...is this the uncrackable one?? (.zm and .zm2) Carnevil Arcade
Re: ...is this the uncrackable one?? (.za and .za2)
I'm actually working on a carnevil fangame, so I'm looking for all the enemys textures, because I'm good at some forms of 3d modeling, but no good with textures.
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Re: ...is this the uncrackable one?? (.za and .za2)
Good old 16 bit texture times? (LeGreg January 07, 2007 04:00
https://www.gamedev.net/forums/topic/43 ... e-strange/)
btw: used scripts for getting textures from Ace and IronArthur as an inspiration - thanks for that!
(But without daemon1's "565" hint it would have led me to nowhere.
)
https://www.gamedev.net/forums/topic/43 ... e-strange/)
anyways (tested with KRAMHED.WMS only!):R5G6B5 would be only fine, as long as it is used to display static unstretched images
Code: Select all
from inc_noesis import *
def registerNoesisTypes():
handle = noesis.register("whatever", ".wms")
noesis.setHandlerTypeCheck(handle, noepyCheckType)
noesis.setHandlerLoadRGBA(handle, noepyLoadRGBA)
#noesis.logPopup();
return 1
def noepyCheckType(data):
bs = NoeBitStream(data)
if bs.readBytes(2) != b'\x05\x80':
print("wrong sig!")
return 0
return 1
def noepyLoadRGBA(data, texList):
bs = NoeBitStream(data)
dataOffset = 40
bs.seek(0x10)
imgWidth = bs.readUInt()
imgHeight = bs.readUInt()
bs.seek(dataOffset)
data = bs.readBytes(bs.getSize() - bs.tell())
data = rapi.imageDecodeRaw(data, imgWidth, imgHeight, "b5 g6 r5")
texList.append(NoeTexture(rapi.getInputName(), imgWidth, imgHeight, data, noesis.NOESISTEX_RGBA32))
return 1(But without daemon1's "565" hint it would have led me to nowhere.
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
- Henchman800
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Re: ...is this the uncrackable one?? (.za and .za2)
Wow!!!
Thank you for the noesis script shakotay2!
Imma Test it later today
This Tipp really did the trick ^^
EDIT:
The script works super well! Opens and reads almost every texture correct:

I noticed, that stuff like fonts, effects and sprite animations seem to be exported with a wrong palette or wrong colors:

Thank you for the noesis script shakotay2!
Imma Test it later today
Yes! I had a friend helping me with the textures....so we sat there and tried a few things (this is how i came up with the 2 kramphed variants)
This Tipp really did the trick ^^
EDIT:
The script works super well! Opens and reads almost every texture correct:

I noticed, that stuff like fonts, effects and sprite animations seem to be exported with a wrong palette or wrong colors:

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Re: ...is this the uncrackable one?? (.za and .za2)
I'm not a "palette fan".
You may try out this swapping, though:
data = rapi.imageDecodeRaw(data, imgWidth, imgHeight, "r5 g6 b5")
(If it doesn't work, you need to search for the palette table and use it.)
You may try out this swapping, though:
data = rapi.imageDecodeRaw(data, imgWidth, imgHeight, "r5 g6 b5")
(If it doesn't work, you need to search for the palette table and use it.)
Bigchillghost, Reverse Engineering a Game Model: viewtopic.php?f=29&t=17889
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
extracting simple models: viewtopic.php?f=29&t=10894
Make_H2O-ForzaHor3-jm9.zip
"You quoted the whole thing, what a mess."
- Henchman800
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Re: ...is this the uncrackable one?? (.za and .za2)
I tried every combination ob rgb/565 possible...sadly without success.
I started out with your swap though, and it gave me this:

Re: ...is this the uncrackable one?? (.za and .za2)
Thanks for all the info guys! I posted a tutorial on textures on youtube. Now we just need to find how to rip models. BTW just saw deaddy on texture resource
- Henchman800
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Re: ...is this the uncrackable one?? (.za and .za2)
Can you post a link? So people in the future have easy access
....I wonder who could've done that.....BTW just saw deaddy on texture resource
Re: ...is this the uncrackable one?? (.za and .za2)
https://www.youtube.com/watch?v=BADPA4_ ... p1w03c010c
Oh, just realized you were guy commenting
Oh, just realized you were guy commenting
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Re: ...is this the uncrackable one?? (.za and .za2)
As far as models go, daemon1 already extracted them:
I might give it another try with hex2obj. But since most character models have alot of submeshes it requires reading alot of different vertex start adresses. Here are the .zm files (and .zm2 ?)for:
-Maries Axe
-Final Boss Character Model
-Acid Bottle (should be simple)

So maybe you can give it a try yourself.
....or somebody skilled blesses us with a script
However I cannot..... :-/
I might give it another try with hex2obj. But since most character models have alot of submeshes it requires reading alot of different vertex start adresses. Here are the .zm files (and .zm2 ?)for:
-Maries Axe
-Final Boss Character Model
-Acid Bottle (should be simple)

So maybe you can give it a try yourself.
....or somebody skilled blesses us with a script
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Re: ...is this the uncrackable one?? (.za and .za2)
So, I've tried running the GAME.EXE like he said, but I have found it is 16 bit and cannot run on my Windows 10. Can you open it? It was extracted with everything else so . . . .ZM are model raw data. Coordinates, normals, then faces with all UVs. As you could see, i made a test to check them, but it requires reading model infos from the GAME.EXE
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daemon1
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Re: ...is this the uncrackable one?? (.za and .za2)
You dont have to run the exe. You just need to take submesh tables for each model. Number of faces/vertices etc. Since its hardcoded into it, i dont think theres a way to do this automatically. I can give a few examples where they are if you cant find them yourself.
