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Azure Striker Gunvolt 1, 2 and Luminous Avenger IX Sprite Rips
#61
(10-04-2022, 09:32 PM)rufaswan Wrote: Not sure if It is same as other Inti Creates games (Bloodstained COTM/Blaster Master Zero 2/Mighty Gunvolt Burst/Dragon Marked for Death), RTB seems to able to make some progress on recovering the original filenames.
https://forum.xentax.com/viewtopic.php?f=32&t=23816

Yeah, I've seen a while ago but I honestly don't get how to make it work (particularly how to get the filename list in order to decrypt it without knowing it already). Any simplified step-by-step explanation?  Ouch!
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#62
also Gal Guardians: Demon Purge has the same filename encryption too
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#63
(09-16-2023, 04:46 AM)Eggman Enterprises Ltd. Wrote: also Gal Guardians: Demon Purge has the same filename encryption too

For most of the New Inti Games, the options are mostly Ninja Ripper, for ripping. There are not too much options about the file encryption for now.
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#64
Why is Link Removed
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#65
(11-02-2023, 07:14 AM)Joĺar-Valenflower Wrote: Why is Link Removed

Read the whole Thread and you will understand it for sure.
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#66
Is there a way of gettin the level backgrounds/tiles from Gunvolt Chronicles Luminous Avenger iX

Ive been reading the entire post, but it only mentions the characters sprites.
Iam using the steam version, not sure were the backgrounds might be ? There's a folder in win\data\gva\map, it contains a bin and an fnt ?

Does anyone have all the images files unpacked i might be able to put the level backgrounds together ?
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#67
(12-19-2023, 04:30 AM)jonps Wrote: Is there a way of gettin the level backgrounds/tiles from Gunvolt Chronicles Luminous Avenger iX

Ive been reading the entire post, but it only mentions the characters sprites.
Iam using the steam version, not sure were the backgrounds might be ? There's a folder in win\data\gva\map, it contains a bin and an fnt ?

Does anyone have all the images files unpacked i might be able to put the level backgrounds together ?

I tried. The problem is .FNT have multiple texture, but .BIN doesn't have the texture id in the map data, so I couldn't assemble them back.

Here is my attempt, it only works for
Code:
php  psxtools/__pc_gunvolt_fnt-bin.php  st0801.fnt

Some notes about LAIX maps
1. the textures from .FNT are in tiles of 8x8 pixels.
2. 4 tiles is then combined into a supertile of 16x16 pixels.
3. Map data[0][0] with use this 16x16 pixels supertiles to recreate the original tileset texture with fixed 256 width. This is where things falls apart.
4. Map data[0][2] is a layer for a room, made from 27x15 supertiles or 432x240 pixels. The data refers to 16x16 pixels supertiles on original tileset texture above.
5. Map data[1][0] is a layer for the map. The data refers to rooms by id.

The script works for Mighty Gunvolt because the .FNT has only one texture.

I can complete the whole thing if someone can help me to locate the texture ID within the .BIN file. But I think it is on another file.

- Rufas
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#68
@rufaswan Hey it's been a while and I wanted to ask how much it would take to add support for the console versions instead of only PC.
Because the thing is that I ran your script on the files of the PS Vita version of Mighty Gunvolt (Gal*Gunvolt) and the .pngs came out just fine! I tried again with the new Switch release of Mighty Gunvolt and it worked just fine, again! So the code can't be all that vastly different, right?

Like I tried to run on the old 3DS version (+ Blaster Master Zero 3DS/Switch) and the .pngs come out as a corrupted mess, but the colors at the very least seem correct.
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#69
(09-21-2024, 09:50 PM)Deep Weeb Wrote: @rufaswan Hey it's been a while and I wanted to ask how much it would take to add support for the console versions instead of only PC.
Because the thing is that I ran your script on the files of the PS Vita version of Mighty Gunvolt (Gal*Gunvolt) and the .pngs came out just fine! I tried again with the new Switch release of Mighty Gunvolt and it worked just fine, again! So the code can't be all that vastly different, right?

Like I tried to run on the old 3DS version (+ Blaster Master Zero 3DS/Switch) and the .pngs come out as a corrupted mess, but the colors at the very least seem correct.

