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 Post subject: One Piece Burning Blood
PostPosted: Fri Sep 09, 2016 5:11 pm 
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I'd like to extract the 3d models of the game One Piece Burning Blood. When i extract the .cpk files i get a bunch of .scz files and i don't know how to open them... [roll] I'd appreciate any help.

Here's a link for a sample file: http://www.mediafire.com/download/u61ew ... sample.rar


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 Post subject: Re: One Piece Burning Blood
PostPosted: Sun Dec 25, 2016 7:24 pm 
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They can be dumped from ram.
Image


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 Post subject: Re: One Piece Burning Blood
PostPosted: Wed Dec 28, 2016 4:14 pm 
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chrrox wrote:
They can be dumped from ram.
...


Can you release the plugin/converter you used?


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 Post subject: Re: One Piece Burning Blood
PostPosted: Wed Dec 28, 2016 11:19 pm 
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If someone finds the decompression code for these games ill clean up the code and post it.


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 Post subject: Re: One Piece Burning Blood
PostPosted: Thu Dec 29, 2016 9:15 am 
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The game .cpk archives can be decompressed using the same tools as Xenoverse, that gives a lot of .scz files.
I haven't tried but it seems that these .scz can be processed with this quickBMS script: http://forum.17907.n7.nabble.com/file/n1422/OPBB.txt
Now I think your script is needed to load the npk and similar files.


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 Post subject: Re: One Piece Burning Blood
PostPosted: Thu Dec 29, 2016 11:11 am 
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no the .scz files can not be extracted.
that script does not work.
http://zenhax.com/viewtopic.php?t=3053


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 Post subject: Re: One Piece Burning Blood
PostPosted: Thu Dec 29, 2016 11:45 am 
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chrrox wrote:
no the .scz files can not be extracted.
that script does not work.
http://zenhax.com/viewtopic.php?t=3053


Ook, so the remaining problem is to unpack the .scz files.

Sorry for the question, but what did you do to dump the models from ram on the PC version?
If it's possible to get them using your way we can avoid to decrypt the .scz


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 Post subject: Re: One Piece Burning Blood
PostPosted: Thu Dec 29, 2016 2:24 pm 
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you need to find them using a hex editor.
I use process hacker http://processhacker.sourceforge.net/
to dump the memory to disk then search using a hex editor for the files.


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 Post subject: Re: One Piece Burning Blood
PostPosted: Thu Dec 29, 2016 2:34 pm 
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I'll try!
The only thing I ask is what do I have to search for using the Hex editor?
I don't think they are saved as .fbx files!

How do I know I found a 3D model?

EDIT
From what I looked at, it's possible to obtain unpacked (npk, npki...) files using the dump, isn't it right?
I still haven't understood how to do but I only did a fast check!

After that you script loads these files into Noesis, am I correct?

EDIT2
From what you load here https://i.snag.gy/HCmj5s.jpg , it seems that npak is what you are searching for, and I think I even understood how to extract them from the dump.


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 Post subject: Re: One Piece Burning Blood
PostPosted: Thu Dec 29, 2016 11:05 pm 
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You need 3 files.
npak(npk), npki, npkv


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 Post subject: Re: One Piece Burning Blood
PostPosted: Fri Dec 30, 2016 10:25 am 
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chrrox wrote:
You need 3 files.
npak(npk), npki, npkv


Can you post a sample of each file? Just to be sure I'm extracting the right things.
I think I found a way to find the 3d models in the dump, but I want to be sure!

Also, if I find the various files, your script is needed to load them in Noesis, right?
How do you want to proceed? You'll release the script or I'll post the files here for you?


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 Post subject: Re: One Piece Burning Blood
PostPosted: Mon Jan 02, 2017 10:23 am 
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Here's what I found in the dump, can you try to load it with your script to see if I extracted the right things?
I haven't found the 3 files you said in the dump, but in the image I've seen that you loaded only 1 npak file, so I thought it is enough.


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 Post subject: Re: One Piece Burning Blood
PostPosted: Tue Jan 03, 2017 6:09 pm 
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loriscangini wrote:
Here's what I found in the dump, can you try to load it with your script to see if I extracted the right things?
I haven't found the 3 files you said in the dump, but in the image I've seen that you loaded only 1 npak file, so I thought it is enough.


... ok, now I know it's correct because you uploaded another .npak (here) and the structure is the same.
Now, if you can, it's possible to have the script as it is, at least it'll be possible to extract things with data extracted from memory, after all it isn't so difficult to get the files and that's what a lot of people are waiting for (at least the ones I'm in contact with!), otherwise everyone else can't do anything.
You'll always be able to update the code when a proper decompression will be possible.


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