The Bouncer (PS2)

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chrrox
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The Bouncer (PS2)

Post by chrrox » Wed Sep 29, 2010 12:01 am

Here is a bms to extract the bin files from this game.
website http://na.square-enix.com/games/bouncer/

Code: Select all

get files long
get ftbl long
set filetable 0x800
set filebase 0x800
savepos offtable
for i = 0 < files
goto offtable
get offset long
math offset * 0x800
savepos offtable
get size long
math size * 0x800
goto filetable
get nameoff long
savepos filetable
math nameoff + filebase
goto nameoff
get name string
if size == 0
get size asize
endif
math size - offset
log name offset size
next i

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Re: The Bouncer (PS2)

Post by grotesque » Tue Nov 09, 2010 3:14 am

I'm very interested for extract 3D models from this game :D
Sorry bad english, I'm italian!

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Re: The Bouncer (PS2)

Post by shadowmoy » Sun Nov 28, 2010 11:04 pm

easy format :D
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MrAdults
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Re: The Bouncer (PS2)

Post by MrAdults » Mon Nov 29, 2010 10:41 am

Hm, looks like you might be missing a scale and/or bias, unless your image's aspect ratio is just messed up, or I'm totally misremembering what those assets looked like. I haven't actually looked at this format at all, but it's on my long-term to-look-at list. (The Bouncer was my first PS2 game, so I added it to the list on a complete whim)

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Re: The Bouncer (PS2)

Post by shadowmoy » Mon Nov 29, 2010 12:19 pm

yup you are right ,there may be a bounding box or else to rescale the mesh correctly i already have seen such system in resident evil 5 , also the mesh format is quite simple , it is really like the Appleseed ex machina ps2 one (for info), the only differences are some header differences here and there + the vertex def storage that match it
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Re: The Bouncer (PS2)

Post by shadowmoy » Tue Nov 30, 2010 7:47 pm

finished texture format , fixed mesh aspect ratio using bounding box info, the only missing infos are the grouping (if there is) and the texture id to use on each group that i can't actually find
the mesh are in *.fe files (95% done)
the skeleton in *.sk files (not yet worked on it but look simple)
the textures in *.tex that is a binary container (format also reversed)
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Re: The Bouncer (PS2)

Post by grotesque » Wed Dec 01, 2010 2:34 am

WOW!!!!
shadowmoy I hope you can fix the skeleton and release a tool (maybe with md5 support :D )
Sorry bad english, I'm italian!

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Re: The Bouncer (PS2)

Post by MadReaper » Sun Jan 30, 2011 2:10 am

good code , but a guide for the extractet bin files would be nice.

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Re: The Bouncer (PS2)

Post by stodds90 » Fri Feb 18, 2011 4:30 am

I must say, this is an excellent game, and still is.
Believe my eyes, my brain complies.

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Re: The Bouncer (PS2)

Post by MrAdults » Wed Mar 09, 2011 4:04 am

This game is now supported by the new Noesis, with recursive .bin unpacking, and viewing of textures and models, with full skeleton+weights. Also, the very high-poly (for the time, ~1300 triangles just in the face was quite a lot) models are the same format. Take a look.
Image
However, these files are in compressed .bin files. I still haven't figured out the compression method. The files are loaded in memory with headers and all, though, so I was able to just direct-dump them from PCSX2 by memory dumping during an in-game cutscene, then view the dump in Noesis.

Here is the loader code for shadowmoy and anyone else interested: http://pastebin.com/Bz6L393D

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Re: The Bouncer (PS2)

Post by Esppiral » Wed Aug 20, 2014 4:29 pm

Sorry to bump this thread from the limbo, but how did you exactly dumped the memory in order to extract the Hig polycount models?

Thanks.

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