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       #Post#: 224--------------------------------------------------
       Re: Tekken 2 BNS Extraractor: A tool to extract TEKKEN2.BNS...
       By: kamilm122 Date: March 7, 2015, 5:45 am
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       Leo,
       If i may ask you. -HOW- did you learn that? Or how do you
       prepare to check these files, and take stuff that you are
       interested in?
       I've just postead that i found some list and thats all i know.
       Also i tried to use no$psx and psX debugger to find [in previous
       case] TMDs like searching for 0x41.
       I didn't found that of course. no$psx has nice tool to view
       actual rendered scene and user's able to point at certain
       TRAINGLE! By clicking on some element on the list, which is
       always on the right, you also see small few-line info, with the
       addresses.
       I tried to locate models in T2 and T3 by "locating" first
       triangle of the character, and the find hex value in the real
       file [with Hex editor], but the thing is that it couldn't be fin
       or at least with totally messed values instead [not the same
       which were written in no$psx].
       Along with T3 and T2 there are many games i'd love to rip off
       but by myself, to try my own possibilities, but actually i have
       lack of knowledge.
       Could you please say how did you get that experience? What was
       your first game and how did you find out how to properly take
       out ie. models from that game :) I'd be really glad and
       interested.
       BTW: I can post that pic from no$psx graphic debugger if you
       don't know what i mean.
       #Post#: 226--------------------------------------------------
       Re: Tekken 2 BNS Extraractor: A tool to extract TEKKEN2.BNS...
       By: Leo2236 Date: March 8, 2015, 3:13 am
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       [quote=@kamilm122]
       Leo,
       [quote=@kamilm122]If i may ask you. -HOW- did you learn that? Or
       how do you prepare to check these files, and take stuff that you
       are interested in?
       I've just postead that i found some list and thats all i know.
       Also i tried to use no$psx and psX debugger to find [in previous
       case] TMDs like searching for 0x41.
       I didn't found that of course. no$psx has nice tool to view
       actual rendered scene and user's able to point at certain
       TRAINGLE! By clicking on some element on the list, which is
       always on the right, you also see small few-line info, with the
       addresses.[/quote]The procedure I use to locate needed data is
       following:
       1) I use ePSXe to make a quick save in game at some point where
       interesting me 3D model(for example) is present, then I use
       ePSXeSStateManager to quickly locate needed quick save.
  HTML http://i.imgur.com/67FUoOS.png
       2) Then I decompress quick save using small tool that I wrote,
       the tool allows to open an quick save and decompress it
       somewhere then I can open it in hex to search for needed value
       once I locate the possible value I change it, then I simply
       click compress in the tool after that I do quick load in ePSXe
       to see what happening and make my conclusions.
       That's how more or less my desktop looks when I'm trying to
       document some file(usually 3D models),that method may look
       primitive but I get use to it and most of the time if not always
       I get what I want...
  HTML http://i.imgur.com/1xVIn7f.png
       The very first thing I do when I'm documenting some 3D model is
       locating vertexes, if you'll look closely to image bellow you'll
       see that every 6 bytes(X, Y, Z) there's 2 bytes that are usually
       zero, and if you see many that kind of structure then most
       likely you've found some model vertexes. Then you looking for
       other structures like triangles, quads, UV's, etc... Also
       observing the right side of an hex editor will help you to speed
       up a lot the whole process.
  HTML http://i.imgur.com/h0FkDhF.png
       I also use a lot TIM tool to see how's the tim's are placed in
       PSX VRAM, that helps a lot when I wring some 3D viewer, and for
       the same reason I use psx emulator to see in real time VRAM
       which is helpful too...
  HTML http://i.imgur.com/P7Zd8Oq.png
       That's what more or less I do to find needed information, it may
       look like a very slow process but if you get practices with it
       you'll see that the spending time will  reduce continuously as
       you gathering experiences.
       As about no$psx I never used it before nor I hear of it(I
       think), but I'll definitely will look into it deeply to see how
       it can help me. Thanks for mention it ;)
       
       [quote=[member=21]kamilm122[/member]]Along with T3 and T2 there
       are many games i'd love to rip off but by myself, to try my own
       possibilities, but actually i have lack of knowledge.[/quote]I
       got many useful information from
       [ur=
  HTML http://psx.rules.org/gpu.txt]THIS[/url]
       documentation, and
       some other documentation for TMD and TIM but you probably
       already know about them.
       [quote=@kamilm122]Could you please say how did you get that
       experience? What was your first game and how did you find out
       how to properly take out ie. models from that game :) I'd be
       really glad and interested.[/quote]If I'm mistaking Chess Master
       2 GLU Viewer was first or one of the first tool that wrote
       without using other's peoples infos but only info that I've
       found, the tool could view/edit game avatars and players
       descriptions that storing in *.GLU. I found infos for that game
       using the method that I described above except that I was
       editing game CD image and not the quick save of ePSXe to see the
       changes :)
  HTML http://i.imgur.com/6GgsoHE.png
       [quote=@kamilm122]BTW: I can post that pic from no$psx graphic
       debugger if you don't know what i mean.
       [/quote]No need I get the picture ;)
       #Post#: 243--------------------------------------------------
       Re: Tekken 2 BNS Extraractor: A tool to extract TEKKEN2.BNS...
       By: Leo2236 Date: March 27, 2015, 1:10 pm
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       Have update the tool and now it extract every character data's
       in it's own folder.
       *.BGG - Stage geometry.
       *.BGT - Textures for stage geometry.
       *.NLZ - Compessed sprite animation(effect).
       *.TAD - Animation data.
       *.TMC - 3D model data.
       *.TTC - Texture for model.
       *.VB(or *.VAB) - sound effect
       *.VH - Header for *.VAB
       There's also UNKNOW folder with 24 files, I'll will describe
       them later ;)
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