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Initial D Extreme Stage [PS3]

Post questions about game models here, or help out others!
skys215
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Re: Initial D Extreme Stage [PS3]

Post by skys215 » Fri Dec 29, 2017 9:28 am

blackracer wrote:
skys215 wrote:I guess this is the main body of AE86L.
AE86L_Body_genuine_00.efo this is just one of the extracted file for AE86L.
https://www.dropbox.com/s/c2o60uko4873e ... 0.efo?dl=0

And there's another file called texture.efo, which I believe it combines all parts into a car.
https://www.dropbox.com/s/fdkklq9le0nsz ... e.efo?dl=0

Both file was under the AE86L folder.
Unfortunately the files with YS header have compression, I already asked for help with from Aluigy but he could not understand the method of file compression.

Thanks anyway.
The next thing I want to "crack" is the path of the course. If that is possible, then I can make a course from real life(though it can't be so accurate as reality).
Are you interested?

zoloat
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Re: Initial D Extreme Stage [PS3]

Post by zoloat » Fri Dec 29, 2017 3:44 pm

skys215 wrote:
blackracer wrote:
skys215 wrote:I guess this is the main body of AE86L.
AE86L_Body_genuine_00.efo this is just one of the extracted file for AE86L.
https://www.dropbox.com/s/c2o60uko4873e ... 0.efo?dl=0

And there's another file called texture.efo, which I believe it combines all parts into a car.
https://www.dropbox.com/s/fdkklq9le0nsz ... e.efo?dl=0

Both file was under the AE86L folder.
Unfortunately the files with YS header have compression, I already asked for help with from Aluigy but he could not understand the method of file compression.

Thanks anyway.
The next thing I want to "crack" is the path of the course. If that is possible, then I can make a course from real life(though it can't be so accurate as reality).
Are you interested?
I'm also interested in courses. But I'm a tech noob, I know nothing about coding. But if you interested, I want to help as anyway as I can. Such as emulator tests, finance...(I'm not rich, though)

skys215
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Re: Initial D Extreme Stage [PS3]

Post by skys215 » Sun Jan 07, 2018 4:24 pm

blackracer wrote:Hi guys, I have not been here for a long time, there was a problem with my hardware iMac ))
I tried to write a script on Noesis, and I have some success, but the script contains a lot of mistakes ...
This script works with InitialD Extreme Stage/ InitialD Arcade Stage 6AA / InitialD Arcade Stage 7AAX and InitialD Arcade Stage 8 Infinity with *.efo containers that contain meshes and textures.

At the moment the script does not work correctly, it reads not the hex offset in the files but it looks for the content labels
I could not fully understand the structure. * .efo, who knows how to handle hex, I will be glad to any help and advice in search of the necessary displacements and decoding of the structure.

Currently, the script reads only files containing single models (not group models)

several primitive models for tests here:
https://www.dropbox.com/s/geejzobp9m6yw ... 6.zip?dl=0

example structure cube.efo
I was not able to find the offset at the beginning of the file to these blocks, I can not understand where they can be in * .efo (((
Image
I can only open the cube.efo with this script.
The other files in the package which has YABX header is still not openable.

gmodoza
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Re: Initial D Extreme Stage [PS3]

Post by gmodoza » Mon Apr 02, 2018 12:40 am

Hey if anyone can get me takumi's 3d model and textures (of the character) id be more than happy to pay for it

blinky5788
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Re: Initial D Extreme Stage [PS3]

Post by blinky5788 » Tue May 22, 2018 12:26 pm

Hi guys,

I too am after images, not the models but the actual files to convert id6/7/8 to English.

I have done some research on the .xaf file type used in the game (based on ACROBATA_PATCH.xaf (ID8))
(Linux) (i know it's not a linux game nor am i trying to make it one.)

maybe someone can find a use here,

and the strings in the header are :
https://pastebin.com/fUY6Lq4L (too many to list here)

EDIT, found some more interesting things,

there is a Id5 dump on the net (linux game) contains a file called xafMaker.exe, there are dll files with it as well, but each game has newer versions and the exe does not work with those, anyway, extracting the XAF, gives, .abd .abr. and a huge amount of .efo

the dlls also point to some sort of SDK called "Tea SDK" and that's where the yabukita object is referenced from, and all the other references, there is heaps. each file is signed by who compiled it and has a email address, i won't post it here and i won't contact him as i doubt very much he will give me the sdk or any info on it.

