Capcom .EMI file format (from Breath Of Fire 4)
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Capcom .EMI file format (from Breath Of Fire 4)
I know this is possibly the most UNLIKELY request because it is PSX, but I was wondering on this format for some time. It is from Breath of Fire 4 and I am pretty sure it contains an image format that appears to not be a TIM. Not sure what, this format wasn't extensively researched, probably my look into it was the most extensive O_o in any case I'm attaching one.
Edit: Eh... http://www.geocities.com/shindarkfox/PL013.zip
Edit2: Ah, it seems Capcom does indeed use this for BOF3 as well, and perhaps if I remember correctly, the Megaman games as well.
Edit3: These are from the PLAYER folder of the main CD, they should be the character graphics or portraits.. or both.
Edit: Eh... http://www.geocities.com/shindarkfox/PL013.zip
Edit2: Ah, it seems Capcom does indeed use this for BOF3 as well, and perhaps if I remember correctly, the Megaman games as well.
Edit3: These are from the PLAYER folder of the main CD, they should be the character graphics or portraits.. or both.
- lionheartuk
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Any news on the EMI format anyone?
I have looked at it myself, well the CHARACTERS at least, I can find NOTHING whatsoever that can help, not even the name of the character, the game MUST store the character NAMES as numbers and only SHOW the strings during play.
Unlike games such as Final Fantasy which RECORED ALL THE INFO files with the Default character names ie: Cloud, ect...
THo i think SOME of these were done as Digets aswell
I have looked at it myself, well the CHARACTERS at least, I can find NOTHING whatsoever that can help, not even the name of the character, the game MUST store the character NAMES as numbers and only SHOW the strings during play.
Unlike games such as Final Fantasy which RECORED ALL THE INFO files with the Default character names ie: Cloud, ect...
THo i think SOME of these were done as Digets aswell
- Strobe
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Hi there.
The BGM files seems to contain VAG Audio data.
(the header looks totally different, but the data itself is structured just
like a Sony Vag Audio file.)
im gonna make a test and recreate a VAG header for a file
and see if a VAG player will accept it. *bbl* :X
(the header looks totally different, but the data itself is structured just
like a Sony Vag Audio file.)
im gonna make a test and recreate a VAG header for a file
and see if a VAG player will accept it. *bbl* :X
- lionheartuk
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Re: HAH!
OMG wow thankyou.Strobe wrote:IT WORKED! =D=DDD
I r teh roxx lol.
The character files and everytihng is saved in the SAME way.
Think maybe you can take a look at thm at all?
- Strobe
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Well.
If i get some kind of link or something where i can download them
i can do it. The VAG stuff was easy, but i cannot guarantee the rest of
their datafiles is just as easy :X , but ofcourse i can try!
i can do it. The VAG stuff was easy, but i cannot guarantee the rest of
their datafiles is just as easy :X , but ofcourse i can try!
- Savage
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Original VAG:
The .EMI
and a lot's of ....
You see the difference¿?
Original:
VAGp
EMI:
pBAV
Code: Select all
VAGp hà V"
Code: Select all
MATH_TBL pBAV ..> pQES
..à ¿ ...........................
Code: Select all
..pBAV Ì îî s@
Original:
VAGp
EMI:
pBAV
- Strobe
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welll...
thats also what i first thought....but the pBAV sign is located on a
totally different place than the VAGp in real VAG headers, so
im not sure that is SO easy to just modify that =o .....
but creating a VAG header isnt much of a task. it just contains a signature
, a frequency header, and length header. ....
totally different place than the VAGp in real VAG headers, so
im not sure that is SO easy to just modify that =o .....
but creating a VAG header isnt much of a task. it just contains a signature
, a frequency header, and length header. ....
- Savage
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Well i modified the code, replacing the "VAGp" for "pBAV", now the coder creates a file with the Fourcc "pBAV", anywayh examining the files .emi (downloaded from the example) only i found two "pBAV" one at the first and other after the "...", if you encode the .emi only can get 1 sample, and example have more than one... 

- lionheartuk
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Re: Well.
Here you are a Player file.Strobe wrote:If i get some kind of link or something where i can download them
i can do it. The VAG stuff was easy, but i cannot guarantee the rest of
their datafiles is just as easy :X , but ofcourse i can try!
I own the game so i should be easiy enough for me to GIVE you ANY and EVERY file that you may need ot get this running.
The same format is used for PS2 Breath Of Fire Dragon Quater aswell, im wondering if that means "If a tool works on numer 4 maybe itl wokr on number 5" tho thats just a dream lol.
Any chance of you MSN strobe?
That way it will be EASIER not to mention FASTER for me to send you the files you need, that way I can work on these files with you so that whe you become swamped with other things I will have LEARNED enough to do it myself (I HOPE)
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- lionheartuk
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Does it sound the same as before.pulposo wrote:I downloaded the .wav created and tried to encode with the encoder of vag, but...
"no data chunk"
I compressed the .wav with lame and unpacked again and uoops encoded succedeed, i know it's a silly solution but works
As I unerstand the reason behind converting at to a USEABLE format, but the only reason for Converting it back would be if we wanted to INJECT IT BACK inot the ARCHIEVE, which unfortunatly isnt actually possible as the game is for PSX and unless we own an EMU (yes they are LEGAL) an repack an ISO ot play it from there is no need to repack it again.
But i may just be reading this all the wrong way, Il take the file and see what it is.
Thankyou for your work so far tho.
The OST tot his game is easily accessible so its only really the 3D/2D data that I would like to extract.