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FF:Brave Exvius // Defining spritesheet frames help
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(09-28-2015, 12:47 AM)DarkGrievous7145 Wrote: ah...python, that brings back some memories

so, first, you have all the imports, a lot of them i don't recognize nor can i guess , and i don't feel like lookign them up.
i have a friend who might be able to explain this in-depth, however...

import json - is probably to import a library/class for dealing with JavaScript Object Notation files (.json)
the ones related to PIL appear to be an image library
import StringIO - a class for dealing with text strings, i think

at the point the real code begins, though...sorry

i will email this to my other contact and see what he says.
Great. ;P

(09-28-2015, 04:59 AM)puggsoy Wrote: I skimmed over it and it looks fairly straightforward; at the very least it would give a starting point for reverse engineering. I'd like to know how to extract the .cpk files though, so that I can access the CGG and CGS files.
I used https://github.com/esperknight/CriPakTools.
http://resourcebase.cbt.exvius.com/lapis.../unit1.cpk -> https://dl.dropboxusercontent.com/u/2102...nitCpk.rar
I ran into errors on some CPKs though, so... there might be a better way to extract them.
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RE: FF:Brave Exvius // Defining spritesheet frames help - by MrAlbion - 09-28-2015, 06:14 AM

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