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[Program] FSYS Opener
#31
(06-05-2012, 09:06 AM)tykel Wrote:
(06-05-2012, 08:56 AM)TheAmazingSnivy Wrote:
(06-05-2012, 08:21 AM)tykel Wrote: blah

You've been a real help! Thank you for the links. I'll look through them right away.
In_cube is a .dll file, but I don't know what it goes to... anyone?
AFAIK in_cube is a plugin for Winamp, a music player, that's why it's a library (DLL).
Also, make sure you read that last thread I linked, it's a gold mine.

I am, not to worry, I was wondering where I should put that darn thing. So Winmap, huh? Never heard of it on my computer, I'll look for it.
So, like totally.
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#32
Unless you're looking for audio, they're won't be much point Wink I posted that link mainly to say other people have cracked FSYS files in the past.
I manage an emulation project called Chip16, check it out!
Peace!
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#33
I guess, I was going to check if it actually got the sound files from it.
So, like totally.
Thanked by: tykel
#34
(06-05-2012, 08:21 AM)tykel Wrote: Aha! Someone trying to do something similar to you, but for SSBM! This post in particular is informative.

Holy crap, it'd be fantastic if we had something to view/export SSBM models with! I could start another official project! Tongue
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#35
(06-05-2012, 11:30 AM)Mighty Jetters Wrote:
(06-05-2012, 08:21 AM)tykel Wrote: Aha! Someone trying to do something similar to you, but for SSBM! This post in particular is informative.

Holy crap, it'd be fantastic if we had something to view/export SSBM models with! I could start another official project! Tongue

That would be cool, since tykel said that FSYS files are close to .DAT files, I'm reading that entire thing. Gotta collect plenty of notes.
So, like totally.
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#36
(06-05-2012, 08:21 AM)tykel Wrote: I found this page, which includes a FSYS extractor (gcfsysfd): http://hcs64.com/vgm_ripping.html

Way ahead of you, mate. I think Snivy may have already started using it, although all that other info looked handy.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
Thanked by: Previous, Garamonde
#37
(06-05-2012, 02:09 PM)puggsoy Wrote:
(06-05-2012, 08:21 AM)tykel Wrote: I found this page, which includes a FSYS extractor (gcfsysfd): http://hcs64.com/vgm_ripping.html

Way ahead of you, mate. I think Snivy may have already started using it, although all that other info looked handy.
Ok, I wasn't sure how much Snivy and yourself knew. Wink
I manage an emulation project called Chip16, check it out!
Peace!
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#38
Ok, I hope this doesn't count as a necropost. I'm having ALOT of trouble, mostly because the files are compressed... And I don't know how to code C++ yet, but I'll put the actual process on hold until I know more about C++. I want to know if anyone has a good idea of how to make the compression go away, because that'll make it a little easier. Ideas? Puyo and U8 extractor don't seem to work. So... ideas? Programs?
So, like totally.
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#39
Seeing as it is YOUR thread and YOUR project, I don't see how you'd be doing anything wrong by asking a coding question that's giving you difficulty.
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#40
I've made a HUGE BREAKTHROUGH! LOOK! I've managed to decompress them! Look for yourself!
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Now to get more so I can compare them.
So, like totally.
Thanked by: Previous, Garamonde
#41
That bunch of hex means nothing to me since I don't work with that sort of stuff, but it looks good nonetheless. Well done!
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#42
I'm just glad I figured out the compression. Granted I had LOTS of help. But now I just need to compare them. This is Bulbasaur, obviously, I'm looking for the shiny version in the game files to compare and see where the texture data is hidden; though I think I already know where it is.
So, like totally.
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#43
This is fantastic! I'm so glad for you. This will make the Colosseum project a breeze. I knew you could do it... :')
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#44
I remember the good days of hacking SSBB. If your not using hexedit atm, i recommend using it. The xml template support is very useful when trying figuring out the formats of files.


Besides figuring out how to decompress the files, how much do you actually know about them?(headers, relocation tables, string table, etc)
Animations - MFGG TKO (scrapped) - tFR
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Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#45
(08-11-2012, 12:26 PM)Mighty Jetters Wrote: This is fantastic! I'm so glad for you. This will make the Colosseum project a breeze. I knew you could do it... :')

Well, this is PBR right now, I haven't checked the other two, so I'll keep you guys posted. The compression might be slightly different.

(08-11-2012, 05:38 PM)TheShyGuy Wrote: I remember the good days of hacking SSBB. If your not using hexedit atm, i recommend using it. The xml template support is very useful when trying figuring out the formats of files.


Besides figuring out how to decompress the files, how much do you actually know about them?(headers, relocation tables, string table, etc)

About my hex editor, I'm using HxD. I'll look into hexedit. About the actual files, the compression is all I've figured out so far. Shy Looking into them, I think I've figured out that they look similar to BRRES, as they seem to list the textures and how they're rendered. But the rest of the bitmaps I can't find. They're usually called (pokémon name) body one to two, at least with the ones I've seen so far; (I've been looking at the first three, Bulbasaur, Ivysaur, and Venusaur so far.) And if I have my way, there'll probably be PBR, XD, PC hacking. > : D

Edit: I think I know why there are at least two copies of each texture! one is normal, and one is shiny! But that makes me wonder what the wzx_waza files do... Time to investigate!
So, like totally.
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