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BlazBlue/SF2HD content ripper (Read 35117 times)

Started by tunglashor, February 18, 2010, 07:07:21 am
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BlazBlue/SF2HD content ripper
New #1  February 18, 2010, 07:07:21 am
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Here's a new release of my ripping tool for BlazBlue CS sprites, sounds, etc.  Use it to open the game's .pac files, which are archives containing various types of data files.



When you open a .pac, the program will determine what type of content it contains:
  • If it contains sprites or palettes, this content will be opened for viewing and exporting.  Sprites can be saved in .pcx, .png and .tga format.
  • If it contains animation data, you'll get a list of the animation names.  If you also load the corresponding sprites, you can try viewing the animations - note that currently only quite basic animations can be displayed correctly as I've only partially deciphered the file format.  Also there are currently no options for exporting animations.
  • If any other types of content (e.g. sound files - ogg, wav etc) are detected the program will offer to extract the files to a chosen location (so no need to use quickbms etc).

The other big change from previous versions of the program is that the sprites should now be aligned correctly (otherwise the animations would be fairly worthless).  Actually, they only align with other sprites from the same animations - so a character's walking sprites should align correctly with each other, but they won't be aligned with the crouch sprites, for example.  I haven't yet found any method of doing this.

As mentioned, it's still early days as far as decoding the animation files is concerned.  If anyone has looked at these in any detail it would be interesting to compare notes.  Also each character has a col.pac file - my guess is that these contain collision box information of some kind, but I haven't really investigated. 

Miscellaneous notes:
  • You can open multiple files at the same time - e.g. you can select a character's img.pac (sprites), pal.pac (palettes) and scr.pac (animations) and open them all at once
  • You can drag a sprite/anim around in the viewer, useful for larger images
  • If an image's alignment offset causes it to appear outside of the viewing area, double-click the preview pane to reset its co-ordinates to 0,0

Available here.  All feedback is welcome.  Enjoy!

Edit: Now also handles SSFIITHD sprites
Last Edit: November 15, 2011, 07:37:43 pm by tunglashor
Re: BlazBlue content ripper
#2  February 18, 2010, 10:39:57 am
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Oh shit.

Dude, you... you thought of everything.

Fucking awesome! This'll be great for just picking out specific stuff.

Twenty-five points, man. Twenty-five.

(That's a lot.)
Re: BlazBlue content ripper
#3  February 18, 2010, 01:24:34 pm
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great tool bro!  :sugoi:

but this is my problem:

Spoiler, click to toggle visibilty

these files are in the dds format!  :'(   Why?
Spoiler, click to toggle visibilty
Re: BlazBlue content ripper
#4  February 18, 2010, 01:30:51 pm
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3D files maybe ?
Re: BlazBlue content ripper
#5  February 18, 2010, 02:02:08 pm
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You can open them in Photoshop if you have the nVidia DDS plugin.
Re: BlazBlue content ripper
#6  February 18, 2010, 02:25:40 pm
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Re: BlazBlue content ripper
#7  February 18, 2010, 02:53:40 pm
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Re: BlazBlue content ripper
#8  February 18, 2010, 02:57:10 pm
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Finally, I can do it!  :sugoi:

thanks for this tool tunglashor, and Circuitous for your help!  ;D

Re: BlazBlue content ripper
#9  February 18, 2010, 03:08:49 pm
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\o/

Fuck yeah, BlazBlue stages by Master Yoda coming soon !!! :sugoi:
Last Edit: February 18, 2010, 03:19:00 pm by Cybaster
Re: BlazBlue content ripper
#10  February 18, 2010, 03:14:53 pm
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Yoda is gonna kick some ass.
Re: BlazBlue content ripper
#11  February 18, 2010, 04:24:16 pm
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Interesting, could you add ticks information to the anim viewer?
Re: BlazBlue content ripper
#12  February 18, 2010, 05:40:27 pm
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I sense the coming of Blazblue chars on MUGEN.  :ninja:


I made this sig. :ninja:

