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[mesh&animation]Blood Roar 2 (playstation one) act ani dat

Posted: Wed Jul 24, 2013 3:22 pm
by shekofte
since here there are adroit persons in 3d binary data types , that intuit the structure just by looking or inspecting small parts of such files ...
i will be grateful for your time and effort for solving my problem ...

i put some graphical shots of these binary data and uploaded all characters and players game data :

http://www.ziddu.com/download/22622925/modify.7z.html

Image

Re: [mesh&animation]Blood Roar 2 (playstation one) act ani d

Posted: Wed Jul 24, 2013 8:11 pm
by FurryFan
Reminds me of when I manually copied and pasted the vertex data into Excel, using cheat engine, when running the game on the EPSXE emulator (this was in 2009). The thing is, if I recall correctly, the format of the models that are on the disc, are stored in a strange way, But when the game loads them into memory they are converted, into a very different but still slightly strange format. I have not seen either the raw file format nor the in memory format used in any other PS1 games.
Bloody Roar 3 for the PS2 also does something similar (and strangely enough on some emulators, both games freeze when you reach some menus, but when you do a soft-reset the game will then go past the menus without difficulties.
I just might be able to make a script to get the character models from the savestates, and then use that information to make a script for the raw files.

Re: [mesh&animation]Blood Roar 2 (playstation one) act ani d

Posted: Thu Jul 25, 2013 12:10 pm
by shekofte
FurryFan wrote: I just might be able to make a script to get the character models from the savestates, and then use that information to make a script for the raw files.
can you do it ? please ?