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Search found 78 matches

by Falo
Sun Aug 12, 2012 9:58 pm
Forum: Compressed files and methods
Topic: rgssad bms script
Replies: 6
Views: 5710

Re: rgssad bms script

Here, a decrypt Tool + source, works with both RGSSAD V1 (RPG Maker XP,VX) & V3 (RPG Maker VX Ace), it uses UTF8, so you should be able to decrypt JPN/CHS games with it. http://img6.imagebanana.com/img/ns9mu0e6/thumb/RPGMakerDecrypter.jpg dl: http://www.mediafire.com/download.php?xweoqp2ieep5mxv V3 ...
by Falo
Tue Aug 07, 2012 10:56 pm
Forum: 3D/2D models
Topic: Digimon World 1 [PSX]
Replies: 8
Views: 1328

Re: Digimon World 1 [PSX]

MMD is a simple archive format for Playstation TMD's

4 Byte = Offset
4 Byte = Size
X Byte = TMD Data

Milkshape 3D can import PSX TMD's, but no bones

Image
by Falo
Tue Jul 31, 2012 12:36 pm
Forum: 3D/2D models
Topic: Digimon World Re:Digitize
Replies: 32
Views: 11474

Re: Digimon World Re:Digitize

I noticed that when searching for the following hex string in the digi.res files: 54 54 50 4F 05 00 00 00 00 30 00 00 00 03 That this will take you to where the subsections that have vertexes are located. There are two types of subsections which each type alternating somehow. Type one subsections a...
by Falo
Sun Jul 22, 2012 2:14 pm
Forum: 3D/2D models
Topic: Digimon World Re:Digitize
Replies: 32
Views: 11474

Re: Digimon World Re:Digitize

Ok i know most of whats going on, MARV = extra header for KCAP, it contains some extra info, example: BattleEvent\battleTutorial.img the KCAP header contains no file info, except that 7 files are inside, the szPack contains only the header size, but the MARV contains both, header size and image size...
by Falo
Sat Jul 21, 2012 6:55 pm
Forum: 3D/2D models
Topic: Digimon World Re:Digitize
Replies: 32
Views: 11474

Re: Digimon World Re:Digitize

By the way, any clue how the ARCVINFO.BIN is structured? I get that the table has an entry for each file (20 bytes), but what about the part after that, the "MARV" stuff? Looks like a file table entry can have a pointer to an entry in the MARV table but doesn't have to. I'm equally clueless what th...
by Falo
Sat Jul 21, 2012 1:42 am
Forum: 3D/2D models
Topic: Digimon World Re:Digitize
Replies: 32
Views: 11474

Re: Digimon World Re:Digitize

For all *text.pack files, just open it, select what file to edit, select what text to edit and then edit it ^^ for LanguageKeep_jp.res, cut of the first 48 Byte (the first Pack Header), then translate it, re-add that 48 byte header, fix sizes. I should make a repacker tool, i manually repacked ARCV0...
by Falo
Sat Jul 21, 2012 12:50 am
Forum: 3D/2D models
Topic: Digimon World Re:Digitize
Replies: 32
Views: 11474

Re: Digimon World Re:Digitize

To make this clear, i'm not going to translate this game, i know 0 about japanese, i'm just making the tools to do it... And i finished the tool, translation works perfectly: http://img6.imagebanana.com/img/jba3h4z2/thumb/TranslationTest001.png No text limit and it should support all unicode charact...
by Falo
Fri Jul 20, 2012 5:10 pm
Forum: 3D/2D models
Topic: Digimon World Re:Digitize
Replies: 32
Views: 11474

Re: Digimon World Re:Digitize

And just in case, please don't do a menu patch, it's really horrendous ! Why not ? My text editor is nearly finished, only saving edited text makes problems (game uses some text length based padding...) But i can export every text in the game as csv and edit it with excel. map\text\*text.pack = all...
by Falo
Fri Jul 20, 2012 2:35 pm
Forum: 3D/2D models
Topic: Digimon World Re:Digitize
Replies: 32
Views: 11474

Re: Digimon World Re:Digitize

This is the wrong file ^^ the INSDIR is for data installation, you need to extract the decrypt key from EBOOT.BIN and decrypt all files with JPCSP Connector. The real bigfile is ARCV0.BIN + file table -> ARCVINFO.BIN it contains all files unencrypted with real filename + path. I already finished an ...
by Falo
Sun Jun 10, 2012 11:55 pm
Forum: 3D/2D models
Topic: kh2_file_dumper.exe not dumping files in the nametable....
Replies: 6
Views: 1040

Re: kh2_file_dumper.exe not dumping files in the nametable..

KH2.IDX is only the "root" filetable, there are 19 other tables: 000al.idx, 000bb.idx, 000ca.idx, 000dc.idx, 000di.idx, 000eh.idx, 000es.idx, 000hb.idx, 000he.idx, 000lk.idx, 000lm.idx, 000mu.idx, 000nm.idx, 000po.idx, 000tr.idx, 000tt.idx, 000wi.idx, 000wm.idx, 000gumi.idx To make a "full" filetabl...
by Falo
Wed Nov 30, 2011 6:11 pm
Forum: 3D/2D models
Topic: [Request] Dark Cloud Model Converter
Replies: 9
Views: 4465

Re: [Request] Dark Cloud Model Converter

i looked into it, *.chr = archive for other files, someone else with better PS2 3D Model knowledge can maybe finish this quickly http://img7.imagebanana.com/img/m7m5fxkr/thumb/export.jpg here a quickbms script to unpack: do savepos ftemp GetDString Name 64 get Offset long get Size long get NOffset l...
by Falo
Tue Nov 29, 2011 9:43 pm
Forum: Game Archive
Topic: L.A. Noire
Replies: 434
Views: 94979

Re: L.A. Noire

I'm sure you already knew that there are more than 7 languages worldwide, so why the question? Isn't it obvious? It's not like people have nothing better to do than translate the same languages that already exist within the game... Of course those 7 languages you mention are the ideal marketing app...
by Falo
Mon Nov 28, 2011 6:14 pm
Forum: Game Archive
Topic: L.A. Noire
Replies: 434
Views: 94979

Re: L.A. Noire

reftextures_characters.big.* reftextures_populated.big.* populated.lowlodenv.big.* all 3 doesn't have a filetable (numfiles = 0), that's why script & tool doesn't work textures are .dds in pc version, but they are build into "trM#" files, i know how to extract them, but that requires a new tool / sc...
by Falo
Sun Nov 27, 2011 7:40 pm
Forum: Game Archive
Topic: L.A. Noire
Replies: 434
Views: 94979

Re: L.A. Noire

The contents of this post was deleted because of possible forum rules violation.
by Falo
Sun Nov 27, 2011 10:53 am
Forum: Game Archive
Topic: L.A. Noire
Replies: 434
Views: 94979

Re: L.A. Noire

Good job! Where did you find some file names? i think all filenames can be found in *.atb files, but they are the real files, LANoire.exe converts them example: real filename: characters/dead_bodies/pt007_kenneth_temple.dae converted filename: intermediate/chunks/characters/dead_bodies/pt007_kennet...