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Vanillaware Ripping Project
#76
(11-27-2023, 01:52 AM)switchkult Wrote: Hello to everyone.
I'm a new user in this forum. I am trying to translate Muramasa Rebirth from english to italian but I have some issues with ftx and gxt files. I was able to extract .gxt files thanks to the php scripts provided by Rufas, but now I am trying to convert/open/modify gxt files with no success. I tried GXTConvert but I got this message: "Unknown magic number: Unexpected 'RGBA' for GXT". Please someone helps me to go on with my work, thank you!

Those .GXT is actually .RGBA files, and can be converted with
Code:
php  psxtools/img_clut2png.php  *.GXT

Good luck with your translation project!
- Rufas
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#77
Hello!

Hope you had a nice Christmas. I was trying to use your scripts for extracting 13 Sentinels' textures, but the file that I have (*.pkg) doesn't contain any FTX files. So I'm a little clueless at what to do in the beginning here.

Step 4) Open cmd.exe , convert all .FTX to standard .RGBA/.CLUT file with
Code: php.exe psxtools/ps4_13sent_FTEX.php *.ftx

I'm using "PkgEditor" to look at the content of the PKG file, and there is only stuff like "pfs_image.dat", "ROBO_US.CPK", and some others. Could this be a regional thing? Do I need another PKG file?
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#78
(12-26-2023, 03:33 PM)Muramasa Wrote: Hello!

Hope you had a nice Christmas. I was trying to use your scripts for extracting 13 Sentinels' textures, but the file that I have (*.pkg) doesn't contain any FTX files. So I'm a little clueless at what to do in the beginning here.

Step 4) Open cmd.exe , convert all .FTX to standard .RGBA/.CLUT file with
Code: php.exe psxtools/ps4_13sent_FTEX.php *.ftx

I'm using "PkgEditor" to look at the content of the PKG file, and there is only stuff like "pfs_image.dat", "ROBO_US.CPK", and some others. Could this be a regional thing? Do I need another PKG file?

Hi Muramasa! Happy New Year 2024!

Here is the part about extracting files from its github wiki page:
https://github.com/maxton/LibOrbisPkg/wi...ening-pkgs

Quote:Opening PKGs

Click File->Open and select your PKG file. Double click on the PARAM_SFO entry in the Entries tab to open it in a new tab. Browse and extract files in the Files tab. Right click files to extract.

Hope it helps!
- Rufas
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#79
Hey, thanks for getting back to me!

I'm afraid I still can't follow the tutorial because something seems to be off. So this time with screenshots. Here is how PkgEditor looks when opening the PKG file (I selected the "Files" tab):

https://ibb.co/QbX2zzY

Now I select "Entries" and open "PARAM_SFO" (I had no idea you could do that, thanks for the hint). It creates a new tab called "param.sfo [Read-Only]", but as far as I can tell, there is nothing where I can select "Files" now:

https://ibb.co/4Shzfqv

(Just to be clear, if I select the previous tab, then there is another toolbar which does show a "Files" tab but this is where I can't find any FTX files. If I select the new tab "param.sfo [Read-Only]", then the second toolbar doesn't have a "Files" tab.)

Sorry for bothering you again!
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#80
That file "ROBO_US.CPK" is 3.6 GB, that's about right size for the game. Try extract that, and then use CriPakTools to get all the .MBS and .FTX files

https://wiki.vg-resource.com/CPK

Good luck!
- Rufas
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#81
Thanks, that was the last piece of the puzzle! Smile
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#82
Happy New Yeat 2024!

Ever since "Breathing" update, I start to wonder what is the point of having 2 different interpolation? They both result animation in a straight line.

To test it out, I added "order" to the keyframe, and then simplify the skeleton by removing the parent_id and order. The result? It completely worked!

