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Persona 5 Rips
#1
Information 
Since Persona 5 is officially out today, I'm submitting my sprite rips of the main party members to tSR.
However, since this game has a LOT of artwork, I don't want to do all the work myself. I'm happy to at least get the ball rolling for anyone else who wants to contribute, though!
Ryuji Bustups
Ryuji Bustups
Morgana Bustups
Morgana Bustups
Ann Bustups
Ann Bustups
Yusuke Bustups
Yusuke Bustups

Makoto Bustups
Makoto Bustups
Futaba Bustups
Futaba Bustups
Haru Bustups
Haru Bustups
Goro Bustups
Goro Bustups

Bustups
Like previous Persona games, character portraits rendered from the bust up (hence the name) make a return.
In this game, similar to Arena and Dancing All Night, they're animated. Usually with a base image, 3 talking frames and 2 blinking frames. For the sake of organization and consistency, when I rip these images I sort them into folders using the game's internal ID for the costume/emotion plus a short description of the animation. Example:
[Image: I7e8Vl9.png]
I wrote my own tool for extracting the bustups from the BIN files located in ps3.cpk/bustup, which you can get here:
https://github.com/ShrineFox/DDS2Tool/releases

Some background info
DDS2 is an archive format Atlus made up that's literally just 2 DDS files overlayed to create one image. They're saved with different levels of compression (usually one is DXT1 and the other DTX5) to apparently avoid compression artifacts. Which works, for the most part. If you're curious, here's an example where I compare their overlay method to a combined and re-saved DXT5 image. The difference is slight, but observable.
Basically, the tool extracts DXT1/DXT5 DDS files from the BINs, and combines each pair of files into single PNG frames, preserving the quality as best as possible. It also happens to work in reverse, you can save over the uncombined DDS files and feed a folder to the program to repack it, in case you're into modding and stuff. The game will probably crash if you use the wrong DDS compression, though.

Unused bustups
There's leftover DXT3 bustups from the E3 build of the game a few years ago. My tool doesn't extract them and I'm not sure if they belong on tSR since they're unused, but you're welcome to see them on the Cutting Room Floor page.
Most things that aren't in BINs or PAK files are just straight up DDS files. The exception being Cutins.

Cutins
You might remember these comicbook style tearaways from Persona 3 and 4 when a character did a critical hit or looked spooked during a cutscene. In Persona 5, there's a cool effect that tears the screen away to reveal a close-up of the character's face. These files are stored in ps3.cpk/cutin
This Python script can be used to extract them:
https://raw.githubusercontent.com/BlackD..._unpack.py
Requires: Python 2.7 (x86), Pillow, PyQt4, bitstring
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#2
This is amazing work, very happy to see what you've achieved!

I'd say the unused portraits should still go up if you're happy with that - they are official artwork in an official build, and unlike other unused content that goes on the site, are very much usable states of completion.
Tsunami Bomb - The Simple Truth
We could run away
Leave behind anything paper
Not knowing where we're going to stay
When there's no Mondays

You're part of me, it's so easy to see the simple truth
When I'm in your arms, I feel safe from harm and sorrow too
You're part of me, it's so easy to see the simple truth
But most of all, nothing couldn't be solved when I'm with you
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Thanked by: ShrineFox
#3
I recently ripped sound files from a game for the first time (Bomberman Ultra for the PS3 using VGMToolbox and PSound) and I'm trying to do it again for Persona 5 (again for the PS3.) It looks like the process isn't the same. I'm currently extracting the data.cpk, any pointers as I move forward would be appreciated.
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#4
(04-06-2017, 08:47 PM)jayne Wrote: I recently ripped sound files from a game for the first time (Bomberman Ultra for the PS3 using VGMToolbox and PSound) and I'm trying to do it again for Persona 5 (again for the PS3.) It looks like the process isn't the same. I'm currently extracting the data.cpk, any pointers as I move forward would be appreciated.
Although this section is for sprites, I may as well detail the method of extracting sounds here.
The sound folder of the ps3.cpk contains AWB archives, holding multiple ADX format sound clips or music tracks. Each AWB comes with an ACB.
You can use SonicAudioTools to extract ADX from the AWB files as long as they're in the same directory as the ACB.
https://github.com/blueskythlikesclouds/...er/Release
In order to convert the ADX to WAV, you can use PES Sound File Converter.
http://miftahul-ginda.blogspot.com/2013/...er-18.html

By the way, thanks Dazz! I'll see about ripping my own copies of those unused images then. I'm not sure if my tool can be revised to do it automatically due to the library I used, but there's not too many. I'm sure I could easily do them by hand.
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Thanked by: jayne, Dazz
#5
Thank You Kindly For These Photographs Of My Wife



in other words im a fan of this project, and by all means keep up the good work

now i just gotta figure out the blinking animation cycle
[Image: 57d2BGH.png]
! ! ! ! ! ! ! ! ! ! ! ! ! ! ! refs
shoutouts to cutesu for the new av!
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Thanked by: ShrineFox
#6
hey, i can help if you want ^^
just say what i need to rip
(btw unused graphics are accepted here)
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Thanked by: ShrineFox
#7
Fox, you know I'm always game for ripping stuff. Just poke me on Discord.
[Image: 76561198119420747.png]
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Thanked by: ShrineFox
#8
(04-06-2017, 09:03 PM)ShrineFox Wrote: Although this section is for sprites, I may as well detail the method of extracting sounds here.

That information got me where I needed to be. Thanks a bunch. Sorry about posting in the wrong section, I didn't even notice.
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Thanked by: ShrineFox
#9
Any help is greatly appreciated! If you use the tool I made it'd be nice to credit me on the sheets but you don't have to. Let me know if there's any ways I can improve it to make ripping easier.
I thought about having it auto-name and sort the converted PNGs by expression and costume using the ID numbers in the filename, but it seems like it's not exactly standard for each character unfortunately. That part will still have to be done by hand. On the bright side, NPCs have far less expressions and costumes than the party members so it's nothing major.
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Thanked by: Kendotlibero
#10
This is absolutely incredible! And it isn't just the cutins - the game's entire menu (especially the all-out images) are absolutely amazing. I hope you tear this game inside out and share with everyone!
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#11
the rip should be completed now, the only thing missing are those EBOOT.BIN images and the English version exclusive sprites
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