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 Post subject: Capcom .EMI file format (from Breath Of Fire 4)
PostPosted: Sat Jul 08, 2006 8:26 pm 
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I know this is possibly the most UNLIKELY request because it is PSX, but I was wondering on this format for some time. It is from Breath of Fire 4 and I am pretty sure it contains an image format that appears to not be a TIM. Not sure what, this format wasn't extensively researched, probably my look into it was the most extensive O_o in any case I'm attaching one.

Edit: Eh... http://www.geocities.com/shindarkfox/PL013.zip

Edit2: Ah, it seems Capcom does indeed use this for BOF3 as well, and perhaps if I remember correctly, the Megaman games as well.

Edit3: These are from the PLAYER folder of the main CD, they should be the character graphics or portraits.. or both.


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PostPosted: Mon Jul 17, 2006 10:50 pm 
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Actually, this is stuff you should post in the Graphics forum. ;)

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PostPosted: Tue Jul 18, 2006 10:22 pm 
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I feel however that EMI is a form of archive. As it is also used for Background Music and map data. As seen in these below. Though I will post this in the graphics forum regardless.


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PostPosted: Wed Jul 19, 2006 7:57 am 
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Okido! :D

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PostPosted: Wed Jul 26, 2006 9:46 pm 
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Any news on the EMI format anyone?
I have looked at it myself, well the CHARACTERS at least, I can find NOTHING whatsoever that can help, not even the name of the character, the game MUST store the character NAMES as numbers and only SHOW the strings during play.
Unlike games such as Final Fantasy which RECORED ALL THE INFO files with the Default character names ie: Cloud, ect...
THo i think SOME of these were done as Digets aswell


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 Post subject: Hi there.
PostPosted: Sat Aug 26, 2006 2:20 pm 
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The BGM files seems to contain VAG Audio data.
(the header looks totally different, but the data itself is structured just
like a Sony Vag Audio file.)

im gonna make a test and recreate a VAG header for a file
and see if a VAG player will accept it. *bbl* :X


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 Post subject: HAH!
PostPosted: Sat Aug 26, 2006 2:25 pm 
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IT WORKED! =D=DDD

I r teh roxx lol.


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 Post subject: Re: HAH!
PostPosted: Sat Aug 26, 2006 3:08 pm 
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Strobe wrote:
IT WORKED! =D=DDD

I r teh roxx lol.

OMG wow thankyou.
The character files and everytihng is saved in the SAME way.
Think maybe you can take a look at thm at all?


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 Post subject: Well.
PostPosted: Sat Aug 26, 2006 3:09 pm 
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If i get some kind of link or something where i can download them
i can do it. The VAG stuff was easy, but i cannot guarantee the rest of
their datafiles is just as easy :X , but ofcourse i can try!


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PostPosted: Sat Aug 26, 2006 3:11 pm 
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Original VAG:

Code:
VAGp         hà  V" 


The .EMI

Code:
      MATH_TBL       pBAV ..>      pQES
..à¿           ...........................
and a lot's of ....

Code:
..pBAV        ÃŒ  îî      s@


You see the difference¿?

Original:
VAGp

EMI:
pBAV


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 Post subject: welll...
PostPosted: Sat Aug 26, 2006 3:15 pm 
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thats also what i first thought....but the pBAV sign is located on a
totally different place than the VAGp in real VAG headers, so
im not sure that is SO easy to just modify that =o .....

but creating a VAG header isnt much of a task. it just contains a signature
, a frequency header, and length header. ....


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 Post subject:
PostPosted: Sat Aug 26, 2006 3:25 pm 
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Well i modified the code, replacing the "VAGp" for "pBAV", now the coder creates a file with the Fourcc "pBAV", anywayh examining the files .emi (downloaded from the example) only i found two "pBAV" one at the first and other after the "...", if you encode the .emi only can get 1 sample, and example have more than one... :roll:


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 Post subject: Re: Well.
PostPosted: Sat Aug 26, 2006 3:39 pm 
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Strobe wrote:
If i get some kind of link or something where i can download them
i can do it. The VAG stuff was easy, but i cannot guarantee the rest of
their datafiles is just as easy :X , but ofcourse i can try!

Here you are a Player file.
I own the game so i should be easiy enough for me to GIVE you ANY and EVERY file that you may need ot get this running.
The same format is used for PS2 Breath Of Fire Dragon Quater aswell, im wondering if that means "If a tool works on numer 4 maybe itl wokr on number 5" tho thats just a dream lol.

Any chance of you MSN strobe?
That way it will be EASIER not to mention FASTER for me to send you the files you need, that way I can work on these files with you so that whe you become swamped with other things I will have LEARNED enough to do it myself (I HOPE)


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 Post subject:
PostPosted: Sat Aug 26, 2006 4:04 pm 
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I downloaded the .wav created and tried to encode with the encoder of vag, but...
"no data chunk"

I compressed the .wav with lame and unpacked again and uoops encoded succedeed, i know it's a silly solution but works


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 Post subject:
PostPosted: Sat Aug 26, 2006 4:08 pm 
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pulposo wrote:
I downloaded the .wav created and tried to encode with the encoder of vag, but...
"no data chunk"

I compressed the .wav with lame and unpacked again and uoops encoded succedeed, i know it's a silly solution but works

Does it sound the same as before.
As I unerstand the reason behind converting at to a USEABLE format, but the only reason for Converting it back would be if we wanted to INJECT IT BACK inot the ARCHIEVE, which unfortunatly isnt actually possible as the game is for PSX and unless we own an EMU (yes they are LEGAL) an repack an ISO ot play it from there is no need to repack it again.
But i may just be reading this all the wrong way, Il take the file and see what it is.
Thankyou for your work so far tho.

The OST tot his game is easily accessible so its only really the 3D/2D data that I would like to extract.


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