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[X360] Star Ocean The Last Hope

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nightFlarer
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[X360] Star Ocean The Last Hope

Post by nightFlarer »

Hi, just making a request here, hoping someone will help me.

I want to rip the models from this game, in the disc there are two 2-3.5gig .bin files and the default.xex file. I have done some searching for information and the only thing I've found was a bms script for .slz files, which I'm assuming is inside these bin files.

I've cut the first 256000 bytes of both of the .bins with Watto's file cutter as the one in the tool blog didn't work for me. The following link is a zip with both cut .bin files and the default.xex

* snip *

Hope someone can help :)
Last edited by Mr.Mouse on Thu May 17, 2012 1:40 pm, edited 1 time in total.
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Re: [X360] Star Ocean The Last Hope

Post by aluigi »

http://aluigi.org/papers/bms/slz.bms

it works with both single SLZ files and the whole PACK archives
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Re: [X360] Star Ocean The Last Hope

Post by nightFlarer »

Hmmm, I'm probably not doing this right.

I've tried the script on soz0.bin and no files were extracted. I tried it on soz1.bin, and it extracted a bunch of .xbcompress files and two .unslz files.
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Re: [X360] Star Ocean The Last Hope

Post by aluigi »

because soz0 is not a slz/pack file
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Re: [X360] Star Ocean The Last Hope

Post by nightFlarer »

so soz1 is a slz/pack file? what do I do with those .xbcompress and .unslz files that were extracted? They only total up to 78kb.
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Re: [X360] Star Ocean The Last Hope

Post by aluigi »

yes soz1 is a classical pack archive.
the files with the xbcompress extension must be unpacked with the xbdecompress tool (xbox sdk: xbdecompress.exe filename) while for those with the unslz extension are already unpacked
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Re: [X360] Star Ocean The Last Hope

Post by nightFlarer »

Thanks, it kinda looks like I'm getting somewhere. I'm using xbdecompress 7645 to decompress some of the files and it looks like its working, changing from a few bytes to a few kilobytes. But I still think it's not extracting properly, it has only extracted 14 files, and it's only 70kb.

It's listed like this:
0.xbcompress
1.unslz
2.unslz
3.xbcompress
and continues the pattern all the way down to 13.xbcompress

So it only gives me 12 xbcompress files and 2 unslz files and they're all small compared to the soz1 file which is 2.38gig.
Is there something I'm missing/doing wrong here?
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Re: [X360] Star Ocean The Last Hope

Post by chrrox »

the script does work you just need to seperate the pac files its really a game thats more trouble then its worth.

Code: Select all

endian BIG
#locate first header
findloc RES_START string "PACK\0"
goto RES_START
savepos RES_START
math FILES += 0xFFF

for i = 0 < FILES
math NAME += 1
savepos OFFSET
getdstring BRES 0xC
get SIZE long
string NAME += ".PACK"
log NAME OFFSET SIZE
findloc RES_START string "PACK\0"
goto RES_START

next i

Code: Select all

endian big
idstring "PACK"
get unk01 long
get FILES long
get totalsize long
get NAME1 basename
for i = 0 < files
math counter += 1
string NAME += COUNTER
get unk02 long
get unk03 long
get size long
get offset long
log NAME offset size
set NAME string NAME1
next i
and after that you still need to run xbe decompress
then the model format is .asf
and that is also like a container.
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Re: [X360] Star Ocean The Last Hope

Post by nightFlarer »

heh I see what you mean, I've got files all over the place now. But I really want to see this through.

Now I think I'm doing it right now.
First I have extracted the PACK files out of soz1.bin with the first script you've posted, I got about 700 PACK files from that. Then I used aluigi's slz script on the biggest PACK file (which was around 40meg), that extracted a bunch of .xbcompress and .aac files. I took 0.xbcompress and decompressed it, checked it in a hex editor and it had the ASF header. So I guess it's safe to say that this file is a model/container?

Do you have a Max script for the ASF or something? and what do I use the second script you posted on?
Thanks for your time and help!
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Re: [X360] Star Ocean The Last Hope

Post by nightFlarer »

I'm gonna post a ASF sample, see if anyone wants to have a crack at it.
http://www.sendspace.com/file/clzubd

I've already decompressed it, so ignore the .xbcompress file extension. The header says ASF, which should be the model/container format as Chrrox had said and it looks like it has textures in it as well (.AIF?).
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Re: [X360] Star Ocean The Last Hope

Post by chrrox »

I very quickly maped out the basic format info

Code: Select all

ao__ - ao__ section Master header
AIF  - AIF  section textures

ml__ - Material info
used size long
null long
total size long
subid mats long
size of mats long
null long
null long

bnpl - bnpl section

mess -- total info about mesh section
used size long
null long
total sect size long
unk1 long
unk2 long
unk3 long
null long

bnpi - bnpi section

idxl - Face section
vertex size long
null long
total section size long
start offset of first face

vlas - vertex section
vertex size long
null long
null long
null long
unk long
vert size short
null short
start offset of first VERT

rl__ - rl__ section / textures / material


tree - master bone info
attr - boneheader/ bones
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Re: [X360] Star Ocean The Last Hope

Post by chrrox »

Here is a sample
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Re: [X360] Star Ocean The Last Hope

Post by nightFlarer »

Whoa, nice.

How did you find the character files, the last thing I remember is that there were a lot of files and folders that had no extensions, and had only numbers for file names.
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Re: [X360] Star Ocean The Last Hope

Post by chrrox »

None of that changed. This is just the sample file he posted. the asf files contain a model and anything needed by that model like textures. The costumes and faces seem to be seperated also.
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Re: [X360] Star Ocean The Last Hope

Post by nightFlarer »

Oh, is that the file I posted a long time ago?
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