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Arena Ultimax Sprites
#76
They are compressed. It's a custom RLE or something like it.
The algorithm I used to get this was read 5 bytes. The first byte tells how many times to repeat the last 4 bytes.
This doesn't look completely correct but is a start.
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#77
Did you use TileGGD to get that or something else?

You know what? I had a random stab of What the Heck, and tried loading up the unpacked file in Hipster. Comes up just perfectly.
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#78
So you do still need a segs extractor then?

(10-15-2015, 09:25 AM)Ploaj Wrote: They are compressed. It's a custom RLE or something like it.

Well, I meant not segs compressed.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#79
Not at the moment. I'm sorry.

An updated segs decompressor might be useful in the future, but this game is just all over the place to say when that'd be for sure.
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#80
Okay, last night I made a point of going through all the files that may be potentially images (if only because they had "img" somewhere in the name) to try and see what I could and could not extract.

Good news is there is a lot I can extract right now... and I do mean a lot.  After spending most of last night hand typing everything to extract for the MANY backgrounds in this game into xbdecompress, I have to make a small request: is there any way to do a batch decompress with this program?  Or maybe with QuickBMS?  P-please? Cry Figured it out!

I've also run into two different types of files; one that says it's something that doesn't match up with the file header (technically two things, but the other is a sound file and I'll be worrying about those later), and the other Hipster can't seem to recognize the Endian type.

For the one that Hipster can't recognize, I looked in to see that they are indeed .HIP files, but it looks like there's a segs header snuck in there; might be able to use that for your program, Puggsoy.  The full pack is here and here is one of the files from it (should be of Aigis).

The other file says it's a DDS file, but no matter what .DDS extractor, viewer, program, what have you I use, it can't be opened, and I've tried everything from Nividia's Photoshop pluggins to every viewing program imaginable.  The most I've been able to get was some white image which... turns out the program didn't recognize it.  I opened these in my hex editor, and the header said "XPR2" followed by "TX2D"; not sure what any of that means.  I've put up two files to show; this one has an offset start at 80D, same as this one.  I'm not sure exactly how each of these will look tbh.

This should be the last of the help I need with this until I tackle the audio.  I hope.
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#81
(10-17-2015, 08:56 AM)Skyla Doragono Wrote: For the one that Hipster can't recognize, I looked in to see that they are indeed .HIP files, but it looks like there's a segs header snuck in there; might be able to use that for your program, Puggsoy.  The full pack is here and here is one of the files from it (should be of Aigis).

These look like the ones from the beginning of the thread. They should work with Ploaj's program.

(10-17-2015, 08:56 AM)Skyla Doragono Wrote: The other file says it's a DDS file, but no matter what .DDS extractor, viewer, program, what have you I use, it can't be opened, and I've tried everything from Nividia's Photoshop pluggins to every viewing program imaginable.  The most I've been able to get was some white image which... turns out the program didn't recognize it.  I opened these in my hex editor, and the header said "XPR2" followed by "TX2D"; not sure what any of that means.  I've put up two files to show; this one has an offset start at 80D, same as this one.  I'm not sure exactly how each of these will look tbh.

This script seems to do some unpacking but... no idea how to use the resulting data, sorry.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#82
(10-18-2015, 02:18 AM)puggsoy Wrote: These look like the ones from the beginning of the thread. They should work with Ploaj's program.
Tried it just now; doesn't work.

(10-18-2015, 02:18 AM)puggsoy Wrote: This script seems to do some unpacking but... no idea how to use the resulting data, sorry.
I went hunting for something that could read xpr files, and ran into people talking about an unpacker included in an X-box SDK, but I couldn't find any downloads. Does that sound familiar to anyone? Are they talking about the actual 360 SDK?

Hm... also that script just seems to spit out another .DDS file...
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#83
(10-15-2015, 09:25 AM)Ploaj Wrote: This doesn't look completely correct

No, but it looks hilarious Tongue
Corpulence makes a man reasonable, pleasant and phlegmatic. Have you noticed the nastiest of tyrants are invariably thin?
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#84
Coming back to this again, since I can't seem to leave this game alone. :B

So, I'm going back to the files that I couldn't decompress before, mostly because I have some new tools that have helped. Still running into .hip files that Hipster can't view because it can't determine the endian type. I've included the .pac file they came in, and a sample of one of the hip files. Note that there are no separate pallet files with this; it's all in this file:

http://www.mediafire.com/download/3kup4i...ullimg.pac
http://www.mediafire.com/download/nh7ios...h_i_bc.hip

I'll update this as I run into more files that I can't open.
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#85
Poking this up to see if anyone's had any luck. I've encountered a lot of these that either won't show up, or outright make Hipster crash.
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#86
Giving this another poke before I start looking elsewhere for help.
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#87
Hey guys, dusting this topic off for a little bit, because I've run into a couple problems.  Going through the battle effects graphics, and I've got a few where I know there's an image there, but none of my tricks are working on it.

Here is one of the files, and here is the pallet it goes with.  I've used hipster with the original decompressed .pac files, tried the extractor previously shown in this thread, tried poking TileGGD but I'm admittedly terrible with that one, and I can seem to get it to show.

Can someone help?  And please let me know how you did it, because there's more where this came from.
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#88
You sent the same link twice. Also this file looks very plain (mainly a bunch of alternating 0xFF and 0x00 bytes), could you send a couple of different ones?
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#89
Stupid Media fire. >_<

Here's the pallet. And judging from files around it, there may not BE that much data there, just some residual "sparks" or something. It is a very small file without much there.

I'll look for other examples through the day; I blitzed through some files last night and I didn't make note of what converted and what didn't.
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#90
Hunh... looks like I was able to figure out every one that was giving me issues except for this one. I guess if there's nothing substantial there, I'll just leave it for now.
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