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Search found 194 matches

by Satoh
Tue Apr 11, 2017 2:35 am
Forum: 3D/2D models
Topic: CCS File Format (Dot Hack)
Replies: 16
Views: 2959

Re: CCS File Format (Dot Hack)

I hope so. I looked for my notes but this was unable to find most of them. What I did find is mostly just a documentation of the different CC tags like you already have. I apologize for all the random bits of code commented out in those files... it all does something, and I saved it for reference I ...
by Satoh
Mon Apr 10, 2017 11:30 pm
Forum: 3D/2D models
Topic: CCS File Format (Dot Hack)
Replies: 16
Views: 2959

Re: CCS File Format (Dot Hack)

I got your messages... albeit I'm not here very actively anymore but I show up on rare occasions... I'm hesitant to release this because honestly its kind of crap, and I don't remember how any of it works or even which of these is the correct file... but I do have a script that imports scene geometr...
by Satoh
Mon Jan 11, 2016 10:03 pm
Forum: 3D/2D models
Topic: 3d models in executable
Replies: 2
Views: 479

Re: 3d models in executable

hello today i am here to tell you i am a programmer with little experience one of my biggest dreams is to mod a console games 3d model as i cant do that right now because i have little experience so im here today because i wanna look into a games code and see how they load a 3d model file and check...
by Satoh
Mon Jan 11, 2016 9:29 pm
Forum: 3D/2D models
Topic: Final Fantasy XI .DAT (PC)
Replies: 61
Views: 18064

Re: Final Fantasy XI .DAT (PC)

[...] Character sets are also supported, via a new format called "ff11datset". An example sample_hume01.ff11datset will be included in the Noesis scenes directory. It works like this: NOESIS_FF11_DAT_SET ;^ must be the first line of the file ;search for dats using a path retrieved from a registry k...
by Satoh
Mon Jan 11, 2016 2:07 am
Forum: 3D/2D models
Topic: Final Fantasy XI .DAT (PC)
Replies: 61
Views: 18064

Re: Final Fantasy XI .DAT (PC)

hm... I just now noticed that the animation reading is bugged. Only half the body's animation actually gets loaded for most of the animations. I'm not sure where to start with trying to get around that problem. For an example, anyone can take a look at ROM/51/89.dat and see that the legs move for mo...
by Satoh
Thu Dec 03, 2015 8:11 am
Forum: 3D/2D models
Topic: Final Fantasy XI .DAT (PC)
Replies: 61
Views: 18064

Re: Final Fantasy XI .DAT (PC)

Probably won't do an exporter until the day comes that there's nothing left to do in life but write exporters for FF games, and I expect to die of cancer or heart failure before then. But, it's possible I'll get to that point, somehow. (but 7, 8, 9, 10, 12, and 13 would come first) The decryption r...
by Satoh
Tue Dec 01, 2015 8:34 pm
Forum: 3D/2D models
Topic: Final Fantasy XI .DAT (PC)
Replies: 61
Views: 18064

Re: Final Fantasy XI .DAT (PC)

I know its a tall order, and I am certainly appreciative of import as it stands, but would it be possible to get an export function? I realize exporting is sort of a hairier beast. And you probably don't care. But if I don't ask the answer is a definite no. If I do, there's a 1% chance of yes. Well...
by Satoh
Mon Nov 30, 2015 12:41 am
Forum: 3D/2D models
Topic: [Unity] Final Fantasy VII G-Bike
Replies: 7
Views: 1993

Re: [Unity] Final Fantasy VII G-Bike

Your MD5 won't look correct unless you know what the hash represents. You can MD5 the file contents to get one hash, and MD5 the name of the file to get another. The hash might be salted with a string, which would alter the resulting hash. Lastly, the file hashes may not even be MD5's. The game may ...
by Satoh
Wed Mar 25, 2015 1:10 am
Forum: General game tools
Topic: Ninja Ripper
Replies: 677
Views: 211731

Re: Ninja Ripper

Rippers like Ninja Ripper, work by looking at what polygons are in the RAM or GPU memory, as it is being rendered, and trying to interpret that back into a file. Some programs, games, emulators, etc., alter this data as it is rendered. Many games transform the on screen geometry, by shrinking the mo...
by Satoh
Thu Oct 03, 2013 2:00 pm
Forum: 3D/2D models
Topic: [PS1][Noesis] FF8 Map Character (MCH) format
Replies: 10
Views: 3141

Re: [PS1][Noesis] FF8 Map Character (MCH) format

Ok first off, no I didn't ask for any notes on anything, from what I saw in the file, there's no room for any sort of T-pose data anyway. Much like FF9, this game does not have a bind pose or T-pose of any kind. I don't know how Koral managed to get a T-pose, but it was likely some sort of complicat...
by Satoh
Thu Sep 26, 2013 11:07 pm
Forum: 3D/2D models
Topic: [PS1][Noesis] FF8 Map Character (MCH) format
Replies: 10
Views: 3141

[PS1][Noesis] FF8 Map Character (MCH) format

So uh... I was unsatisfied that tere wasn't support for this format in Noesis, since the DAT files wee supported. No fault to MrAdults fr that though, he didn't have to support FF8 at all technically. Anyway I wrote an importer. Its not perfect, and its frankly the first format I've ever completely ...
by Satoh
Thu Sep 26, 2013 2:05 pm
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1821
Views: 309473

Re: Señor Casaroja's Noesis

Speaking of animation... I'm having a somewhat familiar issue... This is a longshot I know, but I was wondering if you had any advice on how I could go about generating bones for models that have no bind pose... I'm working with the FF8 MCH field models (which I noted Noesis doesn't support yet, at ...
by Satoh
Tue Sep 24, 2013 3:27 pm
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1821
Views: 309473

Re: Señor Casaroja's Noesis

There's actually a caveat to getInputName, which is that it gets the name of the file that's been loaded into the RAPI module instance. Which means if your model is being loaded through a .noesis file, it will actually give you the name of the .noesis file and not your model. The same goes if your ...
by Satoh
Mon Sep 23, 2013 5:15 pm
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1821
Views: 309473

Re: Señor Casaroja's Noesis

Every time I start a script for Noesis I run into the problem of naming conventions... Namely that I can't figure out how to access the filename of the file I'm viewing. Most of the models I view are PSX/2 era models, and thus have no texture or model names stored in their archives, meaning I have t...
by Satoh
Sun Apr 28, 2013 4:25 am
Forum: General game tools
Topic: Ninja Ripper
Replies: 677
Views: 211731

Re: Ninja Ripper

I too recently tried PCSX2 and ninja-ripper. While I realize others have already commented on the compatibility issue, I noticed no one has thoroughly documented the actual behavior. So here is what I have been able to confirm in my own tests. The settings are very important. PCSX2 appears to requir...