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Freezeman

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Messages by Freezeman

    

Shin Koihime Musou: Otome Taisen

 June 09, 2013, 03:52:27 pm View in topic context
 Posted by Freezeman  in Shin Koihime Musou: Otome Taisen (Started by Freezeman June 09, 2013, 03:52:27 pm
 Board: Development Resources

    

Re: Freezeman's BlazBlue sprites

 August 09, 2010, 08:12:50 pm View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

nah you need a debug ps3 to rip files from a ps3.
this is the 360 dlc
    

Re: Freezeman's BlazBlue sprites

 August 09, 2010, 07:06:30 pm View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

ancient Chinese secret if i told you i would have to kill you and no one wants that.
    

Re: Freezeman's BlazBlue sprites

 August 09, 2010, 06:53:21 pm View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

    

Re: Freezeman's BlazBlue sprites

 March 17, 2010, 12:56:36 am View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

I posted an arc extractor script for quickbms that will extract the kof arc files.
    

Re: Freezeman's BlazBlue sprites

 February 21, 2010, 05:57:44 am View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

I seem to be having problems with the bms script. I'm trying to rip voices from the CS leak, and I keep getting this error:
just post the file somewhere sounds like a simple name size has been changed.
    

Freezeman's SF2 sprites

 February 18, 2010, 12:00:02 am View in topic context
 Posted by Freezeman  in Freezeman's SF2 sprites (Started by Freezeman February 16, 2010, 06:00:04 am
 Board: Development Resources

i have not had much time to look at the files but they do seem to look close to an xpr2 header you may want to create an xpr2 header and try to extract them with that.
i have been working on some other projects of my own.
http://img517.imageshack.us/img517/1825/amyhappy.png
I can send anyone who is interested in more info on xpr2 the information just pm me.
    

Freezeman's SF2 sprites

 February 17, 2010, 09:05:30 pm View in topic context
 Posted by Freezeman  in Freezeman's SF2 sprites (Started by Freezeman February 16, 2010, 06:00:04 am
 Board: Development Resources

Just use this quickbms script i made on the big arc file.
sample sprite files http://www.sendspace.com/file/cd7cbf
Code:
#Kof bms script
get files long
for i = 0 < files
get nsize long
getdstring name nsize
get offset long
get size long
get unk1 long
log name offset size
next i

the files i posted from sf2 is every file in the game.
    

Freezeman's SF2 sprites

 February 16, 2010, 06:00:04 am View in topic context
 Posted by Freezeman  in Freezeman's SF2 sprites (Started by Freezeman February 16, 2010, 06:00:04 am
 Board: Development Resources

    

Freezeman's BlazBlue sprites

 January 30, 2010, 02:14:28 am View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

street fighter 2 hd is an almost identical format to the hip files.
    

Freezeman's BlazBlue sprites

 January 27, 2010, 05:20:50 am View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

The bms script i made was for the 360 files.
the pc is little endian which means the number one would be read like 01 00 00 00
the 360 and most other consoles are big endian which means 1 would be read as 00 00 00 01
this is why the bms script i posted for the 360 version does not work on this game.
also they changed the length of each file entry for no apparent reason.
here is a script that will extract most stuff.

Quote
idstring "FPAC"
get OFFSET2 long
get totalsize long
get FILES long
get unk01 long
get NSIZE long
get BINNAME filename
string BINNAME -= 4
string BINNAME += \
goto 0x20
for i = 1 to FILES
set NAME BINNAME
getdstring NAME2 NSIZE
get filenum long
get offset long
math offset += OFFSET2
get size long
if NSIZE == 0x10
get NULL long
endif
if NSIZE == 0x14
get NULL long
get NULL long
get NULL long
get NULL long
endif
if NSIZE == 0x18
get NULL long
get NULL long
get NULL long
endif
if NSIZE == 0x1C
get NULL long
get NULL long
endif
if NSIZE == 0x20
get NULL long
endif
string NAME += NAME2
log name offset size
next i
    

Freezeman's BlazBlue sprites

 January 25, 2010, 02:43:30 am View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

I`ve also ripped sounds and elements from the leaked CS version.

http://www.filefront.com/15419049/jin.rar - Jin CS voice

http://www.filefront.com/15419015/bg_halloween_2_img.pac.rar - parts of the Rachel`s background in 3d. I can rip other backgrounds if anybody needs.

Also I`ve tried to rip sprites, but they have some .hip format, don`t know how to handle it =\
I`m posting here unpacked files, maybe somebody can get sprites.

http://www.filefront.com/15418971/char_hz_img.pac.rar - hazama
http://www.filefront.com/15419005/char_tb_img.pac.rar - tsubaki




I already converted tsubaki
http://mugenguild.com/forumx/index.php?topic=100395.260

ps can this new viewer you have mass rip sprites or should i rip all the continuum stuff?
    

Freezeman's BlazBlue sprites

 January 25, 2010, 12:10:23 am View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

I posted how to rip all the audio from the game in my earlier posts.
I can post audio packs if they are needed.
    

Freezeman's BlazBlue sprites

 January 24, 2010, 07:35:03 pm View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

I am going to work on kof now that other people can convert the sprites easily.
    

Freezeman's BlazBlue sprites

 January 24, 2010, 07:26:28 pm View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

nice you can convert the hip files?
or you rip with 3dripper dx?
    

Freezeman's BlazBlue sprites

 January 24, 2010, 07:22:09 pm View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

    

Freezeman's BlazBlue sprites

 January 24, 2010, 06:08:27 pm View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

    

Freezeman's BlazBlue sprites

 January 23, 2010, 10:13:08 pm View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

the us and Japanese game are the same you need to use xbedecompress on the pac files then use the bms script on those pac files.
    

Freezeman's BlazBlue sprites

 January 23, 2010, 08:45:56 pm View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

bbcs character files will not play in a 360 without modifying the files.
    

Freezeman's BlazBlue sprites

 January 23, 2010, 07:05:26 pm View in topic context
 Posted by Freezeman  in Freezeman's BlazBlue sprites (Started by Freezeman January 17, 2010, 05:44:19 pm
 Board: Development Resources

its very possible to convert the files.
just ignore the green border its the sucky gif software i used.