G3T Textures PSP Harvest Moon - Resource.bin [SOLVED]

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Zerox
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G3T Textures PSP Harvest Moon - Resource.bin [SOLVED]

Post by Zerox » Thu Feb 24, 2011 7:58 pm

Hello everyone, I have what may be a more unique request. I have extracted a file called "Resource.bin" from the iso of the psp game, Harvest Moon: Hero of Leaf Valley. Upon looking in a hex editor I have found several TM2 strings and this has lead me to believe that the textures inside may very well be TM2 textures.

I don't particularly care about the 3D models and reverse engineering their format, but I would love it if I could extract the the textures to use as a base for models I already have. I currently have been using screenshots to try to texture the models but this is proving to be a long and tedious process.

Image

So if anyone could help me with extracting the textures from this I would really appreciate it, even if the extractor is just a QuickBMS script that is quite alright by me.

Thank you for any help you could provide me with.

Here's the link to the Resource.bin file: http://ifile.it/8xc2duh/resource.bin
Last edited by Zerox on Thu Mar 03, 2011 12:21 am, edited 2 times in total.

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Re: Help Me Extract TM2 Textures PSP HarvestMoon - Resource.

Post by SkyBladeCloud » Tue Mar 01, 2011 6:31 pm

hum.. Hadn´t seen this message before, but, that file uses the exact same packageing structure than the "resource.bin" file from dragoneer´s aria.

I made a decompiler+imagedecoder+text decoder+recompiler for a spanish traslation project, you may download it @ my blog along with the explanation for all.

Note that some g3t images (bitmaps) use 16 bit colors, while in dragoneer´s aria they are allways 32 bit (my tool doesn´t suppoert them...*yet*, anyway IIRC, in harvest moon textures are 32 bit)

Anyway, here is the link (spanish, use the download link for "Extractor de BIN"):

http://skybladecloud.wordpress.com/drag ... omhakcing/
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Re: Help Me Extract TM2 Textures PSP HarvestMoon - Resource.

Post by Zerox » Wed Mar 02, 2011 5:39 pm

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Re: G3T Textures PSP HarvestMoon - Resource.bin

Post by SkyBladeCloud » Wed Mar 02, 2011 6:56 pm

indeed, those examples are 16-bit textures...
Ive been quite busy latelly, but im plannig to add 16 bit support (they should be RGB656 LE images, I guess), let´s see what can I do...
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Re: G3T Textures PSP HarvestMoon - Resource.bin

Post by Zerox » Wed Mar 02, 2011 8:09 pm

Well I'll wait patiently and be fully understanding if you don't ever get around to it. Thanks.

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Re: G3T Textures PSP HarvestMoon - Resource.bin

Post by SkyBladeCloud » Wed Mar 02, 2011 8:14 pm

Easy, they are ARGB 1555 LE images, but for some reason, textures have some ugly green edgen in certain spots when i decode them... huhm....
The rest seem to be perfect...
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Re: G3T Textures PSP HarvestMoon - Resource.bin

Post by Zerox » Wed Mar 02, 2011 8:19 pm

Oh hey that's great news! Glad to hear things are actually going quite well. Guess it might now be such a long wait after all. 8)

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Re: G3T Textures PSP HarvestMoon - Resource.bin

Post by SkyBladeCloud » Wed Mar 02, 2011 8:35 pm

Hell yeah! I found the green spot bug!! ^_^
I´ll compile the new version and upload it in some minutes...
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Re: G3T Textures PSP HarvestMoon - Resource.bin

Post by Zerox » Wed Mar 02, 2011 8:42 pm

Sir I salute you! I couldn't have even dreamed you'd figure it out so fast! :mrgreen:

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Re: G3T Textures PSP HarvestMoon - Resource.bin

Post by SkyBladeCloud » Wed Mar 02, 2011 8:44 pm

Alright, I uploaded the link @ my blog, so download it again and try, I know it works with the files you posted, but there could be 24 bit textures too (IDK... maybe...), so if it trows another error, or I broke anything, let me know and I´ll fix it. Regards:

Sky
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Re: G3T Textures PSP HarvestMoon - Resource.bin

Post by Zerox » Wed Mar 02, 2011 9:36 pm

Eiffel 65 anyone?

Image

I must say it works fantastically! The textures are marked as having been swizzled which is why it's in blue tones and such I'd guess. But even so it will be much easier to recolor these textures from this than to do screenshot copy and pastes. Thanks!

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Re: G3T Textures PSP HarvestMoon - Resource.bin

Post by shadowmoy » Wed Mar 02, 2011 9:46 pm

you can also use xnview to swap color rgb->bgr or else i think it is just an simple error of byte swap before exporting
_-=<(¯`·._.·[ CodeMan ]·._.·´¯)>=-_

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Re: G3T Textures PSP Harvest Moon - Resource.bin [SOLVED]

Post by Zerox » Thu Mar 03, 2011 12:26 am

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Re: G3T Textures PSP Harvest Moon - Resource.bin [SOLVED]

Post by jaden » Thu Mar 03, 2011 2:30 am

wow
this is great zerox

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Re: G3T Textures PSP HarvestMoon - Resource.bin

Post by SkyBladeCloud » Thu Mar 03, 2011 10:44 am

Zerox wrote:Eiffel 65 anyone?

Image

I must say it works fantastically! The textures are marked as having been swizzled which is why it's in blue tones and such I'd guess. But even so it will be much easier to recolor these textures from this than to do screenshot copy and pastes. Thanks!

LOOOL OKOK, i actually have a function in my code called "swpColors()" to do that, but I thought they 16 bit images were ARGB, but from what you say, they are ABGR. (no big deal, I´ll fix it later).

Anyway, Im glad it worked, and I have a question: Did you actually make a maxscript to get the 3D models? Or are them custom-made by yourself? Cos I´m trying to learn 3D mapping and it seems impossible for me... (I even tryied to map the g3d format, for my Dragoneer´s Arie project, and I was unable (-_-")) And I hope you could teach me something about it.... Indeed the model you posted is perfect, and yes, more of them would help me to learn ^_^... Thanks:

Sky

UPDATE: Updated the link in my blog with the lastest version, that shows correct colors with 16bit images too.
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