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Final Fantasy Type0 PSP Demo files

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LUBDAR
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Final Fantasy Type0 PSP Demo files

Post by LUBDAR »

Hey Team, I'm not sure if I should have posted this here or in the NOESIS area...

I'm new and still learning, so please bear with me. I've come across various .RAW files from Type-0, and wasn't sure how to look into them using NOESIS or any other viewer. A couple years ago, I was using Mr. Adults mesh2rdm to look at the .raw files from ff7crisis core, and thought that this would be similar. To my chagrin it was not the same.
The folder with all the .RAWs was rather large, but I've posted a couple of the files of different sizes.

I used NOESIS to open the "yellow.pkg" which extracted the files into the following folders.

audio (contains 294 .sscf files)
other (contains 890 .raw files)
video (contains 7 .psmf files)




Any help would be greatly appreciated.
Thanks for your time - LUBDAR
Last edited by LUBDAR on Mon Aug 22, 2011 6:12 am, edited 1 time in total.
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Re: Final Fantasy Type0 PSP Demo files

Post by Vash »

could you link me some tool to unpack the PSAR file you obtain after the extraction of the PBP please?
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Re: Final Fantasy Type0 PSP Demo files

Post by LUBDAR »

Here is what I used

http://pspslimhacks.com/eboot-2-iso-1-1-converter/

however I don't think it works consistently.
Last edited by LUBDAR on Mon Aug 22, 2011 6:12 am, edited 1 time in total.
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Re: Final Fantasy Type0 PSP Demo files

Post by DOTAPRINCE »

I wonder how the models are encrypted in it :?:
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Re: Final Fantasy Type0 PSP Demo files

Post by Truthkey »

I'm also interested in text files, some people seem to have been able to extract some text from the game but I don't know how since the game doesn't seem to use any regular encoding such as Shift-jis or UTF-8/16.
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Re: Final Fantasy Type0 PSP Demo files

Post by Falo »

DOTAPRINCE wrote:I wonder how the models are encrypted in it :?:
All files are unencrypted, don't know how model files work, textures are custom gim files with external palette.
Truthkey wrote:I'm also interested in text files, some people seem to have been able to extract some text from the game but I don't know how since the game doesn't seem to use any regular encoding such as Shift-jis or UTF-8/16.
The Game uses SHIFT-JIS tables for Debug messages, UTF-8 for system messages, some other files also uses UTF-8 but i think the ingame text is a custom font inside the map files
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Re: Final Fantasy Type0 PSP Demo files

Post by Truthkey »

Falo wrote:
DOTAPRINCE wrote:I wonder how the models are encrypted in it :?:
All files are unencrypted, don't know how model files work, textures are custom gim files with external palette.
Truthkey wrote:I'm also interested in text files, some people seem to have been able to extract some text from the game but I don't know how since the game doesn't seem to use any regular encoding such as Shift-jis or UTF-8/16.
The Game uses SHIFT-JIS tables for Debug messages, UTF-8 for system messages, some other files also uses UTF-8 but i think the ingame text is a custom font inside the map files
What? But I have searched for text myself using all those encoding and I didn't find even a single word.

EDIT: Nevermind...
Still, if in-game text is not translatable it ruins all the fun for me xD
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Re: Final Fantasy Type0 PSP Demo files

Post by MrAdults »

Image
Same format as T3B. Noesis already supports it if you just make up a t3b .pack header, but next release will support it natively.

Also Noesis already supports extracting the archives from the game as-is.
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Re: Final Fantasy Type0 PSP Demo files

Post by DOTAPRINCE »

MrAdults wrote:Image
Same format as T3B. Noesis already supports it if you just make up a t3b .pack header, but next release will support it natively.

Also Noesis already supports extracting the archives from the game as-is.
Wow this is awesome :O
So to view those models, we need to change some of the files contents?
Anyway what is the exact file format for them?
And Noesis will be able to support the model format in its next release? Then that's good news :)
Thanks Mr.Adults :)
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Re: Final Fantasy Type0 PSP Demo files

Post by Aurangzeb56 »

MrAdults wrote:Image
Same format as T3B. Noesis already supports it if you just make up a t3b .pack header, but next release will support it natively.

Also Noesis already supports extracting the archives from the game as-is.
Can you tell me how to make the t3b .pack header?Since when i ripped the files from USRDIR and renamed to 3rd,pkg and .fsd and used Noesis to extract it's contents,i go tvideo,audio and other folder.Didn't got any folder with models in it. :/
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Re: Final Fantasy Type0 PSP Demo files

Post by chrrox »

Just wait a little bit he will release it soon.
He has a very bug surprise in store for everyone in noesis.
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Re: Final Fantasy Type0 PSP Demo files

Post by DOTAPRINCE »

Ok I see, can't wait for the next version :P
I wonder when will it be XD
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Re: Final Fantasy Type0 PSP Demo files

Post by Falo »

works ^^
http://www.imagebanana.com/view/8zvvd5sj/King.jpg

pack header is a 128 Byte header:

4 Byte = "pack"
4 Byte = 0xC // Headersize ?
4 Byte = Model Size
4 Byte = Modelstart (0x80)
112 Byte = 00

//edit
some model files are inside the mot and map files,

a quick written bms script:

Code: Select all

get numFiles long
get unk1 long
get unk2 long
GetDString Name 12

for x = 1 to numFiles
GetDString ext 4
get Offset long
get unk3 byte
get Size THREEBYTE

if Size > 0
set FileName Name
string FileName += "."
string FileName += ext

log FileName Offset Size
endif

next x
*.mdls files are the models + a 48 Byte header,
just delete the header, add a pack header and noesis can open them

to identify a mot or map file, open a raw file in hex editor and you should see something like this:
"mot_s_siva_" or "map_mto05_0"

//edit2:

i think i identified the text files, they have the "ATELY" header (*.lang extension), but don't know the encoding, some custom UTF16 stuff.
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Last edited by Falo on Tue Aug 16, 2011 9:45 pm, edited 1 time in total.
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Re: Final Fantasy Type0 PSP Demo files

Post by ultimaespio »

From what I've seen, it uses ATEL and GT formats that Crisis core use, just with an extra header. If you delete that, you can view them in Koral's old viewer.
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Re: Final Fantasy Type0 PSP Demo files

Post by DOTAPRINCE »

Falo wrote:works ^^
http://www.imagebanana.com/view/8zvvd5sj/King.jpg

pack header is a 128 Byte header:

4 Byte = "pack"
4 Byte = 0xC // Headersize ?
4 Byte = Model Size
4 Byte = Modelstart (0x80)
112 Byte = 00

//edit
some model files are inside the mot and map files,

a quick written bms script:

Code: Select all

get numFiles long
get unk1 long
get unk2 long
GetDString Name 12

for x = 1 to numFiles
GetDString ext 4
get Offset long
get unk3 byte
get Size THREEBYTE

if Size > 0
set FileName Name
string FileName += "."
string FileName += ext

log FileName Offset Size
endif

next x
*.mdls files are the models + a 48 Byte header,
just delete the header, add a pack header and noesis can open them

to identify a mot or map file, open a raw file in hex editor and you should see something like this:
"mot_s_siva_" or "map_mto05_0"

//edit2:

i think i identified the text files, they have the "ATELY" header (*.lang extension), but don't know the encoding, some custom UTF16 stuff.
How do you do this actually? I want to know how to get the model files :D
Or can you send them to me?
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