Props to a friend for my avvie
Re: BlazBlue content ripper
#13  February 18, 2010, 06:42:10 pm
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To extract the dds files i recommend Dragon Unpacker :P
, awesome tool tunglashor , finally BB Chars/stages for mugen will be possible
Re: BlazBlue content ripper
#14  February 18, 2010, 06:44:51 pm
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Everything was ripped ages ago at the Dustloopforums, save for a few small things here and there. Also, Yoda making stages from the game isn't a possibility. If it's not one problem then it's 5 others.
Re: BlazBlue content ripper
#15  February 18, 2010, 08:11:07 pm
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\o/
Fuck yeah, BlazBlue stages by Master Yoda coming soon !!! :sugoi:
Yoda is gonna kick some ass.

thks guys!  :sugoi:

Everything was ripped ages ago at the Dustloopforums, save for a few small things here and there. Also, Yoda making stages from the game isn't a possibility. If it's not one problem then it's 5 others.

I never said I would do all stages, I just said I got some sprites!  :P
What I think is that from some screenshots and textures extracted, could perhaps make something interesting!
But it is not sure, because I am very lazy!  ;P
Re: BlazBlue content ripper
#16  February 19, 2010, 08:40:50 am
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Everything was ripped ages ago at the Dustloop forums, save for a few small things here and there.

Yes. By me. Using this tool.  ;D

Tunglashor, I got some insight from a friend as to why you're having trouble ripping the ending images - they move! I don't know if it's a single animated image or multiple images overlaid or if it's a fuckin' flash video or what, but maybe this can push you in the right direction as far as they're concerned.

Now I just need to find out how to get to the data on my Calamity Trigger disc and I can finally get everything ripped and done with.
Re: BlazBlue content ripper
#17  February 19, 2010, 02:28:43 pm
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congratz for this great tool
Visit the first and the only "web 2.0" warehouse of the internet: MUGEN ARCHIVE
A warehouse by the community, for the community. If we join our efforts, we could preserve MUGEN forever!!

Sept 2013 Stats: 5135 files in 222 categories - 60,167 unique visitors, 292.24GB of bandwidth
And still no ad! :sugoi:

If you have a copy of Fighter Factory 3 Linux, pm me, you will be rewarded, thanks
Re: BlazBlue content ripper
#18  February 19, 2010, 02:39:35 pm
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Everything was ripped ages ago at the Dustloopforums, save for a few small things here and there. Also, Yoda making stages from the game isn't a possibility. If it's not one problem then it's 5 others.

Quote
Circuitous post:

Freezeman (MugenGuild) - for getting the ball rolling and writing the QuickBMS script used to extract the sprites.
Tunglashor (MugenGuild) - for Hipster, a .hip->.tga converter, and for bein' generally awesome.

What a useless post. specially after the guy that made the post you linked to, posted himself without pointing it out.
And the post even has the credits to the guys here that started it up.
Not only that as Yoda could always do custom content like he has shown before to be pretty good at so I dont even know what you were trying to say.
Re: BlazBlue content ripper
#19  February 19, 2010, 03:13:30 pm
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Your the one who is making a useless post Iced.

All Hank was saying is that the materials have been out for 2 weeks and that a full on BlazBlue stage isn't possible from he materials extracted.

Your reading too deep into it
Re: BlazBlue content ripper
#20  February 19, 2010, 03:24:42 pm
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Giving out the tools so that people can extract their own material is never useless.
The materials were there but not the methods for extracting, look at yoda, he now has access to materials he hadnt until then.
Re: BlazBlue content ripper
#21  February 19, 2010, 03:31:29 pm
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You're taking it too seriously Iced.
Anyway, all the sprites being available, this tool will really be useful for animation viewing, and why not tick counting and all, if Tunglashor manages to add that.
Hank never said the tool was useless, he was just pointing out that making complete BB stages was impossible.
Re: BlazBlue content ripper
#22  February 19, 2010, 03:36:54 pm
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Hank never said the tool was useless, he was just pointing out that making complete BB stages was impossible.
Oh yes, I agree with him there, I just found it silly to be reacting to the release of a good thing like that in a negative way.

like you said after all
Quote
this tool will really be useful for animation viewing, and why not tick counting and all, if Tunglashor manages to add that.

