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BlazBlue/SF2HD content ripper (Read 35118 times)

Started by tunglashor, February 18, 2010, 07:07:21 am
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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