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Re: PS3 Hyperdimension Neptunia MKII
Posted: Tue Dec 13, 2011 8:54 am
by howfie
If you have the limited edition, we need to see some sample files. What files are in the game's root directory? CPK? If so, it's the same and you must use HCS's CPKEXTRACT tool to extract the ISM2 files. Also, for a PS3, you must know how to dump and unencrypt PS3 files. Check psx-scene for more info. There are also less honorable options if desperate. Figure it out.
Re: PS3 Hyperdimension Neptunia MKII
Posted: Tue Dec 13, 2011 10:52 pm
by kotakoni
howfie wrote:If you have the limited edition, we need to see some sample files. What files are in the game's root directory? CPK? If so, it's the same and you must use HCS's CPKEXTRACT tool to extract the ISM2 files. Also, for a PS3, you must know how to dump and unencrypt PS3 files. Check psx-scene for more info. There are also less honorable options if desperate. Figure it out.
I've tried to do this, and I even have a computer that allows BDs to be ripped/extracted. I've tried a ton of PS3 extract tools already, but it just doesn't want to work. I've basically become desperate, because I've gone through so much already to extract the models, but nothing's worked so far. I've even requested that people rip them for me, but to no avail.
Re: PS3 Hyperdimension Neptunia MKII
Posted: Tue Dec 13, 2011 11:30 pm
by howfie
I know I saw your post on the tr forum. What version of the game do you have. It is not possible for them to haved locked it due to my extractor. I think the limited release was already out. Need screen capture of what's in your ps3game directory where all the files are.
Re: PS3 Hyperdimension Neptunia MKII
Posted: Tue Dec 13, 2011 11:32 pm
by howfie
I also think aluigi has an updated script to handle large cpk files.
Re: PS3 Hyperdimension Neptunia MKII
Posted: Wed Dec 14, 2011 3:38 am
by kotakoni
howfie wrote:I also think aluigi has an updated script to handle large cpk files.
I'll try this script before going any further. I'm truly desperate to get these models. ;_; Especially Uni, Neptune, Black sister, and Purple Sister.
Re: PS3 Hyperdimension Neptunia MKII
Posted: Fri Feb 24, 2012 7:54 pm
by RandomTBush
Apologies for the two-month bump, but I do feel there are a few things that should be looked into.
1. In the "Chara" folder -- 022, 023, 027, 032, 052, 057, 087, 088 and 159 don't convert with the latest program (but do with the older one), and give the following error:
Code: Select all
Parent bone not found.
An error occurred while reading the file.
Those are the only things (other than the maps, which I haven't tested yet) that don't export using the script.
2. Is it just me, or do the bones with no rigging applied to them make the rigging screwed up in Layout (and when exporting them to an FBX file)? Manually removing the unrigged bones from the *_bones.ls file seems to fix that problem, which is quite unusual.
3. The "brow_00", "eyelid_00", "mouth_00" and "pupil_00" textures are really,
really screwy. Any way to get them to show up properly? Best I've been able to get is something like this:

Re: PS3 Hyperdimension Neptunia MKII
Posted: Fri Feb 24, 2012 9:19 pm
by howfie
Yes,some of the textures are screwy. I never was able to figure out why but I've been meaning to go back and redo all of the games I've ripped. This was like the second game I ripped and it's not as complete as I want it to be. My new ripper now exports directly to lwo for which I am testing it with onechanbara. I am far from home and only have access to blender on a laptop that only supports opengl 1.2 so I can't look into the problems at least until saturday.
Re: PS3 Hyperdimension Neptunia MKII
Posted: Tue Feb 28, 2012 8:18 pm
by RandomTBush
((This post had a link to a texture file from the game, but it got trimmed.))
Re: PS3 Hyperdimension Neptunia MKII
Posted: Thu Mar 08, 2012 10:07 pm
by User1608
Is there any chance of converting the other .tid images (like the character sprites used in the status menu)?
Re: PS3 Hyperdimension Neptunia MKII
Posted: Fri Mar 09, 2012 3:54 am
by RandomTBush
User1608 wrote:Is there any chance of converting the other .tid images (like the character sprites used in the status menu)?
They seem to be just 32-bit RGBA images, which you can view (with the right settings) in a program such as TiledGGD.

Re: PS3 Hyperdimension Neptunia MKII
Posted: Fri Mar 09, 2012 11:30 am
by User1608
RandomTBush wrote:User1608 wrote:Is there any chance of converting the other .tid images (like the character sprites used in the status menu)?
They seem to be just 32-bit RGBA images, which you can view (with the right settings) in a program such as TiledGGD.

