Tales of the Abyss files - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Spriters Resource (https://www.vg-resource.com/forum-110.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-114.html) +---- Thread: Tales of the Abyss files (/thread-28810.html) Pages:
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Tales of the Abyss files - Skyla Doragono - 02-24-2016 Hello all; I started poking around in the next project I was going to do, and I got a little absorbed in it. lol Tales of the Abyss .slz file. I know it's some kind of image. I had it up in TileGGD and almost got something, but unfortunately I don't know enough on how to use it yet to get more than just some vague blob that might be a face. Also, there may be other files I need help with along the way, so I'm going to use this for general help with this game. RE: Tales of the Abyss files - puggsoy - 02-25-2016 Can you take a screenshot or tell me which settings you used in TiledGGD? It looks compressed to me. EDIT: It might also help to know if this is from the PS2 or 3DS version. RE: Tales of the Abyss files - Skyla Doragono - 02-25-2016 Oops, sorry; it's from the PS2 version. Might be compressed? When I slapped it into my hex editor, there was no file header at all that I could see. (Pic coming in a sec.) I think you're right on it being compressed. Before I was zoomed in trying to make out the blobs here and there, so I didn't see the junk at the top; probably other data up there. Not sure what to do now. RE: Tales of the Abyss files - puggsoy - 02-25-2016 Yeah, even that looks compressed. Those blobs most likely just coincidentally exist. Unfortunately, any investigation into SLZ compression leads me to a file format which has a "SLZ" magic ID. This file looks very similar and I've tried modifying it a bit (like adding the SLZ) and feeding it into an existing decompressor, but unfortunately it doesn't quite seem to be working. Any output I do manage to get doesn't give many fruitful results. Not sure where to go from here. Here's a thread about the compression for anyone interested. RE: Tales of the Abyss files - Skyla Doragono - 02-25-2016 The only other thing I've found is apparently TriAce used .SLZ compression in the Star Ocean games. I've tried using the .BMS script and other programs made for it, but it doesn't seem to work. One of the programs is on Romhacking. RE: Tales of the Abyss files - Skyla Doragono - 02-25-2016 Okay, ixnay the .SLV for now, since I'm not so sure they're image files anymore. This TXD file contains a .TM2 file, which I already know is viewable with Noesis. How can I extract that file? RE: Tales of the Abyss files - puggsoy - 02-26-2016 I can see filenames, but unfortunately no .tm2 headers so the files are likely compressed. That's all I can make out, sorry. RE: Tales of the Abyss files - Skyla Doragono - 02-26-2016 I'm really starting to think that any of the images that have been made available from this game weren't actually ripped, but were screenshot from an emulator. This format is seriously messed up. I still have no idea where the heck the skit faces are at, and I'm almost afraid to try and look at them when I do find them. At any rate, Struggle was able to give me a hand last night. He had a way to access the TIM2s in the .TXD files, but it presented another problem. I'll use this TIM2 frame that I pulled from a TIM2 batch as an example. If you load this up in Noesis, you'll be able to see that one of the images on this file -- the item bag -- shows up just fine with the palette. Everything else, however, is a complete and utter mess, and I'm not sure how to get them to show right. There seems there might be different palettes, but it's... not showing? I'm not sure where to go with this one. RE: Tales of the Abyss files - puggsoy - 02-26-2016 It does indeed have multiple palettes, one for each icon in fact. Rainbow (a rather good TIM2 viewer) reads in the number of palettes but doesn't seem to store it or allow you to switch them. I made a GFXtract script to handle these particular files: Code: idstring TIM2 This doesn't handle all TIM2 files, but I'm going off of the assumption that all of the files from this game are similar (in terms of their format and version). Unfortunately there's no way to tell how to separate the icons (and besides GFXtract doesn't have that functionality yet) so what it'll do is output the same image multiple times but with different palettes. You'll have to cut out the individual icons manually, I'm afraid. By the way, just out of curiosity may I ask how the TXD files were handled? RE: Tales of the Abyss files - Skyla Doragono - 02-26-2016 I got "invalid command "setformat" or arguments -1 at line 47". Struggle found a program called "PS2TXDViewer". It can view anything in these packs that's 4 and 8bits, but 32bits gives out an error. EDIT: Sorry, I was just about to get off break. Here is the TXD Viewer. It's... not that great, as it'll only convert to .bmp, .jpeg, or .tda. I'd much rather something that can extract the TIM2 file. RE: Tales of the Abyss files - puggsoy - 02-26-2016 Are you using the latest version of GFXtract? It works perfectly for me, plus I have no idea why that error would come up. If it still happens can you take a screenshot of the window when the error occurs? Also I was hoping for some source code on that program, but unfortunately I can't find any anywhere. It's such a strange format so I'm not sure how to extract it myself. RE: Tales of the Abyss files - Skyla Doragono - 02-26-2016 Welp, I'm apparently an idiot and incapable of reading while I'm at work. I was using it as a .BMS script. :\ Yes, it works, and it works very well. Thank you. Hm... TXD files are used in other games. Is there any way to just... steal the header from those files and try and put them together like that? Would that help in making a .BMS script to extract the TIM2 file from it? RE: Tales of the Abyss files - Struggleton! - 02-26-2016 Code: # For use with QuickBMS, by aluigi of zenhax: http://aluigi.altervista.org/quickbms.htm This should work on the TXD archives. However it extracts extra header info that may interfere with Puggsoy's script working. Not sure. I gave explanations in the script itself. Also I can say that the stuff extracted from the file are not TM2 files; The files after the first one are just palettes I think :/ RE: Tales of the Abyss files - Skyla Doragono - 02-26-2016 It extracted extra header info that interfered with everything; even Noesis couldn't read it after I extracted it. RE: Tales of the Abyss files - puggsoy - 02-26-2016 The files aren't even TIM2, not the standard format anyway. They're weird Renderware versions. This repository (src/txdread.cpp in particular) has info on the format. I tried converting one of the images into a TIM2 but unfortunately they're swizzled with specific widths and heights so can't be viewed with my script or other TIM2 viewers. I think the only option here is to make a custom program that converts it itself. Luckily this code isn't super hard to understand, most of it is straightforward as far as I can tell. I might try and get something working tonight. |