These kinds of tools always grow with feedback and we shouldnt be reacting negatively at this kind of effort, at all.
Re: BlazBlue content ripper
#23  February 19, 2010, 04:17:30 pm
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Pull your head out of your ass Iced. All I said is that the content has been available for a while now and that making BlazBlue stages is not possible for many reasons. So how does that translate into such a terrible post? It doesn't. I stated a two facts. Yoda can't make a 1:1 BlazBlue stage or anything close and the content has been available for a bit now. So how could you misconstrue that or "don't even know" what I was saying? Did I put down the tool? No? Okay... so where is the fire, chief?
Re: BlazBlue content ripper
#24  February 19, 2010, 04:21:57 pm
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I took as common sense that rebuilding those stages would be impossible, but not a reason why yoda shouldnt try to farm material from there, and from your post I thought you were trying to demonstrate that to be useless.Which would be senseless.
Like I said, these kind of extractors can only improve with feedback and its best to have the tools as well as the materials, it helps people develop things by themselves.

No fire here, except inside tunglashor doing his best to help others, lots of Good fire there.
Re: BlazBlue content ripper
#25  February 19, 2010, 04:51:09 pm
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he never said yoda shouldn't use the material but that the stages wouldn't be possible
And the program did produce benefits for creators he was only speaking in regards to making the stages
Re: BlazBlue content ripper
#26  February 19, 2010, 04:52:40 pm
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cool is this going to turn into another hankventure and friends against iced thread. cant wait.
Re: BlazBlue content ripper
#27  February 19, 2010, 05:14:36 pm
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*Nnaajj get's some popcorn*
On a serious note, why you guys bashing Iced for saying that Yoda could make some stages and some other shit I couldn't be bothered to read  ???
Kinda strange but I woke up today and her hand was on my ass cheek
I won't suspect anything though I'll take it she was sleeping and didn't notice
you should have flipped over slowly
Re: BlazBlue content ripper
#28  February 19, 2010, 05:21:17 pm
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Sorry to interrupt  ;P

I've uploaded a new version that fixes a couple of bugs - see first post.

Interesting, could you add ticks information to the anim viewer?

Good idea, I'll do that.  Pre-emptive disclaimer: I think I'm reading the tick info correctly but it's guesswork.  Hopefully someone more familiar with the game's animations will correct me if I'm getting it wrong.  Obviously that will be easier if I can get more of them to display corerctly.  Also, I'm assuming a tick is the same length in BlazBlue as it is in Mugen.

As for the tool being redundant now that so much has already been ripped: I blame Circuitous, he's a ripping machine!  And this was before I actually added png support...  Speaking of which - everything that's been shared is in png format, so if you'd rather have pcx and you have the game handy, you might prefer to rip what you need yourself.

Thanks for all the feedback  :beamgoi:
Re: BlazBlue content ripper
#29  February 19, 2010, 05:33:31 pm
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Animation frames have the tag  02 00 00 00 followed by 32 bytes which is the name of the sprite, followed by 4 bytes indicating the time for that frame.
Re: BlazBlue content ripper
#30  February 19, 2010, 07:17:15 pm
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Yup - that's what I'm using.  I've noticed a couple of anims where the last frame seems to go on for a very long time, so wondered if there was more to it in some cases, but I think these might just be anims that play at the end of a round, and so never actually play the last frame for its full duration.

By the way, any other notes you may have on the animation syntax - I'm all ears  :ears:
I think it should be possible to work out the syntax for looping - it seems like there should be start loop/end loop markers in there, or at least 'this anim loops'/'doesn't loop', depending on how they've done it.

Also - any idea what's signified by a 03 00 00 00 marker? They seem to often crop up in stance animations, after the last frame of the stance - they're followed by some variable amount of data, then what looks like the data for an alternate stance, or some variation to the stance.  i.e. you have the frames 000_00, 000_01 ... 000_0n, then shortly after the 03 00 00 00 marker, 001_00, 001_01, etc.  If I knew what the intervening junk meant, I'd be able to make use of these extra frames.