here is some infor on the xaf with the program executed:
from initial D5
ACROBATA.xaf
--- xaf volume information [ACROBATA.xaf] ---
title : InitialD ArcadeStage 5
comment : (c) SEGA CORPORATION, 2008.
format type : xaf0
major version: 1
minor version: 3
sector size : 2048 bytes
total volumes: 1
total records: 1159
total dirs : 23
total files : 1136
header size : 112640 bytes ( 55 sectors)
body size : 389384192 bytes ( 190129 sectors)
total size : 389496832 bytes ( 190184 sectors)
https://pastebin.com/P8YmQY5M

Band
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Re: Initial D Extreme Stage [PS3]

Post by Band » Sat May 18, 2019 2:47 am

So, anyone had any success in unpacking/packing textures since the last message? To see ID8 in english, mmm...

Neitancrost
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Re: Initial D Extreme Stage [PS3]

Post by Neitancrost » Wed May 29, 2019 12:34 pm

I had success on extracting textures and models manually from Arcade Stage 4, with those I've made some Playermodels for Gmod, like this one: https://steamcommunity.com/sharedfiles/ ... 1694762111
To extract the models the way I did, you will need:
-QuickBMS and a .xaf script to decompress .xaf files (you can find both here: https://aluigi.altervista.org/quickbms.htm)
-X-Ripper program to extract textures (http://www.zeus-software.com/downloads/xripper)
-3D Model Researcher to get the mesh (I recommend this tutorial to understand the program: http://lazov.ru/mr/tutorial.php)

.If you extract the xaf file from Arcade Stage 4, it you give you a bunch of files.The useful files are: CHARACTERNAME.efo and CHARACTERNAME_texture.efo(this is the file to use xripper)
.In order to get the mesh, you will need to put these values on Model Researcher: [Vertices(Padding-24)][Faces(Type-short;Format-Tri Strip)]
.What I found is that the vertices content is divided in three blocks: 12 bytes of mesh/12 bytes of a "3D UVMap"/12 bytes of a sphere , and it repeats in the entire file

Hope that helps.

Undividual
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Re: Initial D Extreme Stage [PS3]

Post by Undividual » Tue Jun 04, 2019 10:32 pm

Neitancrost, thank you for sharing this information with us, however I am a noob when it comes to extracting game models, especially with the hex editor. I was able to get all of the software to work and open the file for the model I wanted, but I can't figure out where the data for the vertices and faces begins. I've viewed a couple of tutorials on this and most say to look for the large buffer or area without any text, and there does seem to be buffers here and there but none large enough for me to tell whether it is separate data or not. The model I am specifically trying to get is FC3S_FBumper_amemya_03.efo found in CARS.xaf.

Neitancrost
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Re: Initial D Extreme Stage [PS3]

Post by Neitancrost » Wed Jun 05, 2019 12:54 am

So, I tried to extract some car models and found that their vertices are sometimes separate by a "desciption", wich is a problem for Model Researcher, so you can have some problems with cars. But I'll give some tips to extract it.(I'll exemplify with FC3S_FBumper_amemya_02)
First, you will need the vertices, that can be found on the "dense" part of the file.
To find what to put in Offset, copy the "coordinate" of the byte that seems to be the byte you want and paste as DEC, after it, check in the text tab if it is a mess, if so, just add 1 to the number you put in offset; and the value to put on Count, just put a value that end at the start of a new "description"
Then, to find the faces, go to the part that have a sequence of _ _ 00 _ _ 00 _ _, and follow the same steps made with vertices.
You are going to have a lot of faces problems, like messages of face erros because some vertices are "missing", and some other faces are going to be clearly wrong, wich can be fixed in a 3d program, like blender. Good luck with it.
hex2.png
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Neitancrost
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Re: Initial D Extreme Stage [PS3]

Post by Neitancrost » Sun Aug 11, 2019 3:24 am

Hi everyone, I am trying to extract the content of map files, but they all have YS header. What I found was that IDAS8 has some compressed (YS) files that are the same as IDAS4 uncompressed (YABX) files. So with this is it possible to create a script to extract all YS files?

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