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[Program] FSYS Opener
#46
Upon decompressing wzx_waza_001.fsys, I found this:[Image: 1jkzF.png] these seem to handle sound effects and visual effects. It also seems to handle damage of moves, the use of items on the pokémon in question (in this case Bulbasaur.) But there are only so many. I'll have to look through them all to see what they do.

EDIT: I've figured out what they are! wxz_waza in PBR controls soundeffects, graphicla effects, menus that show up, damage counters, and how attacks work. I confirmed my suspicions when I saw them in Pokémon XD; they say things like "Snatch_miss" and such. And while looking through map files for Pokémon Colosseum, I found that they have many little extra files in them. I'm not sure what they do yet, but it shows that I'm seeing things in the hex.
So, like totally.
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#47
I get very excited at the sight of every post you make.
[Image: sweet-capn-cakes-deltarune.gif]
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#48
This stuff is getting easier to find every time I look at it. I think I've found the vertex data, but I'm not quite sure yet. As for the relocation table and the headers, well, they're a mystery to me so far. I've also found that in PBR, the trainers have their materials listed quite a few times, perhaps this means that I've found where they are stored? And the vertex data is separated by huge amounts of random stuff, and I'm not quite sure what it is yet. Here's a picture of it:
[Image: yw3gJ.png]
Perhaps the relocation table? but it wouldn't make sense if it was the relocation table because there are more like this. Any ideas?
So, like totally.
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#49
I'm not sure what a relocation table would do in a data file
like
wasn't the thing supposed to help resolve references in executable programs?

Well what you've got there in the "not sure what this is" area doesn't look like a list of pointers to me.
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#50
Hmm, then that means it's definitely not the relocation table.
(08-13-2012, 01:36 AM)Previous Wrote: I'm not sure what a relocation table would do in a data file
like
wasn't the thing supposed to help resolve references in executable programs?

Well what you've got there in the "not sure what this is" area doesn't look like a list of pointers to me.

What do you mean by that first part? I don't get your meaning.
So, like totally.
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#51
Well the only relocation tables I know - let me quickly refer to Wikipedia

http://en.wikipedia.org/wiki/Relocation_...tion_table Wrote:The relocation table is a list of pointers created by the compiler or assembler and stored in the object or executable file. Each entry in the table, or "fixup", is a pointer to an address in the object code that must be changed when the loader relocates the program. Fixups are designed to support relocation of the program as a complete unit. In some cases, each fixup in the table is itself relative to a base address of zero, so the fixups themselves must be changed as the loader moves through the table.

are supposed to help the system to find data and code segments, especially in situations where they can be moved to other positions?

So I just really don't know what a relocation table would be supposed to be in a data file.
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#52
One second, I need to get something from a site to show you something. Since these are probably still based off of the .dat format from Melee, I would expect it to have a relocation table.
EDIT: Glad I have that thread bookmarked, because I think that the first spread out stuff is the UV data, and the jumble messy stuff is the vertices. Of course, I've never seen such messed up data.
Edit2: Here's what I was talking about, though this is the data for the trophies.
http://smashbrosfiles.blogspot.com/p/tec...melee.html
So, like totally.
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#53
I'm going to attempt to make a build that decompresses the files, and spits them out. Nothing special. I'll see if I can get the same results as the test run in quickBMS. (That's what I was using for the decompression so far, and it works well for PBR so far.
So, like totally.
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#54
Hey any updates on this? I've been trying to crack the code here for a while as well, and have only got as far as decompressing fsys into fdat files using a quickbms script. If you need a good programmer to help you out, I have over a decade of experience in over 8 different languages (C++ included). All I would need is a file specification for those decompressed files, then I could easily go to town writing a decent model viewer/exporter.
Thanked by: Garamonde, puggsoy, Ploaj, Mag
#55
(12-30-2012, 07:54 AM)Rectangle Wrote: Hey any updates on this? I've been trying to crack the code here for a while as well, and have only got as far as decompressing fsys into fdat files using a quickbms script. If you need a good programmer to help you out, I have over a decade of experience in over 8 different languages (C++ included). All I would need is a file specification for those decompressed files, then I could easily go to town writing a decent model viewer/exporter.
The script that I use outputs them as .unpacked, but other than that I have no idea. You can PM me if you want a sample. As for updates, I have found no evidence that bones exist in PBR, and it seems to animate all of the parts of the model in separate vertex groups. For example, in the dpgirl model has a vertex group called "Pelvis" and an animation afterward. I think, I'm not sure yet.
So, like totally.
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#56
Smile 
(01-12-2013, 04:57 PM)TheAmazingSnivy Wrote:
(12-30-2012, 07:54 AM)Rectangle Wrote: Hey any updates on this? I've been trying to crack the code here for a while as well, and have only got as far as decompressing fsys into fdat files using a quickbms script. If you need a good programmer to help you out, I have over a decade of experience in over 8 different languages (C++ included). All I would need is a file specification for those decompressed files, then I could easily go to town writing a decent model viewer/exporter.
The script that I use outputs them as .unpacked, but other than that I have no idea. You can PM me if you want a sample. As for updates, I have found no evidence that bones exist in PBR, and it seems to animate all of the parts of the model in separate vertex groups. For example, in the dpgirl model has a vertex group called "Pelvis" and an animation afterward. I think, I'm not sure yet.
@TheAmazingSnivy I don't mean to bother you but I have a question. Will you make the Pokemon Battle Revolution Models in the fsys files show how the game shows it?
[Image: 33426ca52b.png]
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#57
Well, I'll sure try, because the models look really bad, mostly because the game uses some kind of specular map to make them look nice.
So, like totally.
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#58
Hey guys, just so you know, I'm still alive and working on this.
So I think I found something this morning! BONE DATA!
It seems to be used like PokéPark does, with the name, then the origin bone, then the rest of them.
It looks like this: What else have I found? Well, some of the hex for the textures looks like it might be tex0, a format that is usually used in Wii games.
So, like totally.
Thanked by: Ploaj, Garamonde, tykel
#59
Wink 
(05-22-2013, 09:07 AM)TheAmazingSnivy Wrote: Hey guys, just so you know, I'm still alive and working on this.
So I think I found something this morning! BONE DATA!
It seems to be used like PokéPark does, with the name, then the origin bone, then the rest of them.
It looks like this: What else have I found? Well, some of the hex for the textures looks like it might be tex0, a format that is usually used in Wii games.

Cool, I thought they didn't have bones but They do have bones. that's great.
[Image: 33426ca52b.png]
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#60
What's the latest update? I've been attempting to use a Starly model for a project, but so far the model seems to be missing from most of the common rips around here.
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