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by Insanius
Fri Dec 18, 2015 5:38 pm
Forum: Graphic file formats
Topic: SAP Compression
Replies: 2
Views: 1316

Re: SAP Compression

The sample I provided should be a tornado effect. In fact, every image where the problematic compression scheme shows up is a DXT texture. Edit: Welcome to Java. Yes you are correct, get() returns a signed byte and getChar() returns an unsigned short. Char and Short are both two byte primitives in J...
by Insanius
Fri Dec 18, 2015 4:16 pm
Forum: Graphic file formats
Topic: SAP Compression
Replies: 2
Views: 1316

SAP Compression

Hey XentaX it's been ages! I've been trying to crack this one for three years now without any significant progress so here's to hoping it's just something silly I've missed. This type of file is found in two games, Aquapazza and Nitro+Blasterz: Heroines Duel. It is used for every sprite/effect in th...
by Insanius
Fri Feb 28, 2014 2:07 pm
Forum: Game Archive
Topic: Arcsys bddata.bin - Blazblue ChronoPhantasma
Replies: 2
Views: 2167

Re: Arcsys bddata.bin - Blazblue ChronoPhantasma

As a first example, here's a couple of files dumped using the aforementioned script from the bddata.bin file in Blazblue ChronoPhantasma. http://www.mediafire.com/download/8vrg2erif98cof4/bddata_90.segs https://www.mediafire.com/?e1b6c7qae8zx78d Not sure what either is supposed to be but the script ...
by Insanius
Sun Feb 23, 2014 9:34 pm
Forum: Game Archive
Topic: Arcsys bddata.bin - Blazblue ChronoPhantasma
Replies: 2
Views: 2167

Arcsys bddata.bin - Blazblue ChronoPhantasma

Sorry to dig this back up but arcsys is still using bddata.bin as the only file for storing the game files for newer games coming out and the filedump script is woefully inadequate for opening it up due to slight changes in the segs headers and a lack of filenames/file table. Recently, a dump of the...
by Insanius
Sat Jun 15, 2013 11:12 pm
Forum: Compressed files and methods
Topic: Shin! Koihime Musou 2D fighter thing
Replies: 6
Views: 5053

Re: Shin! Koihime Musou 2D fighter thing

Ok so each tile sheet is actually four 8bit indexed sheets in one, just access a different color channel to get to them. The palette file contains one complete 256 color palette per row, just take the colors as they are. The SPR file contains axis data and data on how to put together the sprite tile...
by Insanius
Thu Jun 13, 2013 3:29 pm
Forum: Compressed files and methods
Topic: Shin! Koihime Musou 2D fighter thing
Replies: 6
Views: 5053

Re: Shin! Koihime Musou 2D fighter thing

I'll start working on fixing the sprites.
by Insanius
Mon May 13, 2013 8:24 pm
Forum: Graphic file formats
Topic: Guilty Gear compressed image format (All of them?)
Replies: 2
Views: 2248

Guilty Gear compressed image format (All of them?)

Sorry for the revival but I'd like to perhaps get some experienced eyes looking this way again. Another one of my colleagues has observed the same compressed format among pretty much all of the Guilty Gear games, these have been taken from the XBOX360 version of Guilty Gear Accent Core+ http://www.m...
by Insanius
Fri Nov 30, 2012 8:38 am
Forum: Compressed files and methods
Topic: Phantom Breaker (XOR encryption)
Replies: 7
Views: 3881

Re: Phantom Breaker (XOR encryption)

Finally revisiting this after a long break with other projects. I've managed to create this table for a packfile which contains all RIFF files. http://www.justnopoint.com/lbends/junk/analysis.txt In order - File# XOR key Offset Filesize It seems very likely the the key is derived from the file numbe...
by Insanius
Tue Sep 11, 2012 2:57 pm
Forum: Graphic file formats
Topic: Aquapazza Textures
Replies: 4
Views: 3146

Re: Aquapazza Textures

Figured it out, the two parts needed to be striped together. The first half is all the palette chunks and the second half is all the pixel data.
Image
by Insanius
Fri Sep 07, 2012 5:33 am
Forum: Graphic file formats
Topic: Aquapazza Textures
Replies: 4
Views: 3146

Aquapazza Textures

So I've extracted a texture from the game using a slightly modified version of the algorithm used for Arcana Heart and I'm not sure what to do with it. The table with the texture information on it claims that it is DXT1 but I cannot get it to display properly. In fact, this texture actually comes as...
by Insanius
Sat Feb 11, 2012 4:13 am
Forum: Compressed files and methods
Topic: Phantom Breaker (XOR encryption)
Replies: 7
Views: 3881

Re: Phantom Breaker (XOR encryption)

Just an update, I've condensed my cipher into a nice couple of lines of code for(int n = 0;n < input.limit();n++) { int key = 0x1c; //Whatever the XOR for the first byte is key = key ^ (((n/2)%4)<<1) ^ (((n/32)%8)<<5); input.position(n); output.position(n); output.put(n, (byte) (input.get()^key)); }...
by Insanius
Fri Feb 10, 2012 7:36 pm
Forum: Compressed files and methods
Topic: [PS2] Saint Seiya Sanctuary/Hades compression with LZ77
Replies: 6
Views: 2907

Re: [PS2] Saint Seiya Sanctuary/Hades compression with LZ77

You need to understand how structs work for this to make any sense. First, look in the code for gmiCmpHdr_t and noeRAPI_t. They're like classes, except they usually only define variables. A struct is like a window, which is placed over a part of memory and tells you what kinds of data are there. In ...
by Insanius
Wed Feb 08, 2012 2:04 pm
Forum: Compressed files and methods
Topic: Phantom Breaker (XOR encryption)
Replies: 7
Views: 3881

Re: Phantom Breaker (XOR encrypted?)

Finally getting back to this, after using the cipher on the file header I've determined (mostly) the header table to be as such: 1 byte Unknown 3 byte Signature 4*n bytes Sub Table Offsets (values of FFFFFFFF are ignored, stop at a value less than -1 or greater than the header size) > 2 bytes Number...
by Insanius
Wed Jun 08, 2011 7:30 pm
Forum: Compressed files and methods
Topic: Phantom Breaker (XOR encryption)
Replies: 7
Views: 3881

Re: Phantom Breaker (XOR encrypted?)

Uploaded the two smallest ones, smsys and st000
by Insanius
Wed Jun 08, 2011 6:59 pm
Forum: Compressed files and methods
Topic: Phantom Breaker (XOR encryption)
Replies: 7
Views: 3881

Re: Phantom Breaker (XOR encrypted?)

Well that certainly eliminates the need for that key file, but as I mentioned in my first post the key changes radically after a certain point. In fact, if I read the first four bytes of the file as an integer I get the position in the file that a new pattern starts (* -1). Maybe the first part of t...