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Everything posted by Nanashi3

  1. Hi, https://github.com/3licie/majiro-tools maybe? They're fairly old. Edit: see also http://lolex.org/lightpath/lp-5/ for some details of the mjo format (if the mjo header matches "MajiroObjX1.000") Python implementation (produces .dec and .txt) https://github.com/regomne/chinesize/tree/master/Majiro/parser C implementation (produces .dec and .script.txt) http://wiki.wareya.moe/Majiro (https://gist.github.com/wareya/515480aea76e34a628e1e5fb46acd1bf, https://gist.github.com/wareya/cecf091068008916345b6a3b3b4c60ea)
  2. Hello there, The engine is WillPlus/AdvHD, so you'll have best luck looking for compatible tools (Pulltop) There are numerous people who worked on both scenario (retranslation) and graphics patches for If My Heart Had Wings (IMHHW) or koirizo DAT is probably just the extension for bitmap files. ARC is the extension for archives (but it is NOT required to repack modded files IIRC, you just put them in the EXE directory) [1] See thread and (WillPlus) [2] https://github.com/ZudoMC/AutoSpriter [3] https://github.com/Inori/FuckGalEngine/tree/master/AdvH
  3. Google fu gives this: https://sourceforge.net/projects/rlpaktool/ See also https://github.com/marcussacana/LucaSystem by @marcus-beta Edit: and in garbro https://github.com/morkt/GARbro/issues/325
  4. I don't think you will find anything already pre-made... This is Heat-soft & other sister brands, I guess the format is https://github.com/morkt/GARbro/blob/master/ArcFormats/Ipac/ArcIPAC.cs A header, 4-field entries... Fairly vanilla, unlike their games, if you ask me Code from crass #include <windows.h> #include <tchar.h> #include <crass_types.h> #include <acui.h> #include <cui.h> #include <package.h> #include <resource.h> #include <cui_error.h> #include <utility.h> #include <stdio.h> /* 接口数据结构: 表示cui插件的一般信息
  5. Well the tools are not perfect but after extracting the RES.Dat using the java tool cmd cd RES\script_charactor.dat ren *.gim *.gim.gz Extract those gz files using 7-zip for example: => AZU_1B.dat, etc. to YOKO_3L.dat are created. These are GPDA-headered files too but the java tool fails with a heap memory error. Tenoritool can split those but with the wrong extensions - the first files are textual configs [AZU_1B.0001.dat and AZU_1B.0002.dat] - The largest file, like the one you posted, is a GIM image [AZU_1B.0003.dat] - the rest are e
  6. Ok so it seems there was an unhandled case in the file parsing. I have compiled a new one for you @ https://github.com/mchubby/taiga-aisaka/releases (source changes at https://github.com/mchubby/taiga-aisaka/commit/14e066) The resulting files could be further processed by the SDK's GimConv (if you need to mod & convert back) and Gim Viewer http://hsreina.shadosoft-tm.com/display/post/56
  7. Try https://github.com/xyzz/taiga-aisaka Here is a precompiled copy with Java 8: https://mega.co.nz/#!7s90TQwD!JeRYuxxB62f9bt19RU_-mwYqX0eWgHwNAn0Uu4L8YTE Example usage: java -jar Gpda.jar res.dat Compilation howto: javac Gpda.java jar cfe Gpda.jar Gpda *.class Slightly modified to extract regardless of whether ".dat" is lowercase or not.
  8. You may download the v0.4 here: https://web.archive.org/web/20171201163843/https://tlwiki.org/index.php?title=File:Yuno_arctools.zip
  9. AFAICT it is an output parameter that is used to for the --repack corresponding command It produces such a file <archive> <header entriesCount="602" dataOffset="0x2f10"> <undecodedData>some base64 stuff</undecodedData> </header> <entries entriesCount="602"> <entry unknown0="0x1" offset="0xea0d0" size="0x940" unknown1="0x250dc57a"/> ... </entries> <files entriesCount="602"> <file offset="0x2f10" size="0x1f40" filename="file_0000.tm2" type="TM2"/> ... </files> </archive>
  10. Hi there, I had a Qt Gui kit lying on my computer https://mega.co.nz/#!L1UBCQ6T!P1B2hWNRuAoPsT4xjuHgs7Q_etfQUE04K9tK5n_kgUU It crashes on IMG extraction though :/
  11. <3 Thanks for the hard work, you rock.
  12. Does the following help? https://basicvntls.wordpress.com/koichoco-tools-and-file-info/
  13. Each .ypf archive has characteristics linked to a specific YU-RIS engine version. Refer to thread below, which mentions dsp2003's animed tool to extract those archives.
  14. Still OllyDBG 1, PPSSPP, IDA. Noteworthy: https://www.reddit.com/r/ReverseEngineering/comments/29rafa/breaking_spotify_drm_with_panda/ -- Uses a QEMU plugin called PANDA to record executed instructions and replay them. Apparently, the http://www.rrshare.org/ has shared captures including Win7 ones. IDA also has an x86 Bochs emulator, that may be useful for running small snippets, but I have no idea how to use it.