[/technical]
Re: BlazBlue content ripper
#31  February 19, 2010, 07:25:28 pm
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You both seem to be having great fun reading all these strange numbers and make sense out of them. ;P
A bit like theis guy who spent a lot of time decrypting Samurai Shodown's hexadecimal values to get accurate data for vels and all. :P
Re: BlazBlue content ripper
#32  February 20, 2010, 01:20:10 am
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would this allow me to finid BGs too? i'mnot interested in character sprites :)


oh i see. i could've sworn there were rips of bbcs stages already though, they just disappeared...
Re: BlazBlue content ripper
#33  February 20, 2010, 03:57:29 am
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A bit like theis guy who spent a lot of time decrypting Samurai Shodown's hexadecimal values to get accurate data for vels and all. :P
Now that's dedication!  At least with sprites there's something big and obvious to look out for - that's just searching for numbers in a sea of numbers  :dizzy:

Speaking of sprites, I've been looking at some new ones...



Re: BlazBlue content ripper
#34  February 20, 2010, 04:01:25 am
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A bit like theis guy who spent a lot of time decrypting Samurai Shodown's hexadecimal values to get accurate data for vels and all. :P
Now that's dedication!  At least with sprites there's something big and obvious to look out for - that's just searching for numbers in a sea of numbers  :dizzy:

Speaking of sprites, I've been looking at some new ones...

http://img641.imageshack.us/img641/3968/akuma.png


Someone ought to make an akuma with those sprites.
Re: BlazBlue content ripper
#35  February 20, 2010, 10:56:24 am
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As for the tool being redundant now that so much has already been ripped: I blame Circuitous, he's a ripping machine!  And this was before I actually added png support...  Speaking of which - everything that's been shared is in png format, so if you'd rather have pcx and you have the game handy, you might prefer to rip what you need yourself.

Thanks for all the feedback  :beamgoi:

Yeah, sorry about that? ;D

I'm actually not even done, I'm still steadily ripping 3D textures and such, and I'd like to figure out how to get to the data on the Calamity Trigger CD so I can get some of the extra goodies from there (story mode artwork, etc.). My rips are mostly for the "lol sprite art" community (prime example here), so interested users ripping into their preferred format is still a good call.

And yeah if anyone can help me get to the Calamity Trigger goodies I'd appreciate the hell out of it.
Re: BlazBlue content ripper
#36  February 20, 2010, 05:04:22 pm
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im curious .. im sure its possible to rip the lifebars too .. right ?  :sugoi:
Re: BlazBlue content ripper
#37  February 20, 2010, 05:57:22 pm
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I'm actually not even done, I'm still steadily ripping 3D textures and such, and I'd like to figure out how to get to the data on the Calamity Trigger CD so I can get some of the extra goodies from there (story mode artwork, etc.). My rips are mostly for the "lol sprite art" community (prime example here), so interested users ripping into their preferred format is still a good call.

And yeah if anyone can help me get to the Calamity Trigger goodies I'd appreciate the hell out of it.

Is it that you're not able to actually read the files from the disc, or just that the program can't deal with them once you have them?  If it's the former I can't really help as I've never tried - didn't Freezeman describe the process in his thread?
If it's the latter then it's probably because the Xbox files are in a big endian format, so I'd need to add a suitable mode to enable them to be read.  If you do get some pac files then send me a couple for testing and I'll have a bash.

im curious .. im sure its possible to rip the lifebars too .. right ?  :sugoi:

I think I may have stumbled across them at some point, yeah.  They're in there somewhere I think!
Re: BlazBlue content ripper
#38  February 20, 2010, 10:16:54 pm
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I'm actually not even done, I'm still steadily ripping 3D textures and such, and I'd like to figure out how to get to the data on the Calamity Trigger CD so I can get some of the extra goodies from there (story mode artwork, etc.). My rips are mostly for the "lol sprite art" community (prime example here), so interested users ripping into their preferred format is still a good call.

And yeah if anyone can help me get to the Calamity Trigger goodies I'd appreciate the hell out of it.

