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PostPosted: Sat Sep 23, 2006 6:15 am 
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It does sound promising :) thanks again guys

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PostPosted: Sat Sep 23, 2006 9:18 am 
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lionheartuk wrote:
Btw what does "uint" mean cos u ahve many uint32 ect...


uint32 = unsigned 32-bit integer (4 bytes)
uint16 = unsigend 16-bit integer (2 bytes).

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PostPosted: Sat Sep 23, 2006 9:27 am 
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LustD wrote:
Seem this request have nice progress

lol.
Actually it was dead for awhile Until you posted an revived it, but since then some Progress has been made on this game.
Nicely too.
Still Im not sure if we will be able tp uncompress them compressed textures or not,


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PostPosted: Sat Sep 23, 2006 9:39 am 
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Lol, you make me like necromancer.

So the main problem is how to uncompresed it?
Well Capcom have good job with this


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PostPosted: Sat Sep 23, 2006 9:58 am 
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LustD wrote:
Lol, you make me like necromancer.

So the main problem is how to uncompresed it?
Well Capcom have good job with this

Yes thats IF there compresse as strobe ses.
Im not actually sure.
The info that MrMouse Posted wasnt in Visual Basic.
Seing as im relativly new to this whole ripping thing so far I can only do more common formats.
Funnyly enough though, Mr Mouses info can be posted to VB, But seign as im actually rather new to this I dont know Quite how atm.
Tho Uint function can be made rather simply.


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PostPosted: Sat Sep 23, 2006 10:10 am 
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No no, what I posted it just the format of the header able of LIB files. An unsigned 32-int is just that. A format of a number. It's not difficult to write an extractor based on what I posted. I might even write a Multiex script for it.

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PostPosted: Sat Sep 23, 2006 10:37 am 
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Mr.Mouse wrote:
No no, what I posted it just the format of the header able of LIB files. An unsigned 32-int is just that. A format of a number. It's not difficult to write an extractor based on what I posted. I might even write a Multiex script for it.

lol.
Cool.
THo i dont own Multi Ex so thats no use to me personally.
But doesnt mean many others wont use it eh.
LIB files? But arnt the games file .EMI.


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PostPosted: Sat Sep 23, 2006 10:57 am 
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Well if Mr.Mouse can make the extractor, maybe he can post the script i here. so someone can messing around with it.


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PostPosted: Sat Sep 23, 2006 11:37 am 
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lionheartuk wrote:
LIB files? But arnt the games file .EMI.


Er.. yeah, EMI files.

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PostPosted: Sat Sep 23, 2006 1:44 pm 
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Mr.Mouse wrote:
lionheartuk wrote:
LIB files? But arnt the games file .EMI.


Er.. yeah, EMI files.

lol.
Im still a bit confused as to what i would write into my ripper atm.
But have sent oyu that PM which should explain what i mean.


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PostPosted: Tue Sep 26, 2006 9:27 pm 
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Version 4.3 of MultiEx Commander will be released come sunday.

That can open EMI files and extract all content using this script:

Code:
# MexScript for EMI files from Breath Of Fire 4
# By Mr.Mouse
# ----------------------------
# First get the Number of files (FN)
ImpType SFileSize ;
Get FN Long 0 ;
Get U1 Long 0 ;
GetDString ID 8 0 ;
# The ID string is "MATH_LAB"
# Very well, now prepare some padding calculations
# Each data stream (data section) is padded up to
# 0x800 blocks.
Set B Long 2048 ;
Set A Long FN ;
Math A *= 16 ;
Math A += 16 ;
Set C Long A ;
Math C /= B ;
Math C *= 2048 ;
Math C += 2048 ;
Set Off Long C ;
# Good, now we have calculated the Offset of the
# first file. Let's start reading the file info for each file
# in the archive!
For T = 1 To FN ;
SavePos FSO 0 ;
Get FS Long 0 ;
Get U2 Long 0 ;
Get ID2 Long 0 ;
Get U3 Int 0 ;
Get END Int 0 ;
Log "" Off FS 0 FSO ;
# Need to perform padding calculations to get to the
# offset of the next file (if any)
Math FS /= 2048 ;
Math FS *= 2048 ;
Math FS += 2048 ;
Math Off += FS ;
Next T ;
# There! That did the trick!


So, hold your breath :)

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PostPosted: Wed Sep 27, 2006 4:32 am 
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Thanks alot Mr.Mouse, I'll wait till then!


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PostPosted: Wed Sep 27, 2006 12:41 pm 
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Wow that great news, i cant wait for this.


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PostPosted: Tue Nov 20, 2007 1:35 am 
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Sorry if i asking, but has it worked?


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PostPosted: Tue Nov 20, 2007 11:52 am 
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Has what worked?


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