Hence this is the "Gundam" update:

[Image: psx%20gundam%20ms19%20wing%20move.apng] [Image: psx%20gundam%20ms09%20psycho%20move.apng]

Update on Quad Player v0.4:
- Implemented VRAM texture - instead of using a bunch of IF on fragment shader to switch between textures, an internal VRAM texture is used to combine all uploaded textures into one mega-texture. Now we can draw as many things as possible in 1 draw() call.
- The animation/skeleton listing are foldable, with all related keyframes appears as children when expanded. This also makes the listing shorter and easier to navigate.
- The buttons are changed to rectangles to fit the QUAD-theme it is based with.

Here are some sample files for you guys to play around with:
https://www.mediafire.com/file/dx7kwrl18...02.7z/file

Have fun!
- Rufas

P.S. It is SO MUCH FUN to see the Gundam sprites moving! Worth every hours I spent working on this! Big Grin
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#83
Hello!

I was trying to mix the following two animations together, but they belong to different quad files.("Momohime_Battle.mbs.v55.quad" and "Momohime_Katana_a.mbs.v55.quad")
Sprite sheets do not fit together well in Photoshop.I can't find a better way to mix them.

https://ibb.co/yQWqSyv
https://ibb.co/wLQw74j

In addition, I have some images that are high resolution than the original (512X512->2048X2048), and when I try to upload these images to QUAD PLAYER, something went wrong:

https://ibb.co/gRN8z8R

(2048X2048 image)
https://ibb.co/TmB9X7w

Is there a way to solve these problems?
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#84
(02-12-2024, 07:41 AM)coolPoi Wrote: I was trying to mix the following two animations together, but they belong to different quad files.("Momohime_Battle.mbs.v55.quad" and "Momohime_Katana_a.mbs.v55.quad")
Sprite sheets do not fit together well in Photoshop.I can't find a better way to mix them.

https://ibb.co/yQWqSyv
https://ibb.co/wLQw74j

Hi! That would be the same issue as the Headless update ( https://www.vg-resource.com/thread-38430...#pid666571 ), and it is about how 2 different .QUAD attach/interact each other:
- attach HEAD.QUAD on BODY.QUAD
- attach SWORD/SHILED/WEAPON.QUAD to the hands of CHARACTER.QUAD
- attach ITEM/SPELL.QUAD to PLAYER.QUAD for using/pick up consumables.
- attach PLAYER-2.QUAD to PLAYER-1.QUAD for a grab/throw attack

I'm currently ripping some PS1 fighting games to research about this issue, so this feature will be available on future Quad Player update.

(02-12-2024, 07:41 AM)coolPoi Wrote: In addition, I have some images that are high resolution than the original (512X512->2048X2048), and when I try to upload these images to QUAD PLAYER, something went wrong:

https://ibb.co/gRN8z8R

(2048X2048 image)
https://ibb.co/TmB9X7w

Is there a way to solve these problems?

Both the .QUAD and .PNG files works together as a set. When you upscale the .PNG from 512x512 to 2048x2048 (or 400%), you'll also need to 4x all the XY positions in the .QUAD file.

The keys you'll need to update in the .QUAD file are
- keyframe's "srcquad" and "dstquad"
- hitbox's "hitquad"
- animation's "matrix"

Good luck!
- Rufas
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#85
Thank you.

I have successfully scaled the animation from 512x512 to 2048x2048.  But there are still some errors.

When I updated the animation matrix, not only did it not play properly in Quad Player, but it also couldn't be exported.

https://ibb.co/Fqyn0zD

So I chose not to update the matrix of the animation, and it played normally.  But when I export the animation, it's missing something.

https://ibb.co/vYKhCfj
https://ibb.co/CmvjkB4

Hope your work goes well.
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Thanked by: rufaswan
#86
Great! You managed to follow along quite well!

For animation matrix, it is a 4x4 matrix, so you only need to 4x the move_x and move_y part of it.

Code:
if ( anim.matrix ){
  anim.matrix[3] *= 4.0; // update move x
  anim.matrix[7] *= 4.0; // update move y
}


Good luck!
- Rufas
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#87
It can work normally. Smile

But there are still problems with animation export.

Looking forward to the next Quad Player update
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Thanked by: rufaswan


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