Is it that you're not able to actually read the files from the disc, or just that the program can't deal with them once you have them?  If it's the former I can't really help as I've never tried - didn't Freezeman describe the process in his thread?
If it's the latter then it's probably because the Xbox files are in a big endian format, so I'd need to add a suitable mode to enable them to be read.  If you do get some pac files then send me a couple for testing and I'll have a bash.

im curious .. im sure its possible to rip the lifebars too .. right ?  :sugoi:

I think I may have stumbled across them at some point, yeah.  They're in there somewhere I think!

great .. im gonna have fun with this ^_^
Re: BlazBlue content ripper
#39  February 21, 2010, 02:27:58 am
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I already ripped the life bars and pretty much all of the shell artwork (in PNG format).

http://www.mediafire.com/file/datygdt3ymh/HUD.7z

I'm actually not even done, I'm still steadily ripping 3D textures and such, and I'd like to figure out how to get to the data on the Calamity Trigger CD so I can get some of the extra goodies from there (story mode artwork, etc.). My rips are mostly for the "lol sprite art" community (prime example here), so interested users ripping into their preferred format is still a good call.

And yeah if anyone can help me get to the Calamity Trigger goodies I'd appreciate the hell out of it.

Is it that you're not able to actually read the files from the disc, or just that the program can't deal with them once you have them?  If it's the former I can't really help as I've never tried - didn't Freezeman describe the process in his thread?

I can only see the top 151 MB of the XBox disc. I've tried supposed XBox ISO readers but they don't bring up anything. Freezeman didn't say anything on how to actually get to the files, just what to do with them when you had them.
Re: BlazBlue/SFIIT HD content ripper
New #40  February 21, 2010, 04:30:53 am
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New release: now with added Street Figher  :sugoi:



It now operates on SFIIT HD .dat files as well as BlazBlue .pac files.  I've got it to the point where I think it will correctly open all character sprites and portraits; let me know, though, if you find any that look wrong/won't open/cause crashes etc.

There are .dat files for all sorts of content - i.e. not all of the files contain sprite data.  The program should reject any it doesn't recognise - these might include various effects that use a different image format to the normal sprites.  Also I haven't tried it on stage images - something to look at later...  I haven't found any sign of animation data yet - if anyone spots any, let me know.  As for palettes - it looks as though each of the first few sprites for each character uses a different palette, so you should be able to extract these sprites and get the palettes that way.  Amongst the .dat files are some palette files, but these only apply to the portrait images.  The program should recognise these and allow you to open them, apply them, save them as .act files, etc as with BlazBlue palettes.

If you want the data files, see Freezeman's post here.  Once again - thanks FM  :2thumbsup:

I've also added tick info as requested: open a (BlazBlue) animation and use the slider to select a frame - the number of ticks for that frame should be shown in the status bar.  Hopefully that'll suffice.

Here's the download link.  As always, all feedback much appreciated.  Enjoy!
Last Edit: November 15, 2011, 07:41:47 pm by tunglashor
Re: BlazBlue/SF2HD content ripper
#41  February 21, 2010, 01:39:28 pm
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New release: now with added Street Figher  :sugoi:



It now operates on SFIIT HD .dat files as well as BlazBlue .pac files.  I've got it to the point where I think it will correctly open all character sprites and portraits; let me know, though, if you find any that look wrong/won't open/cause crashes etc.

There are .dat files for all sorts of content - i.e. not all of the files contain sprite data.  The program should reject any it doesn't recognise - these might include various effects that use a different image format to the normal sprites.  Also I haven't tried it on stage images - something to look at later...  I haven't found any sign of animation data yet - if anyone spots any, let me know.  As for palettes - it looks as though each of the first few sprites for each character uses a different palette, so you should be able to extract these sprites and get the palettes that way.  Amongst the .dat files are some palette files, but these only apply to the portrait images.  The program should recognise these and allow you to open them, apply them, save them as .act files, etc as with BlazBlue palettes.

If you want the data files, see Freezeman's post here.  Once again - thanks FM  :2thumbsup:

I've also added tick info as requested: open a (BlazBlue) animation and use the slider to select a frame - the number of ticks for that frame should be shown in the status bar.  Hopefully that'll suffice.

Here's the download link.  As always, all feedback much appreciated.  Enjoy!
Wow, this is a great. I'm going to have a blast with these sprites.
Thanks for the release tunglashor.
Kinda strange but I woke up today and her hand was on my ass cheek
I won't suspect anything though I'll take it she was sleeping and didn't notice
you should have flipped over slowly
Re: BlazBlue/SF2HD content ripper
#42  February 21, 2010, 05:04:11 pm
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Damn, there are only 1 stance sprite for all the characters. Is that all the available files or are there more getting ripped?
Kinda strange but I woke up today and her hand was on my ass cheek
I won't suspect anything though I'll take it she was sleeping and didn't notice
you should have flipped over slowly
Re: BlazBlue/SF2HD content ripper
#43  February 21, 2010, 05:40:39 pm
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Thanks for the nice tools.