  15. Hey there @krofna, Dunno if you're reading this. It seems ios::binary is missing in WriteUnpack(). It doesn't really matter for Unices, but the cross-compiled exe you provided writes extra \x0d bytes. Out, Nanashi3~
  16. Yes indeed, the script merely dumps text and has no way to reconstruct. It is left as an exercise to the reader Unfortunately, I'm afraid my MIPS proficiency has rusted. delay slot etc. */me forgot it all* If you need a few pointers for PSP C+C, I gathered a few annotations when I browsed the eboot. Hopefully PPSSPP improved its debugging capabilities. Data symbols ptr_curSN 091D1700 g_nScripts 09A25CE0 ptrOpcode_ 09A41A70 << Instruction Pointer, should be useful for locating jumpsFunction symbols Lzss_decompress 08850F34 opcode_sub2b 088567D8 opcode_sub4b 08856854 OP00_0b 088568B0
  17. Hey there Scorp, if you only need the script for extraction, I released a set of python 3 scripts for dumping sn.bin archives (tested on a handful of psp/ps3/x360 titles). https://github.com/mchubby/yetireg_tools I won't be around to help much, so if you need proper tools, you'd rather recruit someone to hack this. Greets and out, Nanashi3
  18. Hi @ShinjiGR, LTNS.. Thanks to the hint of corpse party, the files in OBJSY.cpk have been identified as the "P2T" graphic file format. It is common for several 5pb-related games. Here are steps to view these images: 1/ Get the "Corpse_Party_BoS_translation_tools_RikuKH3.rar" by RikuKH3 @ http://gbx.ru/lofiversion/index.php/t101552.html (links @ bottom) 2/ Rename OBJSY.cpk child items: 00.P2T etc. up to 12.P2T 3/ Extract "Corpse_Party_BoS_translation_tools_RikuKH3\GRAPHICS\cpbos_image_batch_scripts\p2t\*" The extract batch may be modified as follows: @echo off for %%f in (*
  19. I'm having a look but haven't advanced very much (sorry ^^; ) The PS2 architecture is a bit weird with its EE & IOP processors. Just for the heads up, the following commit in PCSX2 should be good news: 5905 gigaherz 2014-02-21 14:29:13 No build Initial debugger work by Kingcom. Features: - Advanced disassembly view for R5900 and R3000 - Register list with change highlight - Editable memory view - Conditional execute breakpoints (r5900 only) - Step over - Scan for functions (incomplete), show macros - Enable C++11 for debug tools. - Expression parser - Disasm updates for thread
  20. Hi @Blue I don't know if it helps, but the UTF decryption is: public byte[] DecryptUTF(byte[] input) { byte[] result = new byte[input.Length]; int m, t; byte d; m = 0x0000655f; t = 0x00004115; for (int i = 0; i < input.Length; i++) { d = input[i]; d = (byte)(d ^ (byte)(m & 0xff)); result[i] = d; m *= t; } return result; } (borrowed from the CRIToolpack C# project I linked earlier). Normally, when you XOR a byte, applying the same operation twice reverts it to the original value. Therefore you would apply a "decryptutf" on the
  21. Hello @Maddy Here are a couple of scripts to pull data out of DATA.BIN. I have no idea how DATA0.BIN is referenced. 1. Download and extract this archive on your PC: princess_nightmare_quickbms_scripts-2013-12-07.zip http://www.embedupload.com/?d=6UYFCBQODC 2. Download QuickBMS.zip from http://aluigi.altervista.org/quickbms.htm and extract it to the same folder. 3. Open a Command Prompt and cd to the extract dir 4. Enter the following command (replace H: with the letter of your DVD-ROM drive): quickbms.exe _princess_nightmare_extract_tag.bms H:\DATA\DATA.TAG Result: Script
  22. Thanks for the file @MeruP, though it's a pity it is in py2exe form. At the moment, I'm trying to grab a working PCSX2 emulator for debugging. The decompression routine seems to be a fairly run-of-the-mill LZSS implementation (@.text:001062F8 in SLPM_660.83), 12+4 with big endian caveat (I posted a decompression script for Strapani earlier) however any output I got so far is garbage. Here's the archive if someone wants to have a look: http://www42.zippyshare.com/v/68633650/file.html Edit2: My bad!! I forgot to skip a value! Here is the script MF archive: Edit3: fixed bad dum
  23. Iirc mirror moon did work on ps2 fate stay night realta nua to import voice files in their patch installer for pc fsn. Maybe they have tools that handle the format.
  24. The header seems relatively trivial, DVD offset being aligned on 2048 (0x800) boundaries. struct TOCENTRY { u32le size; u32le offset; u32le compressed?; u32le usize?; // if compressed? is 0, same as .size } Files 0 and 1 (0x800 and 0x1000): those look like .MSH and .MSB files -- sound archive Files 2,3,4 (0x3800 0x6000 0x7000): lots of references to 0xAC44 (44100 Hz?) -- sound archives Files 5,6,7,8,9 (0x68000 0x874800 0xe39000 0x1af1800 0x3022000): MPEG1 videos (*.PSS?) File 10 (0xC736800): The largest entry (1,063,655,424 bytes) mono 44100Hz playstation 4-bit ADPCM -- voice archiv
  25. Can you post a screenshot of the first few bytes from that file in a hexadecimal editor?
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