Interesting! So the textures for PS Vita and Switch are not swizzled, like Vanillaware do?

Actually, someone tried my tools with other Inti Creates games with .IRARC/.IRLST too (Naruto: Powerful Shippuden for 3DS). The result textures are, of course, a complete mess.

I always thought it won't work with 3DS, Switch, or PS4 version, mainly due to texture is in different format and texture swizzling on these console. Did it work with all files, or is it some works and some doesn't situation?

I will need some more info before I can add support for these console versions.

Thanks!
- Rufas
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#70
(09-22-2024, 09:03 AM)rufaswan Wrote:
(09-21-2024, 09:50 PM)Deep Weeb Wrote: @rufaswan Hey it's been a while and I wanted to ask how much it would take to add support for the console versions instead of only PC.
Because the thing is that I ran your script on the files of the PS Vita version of Mighty Gunvolt (Gal*Gunvolt) and the .pngs came out just fine! I tried again with the new Switch release of Mighty Gunvolt and it worked just fine, again! So the code can't be all that vastly different, right?

Like I tried to run on the old 3DS version (+ Blaster Master Zero 3DS/Switch) and the .pngs come out as a corrupted mess, but the colors at the very least seem correct.

Interesting! So the textures for PS Vita and Switch are not swizzled, like Vanillaware do?

Actually, someone tried my tools with other Inti Creates games with .IRARC/.IRLST too (Naruto: Powerful Shippuden for 3DS). The result textures are, of course, a complete mess.

I always thought it won't work with 3DS, Switch, or PS4 version, mainly due to texture is in different format and texture swizzling on these console. Did it work with all files, or is it some works and some doesn't situation?

I will need some more info before I can add support for these console versions.

Thanks!
- Rufas
Yup, they work just fine with the all of the .irarc/.irlst files and only some very few corrupted textures on the Vita version. 
Maybe Mighty Gunvolt is a very particular case (perhaps the encoding was straight-up lifted from the PC version for the Vita release, and because the Switch re-release is a straight port there were no modifications either) even though the textures themselves have been demonstably changed; they removed all of the unused sprites present on the PC version, and each has arranged them differently. 
For Blaster Master Zero 1 (which is the only one to use .irarc/.irlst, and on top of having .iobj/.17 files, there are also .0/.c/.1c files!) it hasn't worked and I haven't looked too much into the Striker Pack or LAiX1.

Samples

Also, silly question but what are the .quad files for again? And how do I use/see them?

Btw, Card-en-Ciel appears to be using the old Inti Creates Engine (or so I've been told, as the PC version has obfuscated files) but I did find this "LICENSE.txt" file which credits the tools they use to serialize their files?? Maybe it's a key in the puzzle?
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#71
(09-22-2024, 08:45 PM)Deep Weeb Wrote: Yup, they work just fine with the all of the .irarc/.irlst files and only some very few corrupted textures on the Vita version. 

That is what I feared. They swizzle only some textures, thus making them a corner case that need to auto-detect.

(09-22-2024, 08:45 PM)Deep Weeb Wrote: Also, silly question but what are the .quad files for again? And how do I use/see them?

You can open the QUAD and PNG files with Quad Player. The latest Quad Player is available on my GitHub repo, under "docs" folder. I also wrote it under Setup section on my psxtools tutorial, since it is a common step for different games.

(09-22-2024, 08:45 PM)Deep Weeb Wrote: Btw, Card-en-Ciel appears to be using the old Inti Creates Engine (or so I've been told, as the PC version has obfuscated files) but I did find this "LICENSE.txt" file which credits the tools they use to serialize their files?? Maybe it's a key in the puzzle?

Serialize is more like turning an object/array into a text file like JSON/XML. It is basically flatten the data from higher concept to a sequence of bytes.

The relevant term is "hashing". You treat the original file names like passwords and hash them into these obfuscated file names.

This whole thing is one-way only. You cannot recover original file names after that. BUT if you managed to found the original file names somewhere, you can try it with different hashing algorithm for a match.

http://web.archive.org/web/2023080801544...32&t=23816

- Rufas
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