Here are some suggestions:
- A drag and drop of *.dat and *.pac files would be great
- The software tends to freeze while performing some tasks, a multithreading with a marquee style progress bar should increase the responsiveness
Re: BlazBlue/SF2HD content ripper
#44  February 21, 2010, 05:58:32 pm
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Damn, there are only 1 stance sprite for all the characters. Is that all the available files or are there more getting ripped?
Hmmm.. which characters in particular?  The files aren't named in a very helpful way so it can be hard to locate the required sprite.  For example, I found three frames of Ken's stance (I don't know how many there are supposed to be in total) in the following files:

083f8000.dat
083ff000.dat
08406000.dat

Edit:  Looked around a bit more - I think the stances are in there:



(very rough, but you get the idea!)

Thanks for the nice tools.

Here are some suggestions:
- A drag and drop of *.dat and *.pac files would be great

Yes!  Something I've wanted to add for a long time, but unfortunately the drag/drop functionality of the toolset I'm using doesn't seem to be implemented correctly.  I'll see if I can find a newer version and give it another try.

- The software tends to freeze while performing some tasks, a multithreading with a marquee style progress bar should increase the responsiveness

When does this happen?  It used to freeze while saving files, but I changed this in a recent version; on my machine at least, the window refreshes, is resizable etc, and the Cancel button is responsive while saving.  Does this not work for you?  Or is it freezing during some other operation?

Thanks for the feedback  :cool3:

(by the way, while looking through Ken's sprites just now I noticed a few of them seem to be upside down!  I'll see if I can figure out why...)
Last Edit: February 21, 2010, 07:06:30 pm by tunglashor
Re: BlazBlue/SF2HD content ripper
#45  February 21, 2010, 07:54:28 pm
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Oh I'll look more then. BTW Thanks for the tool.
Kinda strange but I woke up today and her hand was on my ass cheek
I won't suspect anything though I'll take it she was sleeping and didn't notice
you should have flipped over slowly
Re: BlazBlue/SF2HD content ripper
#46  February 21, 2010, 09:26:04 pm
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good job bro on this tool , u are amazing man  :ninja: looking forward to some updates or who knows .. maybe another tool ? ^_^
Re: BlazBlue/SF2HD content ripper
#47  February 22, 2010, 08:14:35 pm
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Thanks, tunglashor.
Can't wait to start seeing SFIIHD sprite packs and chars.

Rey

Re: BlazBlue/SF2HD content ripper
#48  February 23, 2010, 05:07:47 pm
  • 昔、三割以上だった
There is also BlazBlue for PC, I guess you can rip content from there. O:

いらない
Re: BlazBlue/SF2HD content ripper
#49  February 23, 2010, 07:40:09 pm
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Really amazing tool, congratulations! Anyone got a way to rip those ending images?
Re: BlazBlue/SF2HD content ripper
#50  February 24, 2010, 12:22:29 am
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Is it possible to use this for ripping KOF XII content?
My Mugen Wish List would include protagonists, mascots and other iconic characters with everything they have brought straight from their source with little or no editing.
Re: BlazBlue/SF2HD content ripper
#51  February 24, 2010, 11:48:35 am
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There is also BlazBlue for PC, I guess you can rip content from there. O:

That's how I've gotten everything so far (which should be pretty obvious), but there's stuff I want that isn't in the Continuum Shift arcade version.
Re: BlazBlue/SF2HD content ripper
#52  February 24, 2010, 02:47:39 pm
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There will be Calamity Trigger for PC next month :)

Rey

Re: BlazBlue/SF2HD content ripper
#53  February 24, 2010, 04:32:21 pm
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Yep. But requirements are awful.
Spoiler, click to toggle visibilty

いらない
Re: BlazBlue/SF2HD content ripper
#54  February 24, 2010, 04:48:24 pm
  • ****
  • WIP: SF4 CE
Darn non-optimized-for-PC-ports. Bah, it'll always be better than playing the game emulated, but still... :P