You're right. Thanks a bunch!
Re: PS3 Hyperdimension Neptunia MKII
Posted: Fri Mar 23, 2012 1:08 am
by RandomTBush
This was
NOT fun to repair.
Before:
After:

Neptune's pupil textures, unscrambled... without its alpha channel because of the way I did so (manually in Paint Shop Pro 7, took me a good two hours). Now I just need a way to both explain how it's done, and find a program or whatever to unscramble those bloody textures because I really don't want to waste my time doing so manually...
(EDIT: Oh, god. I just realized how the textures are stored... Heavy Weapons Guy was right --
it is just stacking! Basically, stack the image as 2x2 tiles, then 4x4 tiles, then 8x8, then 16x16, 32x32, 64x64, 128x128, 256x256 and finally 512x512! Now how would I go about converting that easily...?)
(EDIT 2: So, yeah. The bytes need to be converted from this:
Code: Select all
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F
20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F
30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F
40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4D 4E 4F
50 51 52 53 54 55 56 57 58 59 5A 5B 5C 5D 5E 5F
60 61 62 63 64 65 66 67 68 69 6A 6B 6C 6D 6E 6F
70 71 72 73 74 75 76 77 78 79 7A 7B 7C 7D 7E 7F
80 81 82 83 84 85 86 87 88 89 8A 8B 8C 8D 8E 8F
90 91 92 93 94 95 96 97 98 99 9A 9B 9C 9D 9E 9F
A0 A1 A2 A3 A4 A5 A6 A7 A8 A9 AA AB AC AD AE AF
B0 B1 B2 B3 B4 B5 B6 B7 B8 B9 BA BB BC BD BE BF
C0 C1 C2 C3 C4 C5 C6 C7 C8 C9 CA CB CC CD CE CF
D0 D1 D2 D3 D4 D5 D6 D7 D8 D9 DA DB DC DD DE DF
E0 E1 E2 E3 E4 E5 E6 E7 E8 E9 EA EB EC ED EE EF
F0 F1 F2 F3 F4 F5 F6 F7 F8 F9 FA FB FC FD FE FF
to this:
Code: Select all
00 02 08 0A 10 12 18 1A 40 42 48 4A 50 52 58 5A
01 03 09 0B 11 13 19 1B 41 43 49 4B 51 53 59 5B
04 06 0C 0E 14 16 1C 1E 44 46 4C 4E 54 56 5C 5E
05 07 0D 0F 15 17 1D 1F 45 47 4D 4F 55 57 5D 5F
20 22 28 2A 30 32 38 3A 60 62 68 6A 70 72 78 7A
21 23 29 2B 31 33 39 3B 61 63 69 6B 71 73 79 7B
24 26 2C 2E 36 36 3C 3E 64 66 6C 6E 74 76 7C 7E
25 27 2D 2F 35 37 3D 3F 65 67 6D 6F 75 77 7D 7F
80 82 88 8A 90 92 98 9A C0 C2 C8 CA D0 D2 D8 DA
81 83 89 8B 91 83 99 9B CA C3 C9 CB D1 D3 D9 DB
84 86 8C 8E 94 96 9C 9E C4 C6 CC CE D4 D6 DC DE
85 87 8D 8F 95 97 9D 9F C5 C7 CD CF D5 D7 DD DF
A0 A2 A8 AA B0 B2 B8 BA E0 E2 E8 EA F0 F2 F8 FA
A1 A3 A9 AB B1 B3 B9 BB E1 E3 E9 EB F1 F3 F9 FB
A4 A6 AC AE B4 B6 BC BE E4 E6 EC EE F4 F6 FC FE
A5 A7 AD AF B5 B7 BD BF E5 E7 ED EF F5 F7 FD FF
in order for those textures to be proper, with one "byte" referencing to a pixel (4 bytes -- ARGB).)
(EDIT 3: And
here's the same texture I showed earlier, now with 100% less jumble.)
Re: PS3 Hyperdimension Neptunia MKII
Posted: Tue Mar 27, 2012 3:32 am
by howfie
wow that is one fucked up texture format lol. i am currently working on the USA version of this game now. there are a few more texture formats in this game than in the JAP version. these messed up ones are of type 0x54494487. i'll see what i can do.
Re: PS3 Hyperdimension Neptunia MKII
Posted: Tue Mar 27, 2012 8:20 am
by MrAdults
MrAdults wrote:One of the most common forms of "swizzling" (twiddling!) you'll find comes from storing pixels or blocks in Morton coordinates.
Code: Select all
from inc_noesis import *
def registerNoesisTypes():
handle = noesis.register("Test hack", ".tid")
noesis.setHandlerTypeCheck(handle, noeCheckGeneric)
noesis.setHandlerLoadRGBA(handle, tidLoadRGBA)
return 1
def tidLoadRGBA(data, texList):
if noesis.getAPIVersion() < 35:
print("ERROR: This script is not compatible with your version of Noesis! UPGRADE!")
return 0
w = noeUnpack(">i", data[68:72])[0]
h = noeUnpack(">i", data[72:76])[0]
data = data[128:]
untwid = bytearray()
for x in range(0, w):
for y in range(0, h):
idx = noesis.morton2D(x, y)
untwid += data[idx*4:idx*4+4]
untwid = rapi.imageDecodeRaw(untwid, w, h, "a8r8g8b8")
texList.append(NoeTexture("hacktex", w, h, untwid, noesis.NOESISTEX_RGBA32))
return 1

Fancy that.

Re: PS3 Hyperdimension Neptunia MKII
Posted: Tue Mar 27, 2012 8:28 am
by howfie
awesome. thanks. i will add that to my library... a fixed version of my texture extractor ought to be ready in a bit... man, why do they do fucked up shit like that lol?