I must be a total idiot, then. Sad

How do you use it?
You have to install Visual Studio and import it as a project, then change the paths in ReMastersConsole/Program.cs. It can be a bit finicky. If it complains about things being incompatible, right-click and reload them.

Note that the tool does not currently work for sound.

I've not had a proper look at the files yet, but if you can't get it running, I have the files dumped and can share things (though not the whole lot, at least not publicly, due to staff legal concerns). A directory listing is attached to this post.



Welp, I'm not getting anywhere. Neither PVRTextTool nor Mali Texture Compression Tool are happy with the KTX files within the game. Not sure what's going on with those files, and I don't see anything particularly helpful if viewing them as raw data (but I do see something, so there is that). 512px example attached, if anyone wants to look into it more. I only added the .doc so the website would accept the file - just remove that. The 3D models are out of my scope, so that only really leaves text strings, which are boring.



Oh, and if anyone gets the KTX files open, any sheeted sprites should be really easy to extract thanks to these plist files.

Code:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
    <dict>
        <key>frames</key>
        <dict>
            <key>bg.png</key>
            <dict>
                <key>aliases</key>
                <array/>
                <key>spriteOffset</key>
                <string>{0,0}</string>
                <key>spriteSize</key>
                <string>{629,1024}</string>
                <key>spriteSourceSize</key>
                <string>{629,1024}</string>
                <key>textureRect</key>
                <string>{{0,0},{629,1024}}</string>
                <key>textureRotated</key>
                <false/>
            </dict>
        </dict>
        <key>metadata</key>
        <dict>
            <key>format</key>
            <integer>3</integer>
            <key>pixelFormat</key>
            <string>RGBA8888</string>
            <key>premultiplyAlpha</key>
            <false/>
            <key>realTextureFileName</key>
            <string>img_menu_bg_0.ktx</string>
            <key>size</key>
            <string>{1024,1024}</string>
            <key>smartupdate</key>
            <string>$TexturePacker:SmartUpdate:ebea926ef22659bbbd75114af87478ab:23022fc78508a84a217ebaba2c0ce9a1:7d2a4ac847609f3950fd0edd86dc41c6$</string>
            <key>textureFileName</key>
            <string>img_menu_bg_0.ktx</string>
        </dict>
    </dict>
</plist>
(08-01-2019, 08:03 AM)Simpsons Dumper Wrote: [ -> ]You have to install Visual Studio and import it as a project, then change the paths in ReMastersConsole/Program.cs. It can be a bit finicky. If it complains about things being incompatible, right-click and reload them.

Note that the tool does not currently work for sound.

I've not had a proper look at the files yet, but if you can't get it running, I have the files dumped and can share things (though not the whole lot, at least not publicly, due to staff legal concerns). A directory listing is attached to this post.



Welp, I'm not getting anywhere. Neither PVRTextTool nor Mali Texture Compression Tool are happy with the KTX files within the game. Not sure what's going on with those files, and I don't see anything particularly helpful if viewing them as raw data (but I do see something, so there is that). 512px example attached, if anyone wants to look into it more. I only added the .doc so the website would accept the file - just remove that. The 3D models are out of my scope, so that only really leaves text strings, which are boring.

Ahh. I've never worked with Visual Studio before, so all this of this is very new to me.
[Image: unknown.png]
WORK
(08-01-2019, 08:03 AM)Simpsons Dumper Wrote: [ -> ]You have to install Visual Studio and import it as a project, then change the paths in ReMastersConsole/Program.cs. It can be a bit finicky. If it complains about things being incompatible, right-click and reload them.

Note that the tool does not currently work for sound.

I've not had a proper look at the files yet, but if you can't get it running, I have the files dumped and can share things (though not the whole lot, at least not publicly, due to staff legal concerns). A directory listing is attached to this post.

Then may I request the files for Acerola, Daigo, Senri, Yuki and Mei from you at least?
(08-01-2019, 08:03 AM)Simpsons Dumper Wrote: [ -> ]You have to install Visual Studio and import it as a project, then change the paths in ReMastersConsole/Program.cs. It can be a bit finicky. If it complains about things being incompatible, right-click and reload them.

Note that the tool does not currently work for sound.

I've not had a proper look at the files yet, but if you can't get it running, I have the files dumped and can share things (though not the whole lot, at least not publicly, due to staff legal concerns). A directory listing is attached to this post.



Welp, I'm not getting anywhere. Neither PVRTextTool nor Mali Texture Compression Tool are happy with the KTX files within the game. Not sure what's going on with those files, and I don't see anything particularly helpful if viewing them as raw data (but I do see something, so there is that). 512px example attached, if anyone wants to look into it more. I only added the .doc so the website would accept the file - just remove that. The 3D models are out of my scope, so that only really leaves text strings, which are boring.



Oh, and if anyone gets the KTX files open, any sheeted sprites should be really easy to extract thanks to these plist files.

Code:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
    <dict>
        <key>frames</key>
        <dict>
            <key>bg.png</key>
            <dict>
                <key>aliases</key>
                <array/>
                <key>spriteOffset</key>
                <string>{0,0}</string>
                <key>spriteSize</key>
                <string>{629,1024}</string>
                <key>spriteSourceSize</key>
                <string>{629,1024}</string>
                <key>textureRect</key>
                <string>{{0,0},{629,1024}}</string>
                <key>textureRotated</key>
                <false/>
            </dict>
        </dict>
        <key>metadata</key>
        <dict>
            <key>format</key>
            <integer>3</integer>
            <key>pixelFormat</key>
            <string>RGBA8888</string>
            <key>premultiplyAlpha</key>
            <false/>
            <key>realTextureFileName</key>
            <string>img_menu_bg_0.ktx</string>
            <key>size</key>
            <string>{1024,1024}</string>
            <key>smartupdate</key>
            <string>$TexturePacker:SmartUpdate:ebea926ef22659bbbd75114af87478ab:23022fc78508a84a217ebaba2c0ce9a1:7d2a4ac847609f3950fd0edd86dc41c6$</string>
            <key>textureFileName</key>
            <string>img_menu_bg_0.ktx</string>
        </dict>
    </dict>
</plist>
PVRTexTool works fine for me
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