Re: BlazBlue/SF2HD content ripper
#55  February 24, 2010, 10:00:00 pm
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Those are pretty average specs, however wtf the filesize.
Re: BlazBlue/SF2HD content ripper
#56  February 25, 2010, 09:14:23 am
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Yep. But requirements are awful.
Spoiler, click to toggle visibilty

i better play the arcade hack  :pwnonk:
Re: BlazBlue/SF2HD content ripper
#57  February 25, 2010, 10:27:53 am
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That´s a very usefull tool, even though I don´t know how much games it support. Did you tried to do a program which works for PSX games as well? There are lots of stuff which we can´t do with PSIcture and I always wished a flawless ripping tool so I could rip animations from Super Tokusatsu Taisen.
Re: BlazBlue/SF2HD content ripper
#58  February 25, 2010, 01:35:10 pm
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That´s a very usefull tool, even though I don´t know how much games it support. Did you tried to do a program which works for PSX games as well? There are lots of stuff which we can´t do with PSIcture and I always wished a flawless ripping tool so I could rip animations from Super Tokusatsu Taisen.

In a thread named "BlazBlue/SF2HD content ripper" you ask what games the program supports... what the hell, sir?
Re: BlazBlue/SF2HD content ripper
#59  February 25, 2010, 04:16:29 pm
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That´s a very usefull tool, even though I don´t know how much games it support. Did you tried to do a program which works for PSX games as well? There are lots of stuff which we can´t do with PSIcture and I always wished a flawless ripping tool so I could rip animations from Super Tokusatsu Taisen.

In a thread named "BlazBlue/SF2HD content ripper" you ask what games the program supports... what the hell, sir?
Sorry about the lack of attention, but I saw something which doesn´t seemed to fit with Super Street Fighter HD Remix.
Re: BlazBlue/SF2HD content ripper
#60  February 27, 2010, 09:35:26 pm
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    • tunglashor.webnode.com
To all the people saying thank you - you're very welcome  :thumbsup:
Thanks for the comments.

Is it possible to use this for ripping KOF XII content?

Not at present, but if someone wants to send me some data files I'd be happy to take a look.

That´s a very usefull tool, even though I don´t know how much games it support. Did you tried to do a program which works for PSX games as well? There are lots of stuff which we can´t do with PSIcture and I always wished a flawless ripping tool so I could rip animations from Super Tokusatsu Taisen.

Never really considered trying to extract data from a PS1 game.  Maybe there are some tools out there for extracting the data files from a playstation disc image, in which case it might be possible to read sprites etc, but to be honest I don't know.

That's how I've gotten everything so far (which should be pretty obvious), but there's stuff I want that isn't in the Continuum Shift arcade version.

So here's a new release, which should be able to cope with pac files from the xbox version  :sugoi:
Note - I only had a couple of sample pac files to work from, and none of these contained paletted sprites, so I don't know what will happen if you try to open these.  If it doesn't work, let me have a copy of the problematic file and I'll make the necessary corrections.

Download here - let me know if any problems/comments.
Re: BlazBlue/SF2HD content ripper
#61  February 27, 2010, 09:51:37 pm
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Not at present, but if someone wants to send me some data files I'd be happy to take a look.
Uploaded 0000.  I believe the sprite data is located in the PCS file.

EDIT: Also, the sprites apparently seem to be DDS files from a previous person's inspection of the files. Though no extraction was possible at the time.
Last Edit: February 27, 2010, 10:21:33 pm by Hoshi
Re: BlazBlue/SF2HD content ripper
#62  February 28, 2010, 06:24:30 am
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    • tunglashor.webnode.com
Thanks Hoshi, I'll take a proper look at this when I have a minute.  On first inspection I'm not so sure these are in DDS format as such, although I see the DXT1 cc which presumably indicates that type of compression is used in some way.  A few more would probably help if possible (makes it easier to spot patterns etc).  Also if there are any images where we already know what they should look like, that's always useful (for example if we can find the data for any of the already-available sprites, or maybe the one that Freezeman already showed?)

