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Pokémon Super Mystery Dungeon Model Ripping Project
#61
ooohh sweet thanks! Works properly on my end~
[Image: tVAOaxp.png]

edit:
seems like some FARC files wont unpack even if they have a SIRO table in em
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#62
(11-26-2015, 01:03 PM)Demonslayerx8 Wrote: ooohh sweet thanks! Works properly on my end~
[Image: tVAOaxp.png]

edit:
seems like some FARC files wont unpack even if they have a SIRO table in em
Which FARC file is this model ripped from?

(11-26-2015, 01:03 PM)Demonslayerx8 Wrote: ooohh sweet thanks! Works properly on my end~
[Image: tVAOaxp.png]

edit:
seems like some FARC files wont unpack even if they have a SIRO table in em
Which FARC file is this model ripped from?
[Image: 33426ca52b.png]
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#63
that was ripped from Pokemon_Graphic.bin

bch #58, 04, 14, 50, and 36 has models in them, while all the rest is just animation. I'm not sure where the other pokemon models are even stored.
Thanked by: Lilothestitch
#64
Newest version of FARCUnpack is almost done. It prints out the information, and reads through the headers outlined by GDK-Chan. Thanks to him.
[Image: CU9gjs5.png]

This means no more guessing! Hooray!
Thanked by: Lilothestitch
#65
https://www.dropbox.com/s/0q67hp1um2w4nn...r.exe?dl=0
This new version should work on most FARC files. I tested with random_map_graphic.bin. Some don't work, as their SIR0 tables are different. For those just use the other version of the FARCUnpacker.
It seems like there are 2 versions of SIR0 headers :P

psy_commando Wrote:You'll have to point me to what bin contains CGFX. I remember seeing that somewhere but I can't find it. Also, is that in GTI or PSMD ?

And, I'm looking for data on regular BCH models files actually to figure out the "bgrs" format. So if you have any to share that would help.
Some people have claimed they could get models out of the game by the Japanese release date, so that wasn't exactly a priority for me personally this far. But then again, the people I heard that from don't really seem all that reliable either.. :/

And if you're looking for file lengths and offsets, they're most likely stored in the sir0 at the beginning, or in the pokemon_graphics_database.bin file.
Chunsoft are known for loving their customized file formats though, so I'm not really surprised they deviated from the usual format.. At least, they pretty much use 0 compression in this game thankfully..

The SIR0 format is a blessing for reverse engineers though. The encoded pointer list at the end lists all file pointers within whatever is inside the SIR0, so it makes it easier to guess what's a pointer to something in the file/memory or not.

EDIT:
Here's a handy little tool for converting the ptr offset list quickly to something human readable :
https://dl.dropboxusercontent.com/u/1334...ecoder.zip
Just dump only the encoded ptr offset list into a file, as binary data, and drag and drop that onto the batch file, and the utility should output a list with all the offsets(from the start of the SIR0 header) the pointers are at within the SIR0.
Its not really meant to be used for anything else than research though.

Also, data on the SIR0 format is on the wiki, and its linked in my first post in this thread.
Thanked by: Lilothestitch
#66
(11-26-2015, 02:52 PM)ThatTrueStruggle Wrote: Newest version of FARCUnpack is almost done. It prints out the information, and reads through the headers outlined by GDK-Chan. Thanks to him.
[Image: CU9gjs5.png]

This means no more guessing! Hooray!

Alright. This is getting exciting.
[Image: 33426ca52b.png]
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#67
well.. that doesnt work with Pokemon_graphic file... says there's 6402 files, while FARCUnpacker only gives 65 :c

but the amount of poly's on this model... dear lord.. @_@
[Image: ukWjVUY.jpg]
Thanked by: Lilothestitch
#68
(11-26-2015, 10:23 PM)Demonslayerx8 Wrote: well.. that doesnt work with Pokemon_graphic file... says there's 6402 files, while FARCUnpacker only gives 65 :c

I tried the same thing but it didn't work.

(11-26-2015, 10:23 PM)Demonslayerx8 Wrote: well.. that doesnt work with Pokemon_graphic file... says there's 6402 files, while FARCUnpacker only gives 65 :c

but the amount of poly's on this model... dear lord.. @_@
[Image: ukWjVUY.jpg]

What bch model file is that from?
[Image: 33426ca52b.png]
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#69
town_map_graphic > tw01_district_a.bch
Thanked by: Lilothestitch
#70
(11-26-2015, 08:20 PM)ThatTrueStruggle Wrote: https://www.dropbox.com/s/0q67hp1um2w4nn...r.exe?dl=0
This new version should work on most FARC files. I tested with random_map_graphic.bin. Some don't work, as their SIR0 tables are different. For those just use the other version of the FARCUnpacker.
It seems like there are 2 versions of SIR0 headers Tongue

psy_commando Wrote:You'll have to point me to what bin contains CGFX. I remember seeing that somewhere but I can't find it. Also, is that in GTI or PSMD ?

And, I'm looking for data on regular BCH models files actually to figure out the "bgrs" format. So if you have any to share that would help.
Some people have claimed they could get models out of the game by the Japanese release date, so that wasn't exactly a priority for me personally this far. But then again, the people I heard that from don't really seem all that reliable either.. :/

And if you're looking for file lengths and offsets, they're most likely stored in the sir0 at the beginning, or in the pokemon_graphics_database.bin file.
Chunsoft are known for loving their customized file formats though, so I'm not really surprised they deviated from the usual format.. At least, they pretty much use 0 compression in this game thankfully..

The SIR0 format is a blessing for reverse engineers though. The encoded pointer list at the end lists all file pointers within whatever is inside the SIR0, so it makes it easier to guess what's a pointer to something in the file/memory or not.

EDIT:
Here's a handy little tool for converting the ptr offset list quickly to something human readable :
https://dl.dropboxusercontent.com/u/1334...ecoder.zip
Just dump only the encoded ptr offset list into a file, as binary data, and drag and drop that onto the batch file, and the utility should output a list with all the offsets(from the start of the SIR0 header) the pointers are at within the SIR0.
Its not really meant to be used for anything else than research though.

Also, data on the SIR0 format is on the wiki, and its linked in my first post in this thread.
It doesn't work with pokemon_graphic.bin file for the FARCReader.
[Image: 33426ca52b.png]
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#71
(11-26-2015, 10:23 PM)Demonslayerx8 Wrote: well.. that doesnt work with Pokemon_graphic file... says there's 6402 files, while FARCUnpacker only gives 65 :c
but the amount of poly's on this model... dear lord.. @_@

There are actually 24,608 BCH files, with most being the anims. I just said forget it and wrote a python script to dump all of the models. I'll upload them here soon Tongue

[Image: aKkY9O6.png]
Edit: Here are the unpacked files. Due to the way I wrote the python script, it lost it's naming. Sorry about that Tongue
https://www.dropbox.com/s/rbaiz75c7ql4jd...ic.7z?dl=0
Thanked by: Lilothestitch
#72
damn that many bch files? dear lord Ouch!
thanks for the script tho!
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#73
(11-27-2015, 07:01 AM)Demonslayerx8 Wrote: amn that many bch files? dear lord Ouch!
thanks for the script tho!

If you guys want me to unpack the other archives, I can do that Smile
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#74
hah no need for that, i got the whole game dump with me Smile

edit:
when is ur python script coming out? o.o
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#75
Which .bch files have the models of the Legendary and Mythical Pokémon in them?
[Image: 33426ca52b.png]
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