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360 Bayonetta
Posted: Fri Oct 09, 2009 6:09 pm
by chrrox
The contents of this post was deleted because of possible forum rules violation.
Re: 360 Bayonetta
Posted: Sun Oct 18, 2009 5:34 pm
by aluigi
*script removed because doesn't support the compressed files*
Re: 360 Bayonetta
Posted: Sun Oct 18, 2009 9:55 pm
by hcs
cpk_unpack in my utf_tab suite (
http://hcs64.com/vgm_ripping.html) handles the .cpk files in the Bayonetta demo, including the compressed ones (though as of utf_tab 0.3 the decompression is ridiculously slow).
I just found my way over here finally, awesome to see aluigi's scripty thing, that'll come in handy in the future!
Re: 360 Bayonetta
Posted: Sun Oct 18, 2009 11:35 pm
by chrrox
is there any way to optimize the extraction of these files it tales about 1 hour per 100mb to extract currently on a 3.2 core 2 duo.
Thanks for the extraction of the files tough

Re: 360 Bayonetta
Posted: Mon Oct 19, 2009 12:14 am
by hcs
utf_tab 0.4 (which has cpk_unpack 0.3) now decompresses into memory, lots faster. Tested on Mario & Sonic Winter Games Wii, I don't have the Bayonetta stuff around anymore.
Re: 360 Bayonetta
Posted: Mon Oct 19, 2009 12:29 am
by chrrox
Thank you so much it is about 1,000 x faster

Re: 360 Bayonetta
Posted: Mon Oct 19, 2009 2:38 am
by chrrox
Sorry to double post I will work on a 3d model converter for this game I already see the format clearly.
The only problem I have is how to I do endian swaps with floats in max script can someone help me with this please.
Here is a crude .dat extractor
it will extract the individual parts of the dat files without names.
Code: Select all
get IDSTRING long
endian big
get FILES long
goto 0x20
math j == FILES
math j -= 1
for i = 0 < FILES
MAth NAME1 += 1
get OFFSET LONG
SAVEPOS OFF
get OFFSET2 long
goto OFF
MATH SIZE == OFFSET2
print "%SIZE%"
MATH SIZE -= OFFSET
print "%SIZE%"
if i = j
goto -1
savepos SIZE
print "%SIZE%"
MATH SIZE += 1
MATH SIZE -= OFFSET
log NAME OFFSET SIZE
else
LOG NAME1 OFFSET SIZE
endif
next i
the BMW files appear to be the meshes
Re: 360 Bayonetta
Posted: Mon Oct 19, 2009 10:56 am
by aluigi
why not you change the following:
Code: Select all
goto -1
savepos SIZE
print "%SIZE%"
MATH SIZE += 1
with the most simple:
Re: 360 Bayonetta
Posted: Sun Oct 25, 2009 4:12 pm
by chrrox
Yes those commands would be better it was late at night I was not thinking very well

I will update the extractor script to support names when I get a chance.
Some progress

Re: 360 Bayonetta
Posted: Mon Oct 26, 2009 12:56 am
by pixellegolas
http://platinumgames.com/2009/04/24/modeling-bayonetta/
a small article from the character designer behind bayonetta
Re: 360 Bayonetta
Posted: Thu Oct 29, 2009 12:44 pm
by fatduck
This one extract all resource in dat file beautifually!
Code: Select all
# Game: Bayonetta First Climax (X360)
# by Fatduck Oct 2009
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
endian big
idstring "DAT\0"
get NUMRES long
get OFSRESLIST long
get OFSRESTYPELIST long #no needed
get OFSRESNAMELIST long
get OFSSIZERESLIST long
goto OFSRESNAMELIST
get STGLEN long
savepos OFSRESNAMELIST
for i = 0 < NUMRES
goto OFSRESLIST
get OFSRES long
savepos OFSRESLIST
goto OFSRESNAMELIST
getdstring RESNAME STGLEN
savepos OFSRESNAMELIST
goto OFSSIZERESLIST
get SIZERES long
savepos OFSSIZERESLIST
log RESNAME OFSRES SIZERES
next i
PS: the textures are in xpr which use common swizzling method across Xbox
Re: 360 Bayonetta
Posted: Tue Dec 08, 2009 9:51 am
by fireninja
there are progress on model converter

Re: 360 Bayonetta
Posted: Fri Jan 01, 2010 4:03 am
by chrrox
The contents of this post was deleted because of possible forum rules violation.
Re: 360 Bayonetta
Posted: Sat Jan 02, 2010 1:58 am
by chrrox
aluigi has implemented cpk compression in bms and along with it has sped up extraction by 10,000,000% and it now supports folders.
his bms script is here
http://aluigi.org/papers/bms/cpk.bms
and the newest version of quickbms is needed also which can be found here
http://aluigi.org/papers.htm#quickbms
Re: 360 Bayonetta
Posted: Sat Jan 02, 2010 5:11 pm
by fireninja
if .wmb files is the meshe,and .wtb the textures,how i can import them in 3dsmax ?