I've uploaded a new bugfix release of Hipster that should correct the bugs with the xbox-format pac file handling - link is as before, so anyone who downloaded the last version, please re-download.  Thanks Circuitous for the bug reports.
Re: BlazBlue/SF2HD content ripper
#63  February 28, 2010, 06:41:59 am
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You're making the job of creators easier, props.

I always thought SSF2X was one of the greatest and more balanced fighting games ever, evenif it's way outdated by nowadays standards. Hoping to see some characters eventually.
Visit the first and the only "web 2.0" warehouse of the internet: MUGEN ARCHIVE
A warehouse by the community, for the community. If we join our efforts, we could preserve MUGEN forever!!

Sept 2013 Stats: 5135 files in 222 categories - 60,167 unique visitors, 292.24GB of bandwidth
And still no ad! :sugoi:

If you have a copy of Fighter Factory 3 Linux, pm me, you will be rewarded, thanks
Last Edit: February 28, 2010, 06:48:36 am by Blade Art
Re: BlazBlue/SF2HD content ripper
#64  March 06, 2010, 02:21:51 pm
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Hello tunglashor, can make a program that can pack to *.pac files?  :sugoi:
Re: BlazBlue/SF2HD content ripper
#65  March 08, 2010, 02:32:28 pm
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    • tunglashor.webnode.com
Hello tunglashor, can make a program that can pack to *.pac files?  :sugoi:

Hmm... yes in theory, but I'm more interested in getting stuff out of the game, than putting stuff in.  I don't really have the motivation for something like this - plus, while image .pac files might be possible, there's a long way to go before animations are fully understood, so I'm not sure how useful this would be at present.
Last Edit: March 08, 2010, 08:42:43 pm by tunglashor
Re: BlazBlue/SF2HD content ripper
#66  April 04, 2010, 07:46:23 pm
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Is there any progress on the KoF XII extraction algorithm ? I can help with data as I got the Xbox version, but I don't know how to extract data from the disc as my PC won't read anything but some DVD video files from it...
Re: BlazBlue/SF2HD content ripper
#67  July 19, 2010, 08:31:03 am
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I think this is a great  tool
 :sugoi:
Re: BlazBlue/SF2HD content ripper
New #68  August 19, 2010, 06:36:46 am
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    • tunglashor.webnode.com
Time for an update  ;D

Probably not that useful from a Mugen point of view but I've had several requests for a feature for modifying BlazBlue's .pac files (specifically, the sprite archives) I guess with a view to modding the game.  I wasn't sure how to integrate something like this into Hipster, which is predominantly a ripping tool.  Thinking about it, it seemed to me that it would be enough to allow a sprite (hip file) within an existing archive (pac file) to be replaced by a different image.  The option already exists to export an existing sprite, so this would allow you to export, edit, and re-import a sprite.

Usage is simple: open a pac file and right-click the name of a sprite in the list (or just right-click the sprite itself) and click Replace, then select a png file to import (that's the only supported format and was enough work to implement, so I won't be adding any more  :P).  Note that the sprite in the pac file will be immediately overwritten so make a backup first if you don't want to lose it.  Large images will take a while, so be patient.

Disclaimer:  I don't actually have a copy of the game, so I haven't tested whether the updated pac files are accepted or not.  All knowledge I have of these file formats is self-learnt and some of it is guesswork, so it's quite possible there may be problems to iron out.  So I would appreciate any and all feedback from anyone who cares to try this.  Good luck  :thumbsup:

EDIT: New version now available - I've added an 'Explore' option to the file menu which lets you view the contents of a pac file and extract/replace any file contained inside.  Just right-click on the item in the list and select Replace, then locate the file you want to import.
Again, I'd appreciate any feedback from anyone who tries the modified pac files with the game.
Last Edit: November 15, 2011, 07:42:10 pm by tunglashor
Re: BlazBlue/SF2HD content ripper
#69  August 19, 2010, 08:17:37 am
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I don't mean to bug, but have you had any progress on the KOF sprite files?
Re: BlazBlue/SF2HD content ripper
#70  August 19, 2010, 05:12:56 pm
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    • tunglashor.webnode.com
I never really got anywhere with the KOF file formats, unfortunately.  If anyone has looked at those files and has any insights - I'm all ears.