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  #16  
Old 2007-09-12, 20:03
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That helped a lot, zalas, thanks. :)

The images that require 8 bit have 1028 (around there) bytes of random data at the beginning. If that's skipped, it'll read the image like normal (as pictured here). Is this the same for you or can you get it to decompress without that?



I think in the IMAG header part of the unknown 12 bytes tells what the type is.
Like 0x05 meaning 8 bit and 0x7 meaning 32 bit. That's what I've noticed at least, all of the 8 bit images were 0x5 and all of the 32 bit images were 0x7.

Here's the new version of the tool I'm using: http://www.sendspace.com/file/xc1poy

Last edited by Minagi; 2007-09-12 at 20:25.
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  #17  
Old 2007-09-12, 21:00
zalas zalas is offline
 
 
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Reread what I wrote in the previous post ;)
It's 4 byte header and 256 BGRA tuples for the palette.
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Last edited by zalas; 2007-09-12 at 21:02.
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  #18  
Old 2007-09-12, 21:19
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I didn't even notice that part. XD; That makes sense to me now. :)

Edit: Yay! Here we go.



After like 2 hours of unsuccessfully trying to make a program that'll convert from raw to bmp (kept having some issues the palette >.<), I've decided to just upload the version that outputs the colored raw files.
http://www.sendspace.com/file/8rpt0h

This outputs a (file)_color.raw which can be opened with InfranView using the settings 32 BPP, RGB, Interleaved.

Last edited by Minagi; 2007-09-12 at 23:22.
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  #19  
Old 2007-09-13, 02:06
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Quote:
Originally Posted by zalas
EDIT: So what's this about a translation already done for 2 routes? The ROFS CVM format is kind of annoying for Akaiito in particular because it uses a scrambled form. roxfan figured out the descrambling needed, but I still don't know exactly what fields correspond to what in the CVM and have been too busy to sit down and figure it out. Akaiito's code is massively painful to go through, since it uses lots of optimizations -_-;
http://digitalmedia.arts.ufl.edu/~kmcgo/Akaiito/ ^_^
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  #20  
Old 2007-09-13, 03:38
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Well, shit, I'd finally managed to figure out the backreference format for that LZSS stuff and someone else has already done it. Oh well =p.

quick, now to figure out reinsertion before you do~ (just kidding, I wouldn't be able to test reinsertion anyway =p)

Last edited by Asceai; 2007-09-13 at 03:40.
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  #21  
Old 2007-09-13, 07:12
zalas zalas is offline
 
 
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Ah, thanks for the link, Chu. So I guess it's an old-skewl non-patch translation. Amusingly enough, I think you can run Akaiito with decent speed on a recent PC using pcsx2.
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  #22  
Old 2007-09-13, 19:04
Chu Chu is offline
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Quote:
Originally Posted by zalas View Post
Ah, thanks for the link, Chu. So I guess it's an old-skewl non-patch translation. Amusingly enough, I think you can run Akaiito with decent speed on a recent PC using pcsx2.
Actually no ;.; Well. The game itself runs fine, but the sound quality is HORRIBLE. It's slow and splicey and ew. Then when you get to the opening video it crashes.

I'm waiting for pcsx4. Hopefully it'll run better then.

Wah X_x I wish there was a simpler way to extract these CGs...this is going to suck.
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  #23  
Old 2007-09-14, 02:36
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Well, if you want a different extraction tool, you'll have to say exactly what you want. Do you want a program to output BMPs or PNGs or something instead? Or.. what, exactly? I should be able to whip up a C program to do anything like that in a few minutes.
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  #24  
Old 2007-09-14, 03:15
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I prefer PNGs, actually. Good quality and the file size isn't outrageous.

Thanks for all the help, by the way =D
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  #25  
Old 2007-09-15, 08:36
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Okay, I've done it

get it here

some things to note:
- I still don't know this file format, so there's probably heaps of other crazy chunks in there, but it only really looks at IMAG and ENDC anyway
- Since I've only got the three input files you posted, I haven't been able to test it very widely. If you find something it can't handle, throw it at me.
- I made a number of guesses, like the fact that the mystery bit between the pixel format and image/chunk size is used to say whether it's lzss or not. That may not actually be true, but this program works for those images you uploaded.
- This program produces a lot of output. Most of it will probably be useless, but you can at least see what it's doing if it screws up.

Last edited by Asceai; 2007-09-15 at 16:10.
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  #26  
Old 2007-09-16, 17:20
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Bump, so that the person who requested this actually sees it.
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  #27  
Old 2007-09-16, 21:26
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Thanks!

Oh my god O_O

So I think I got them all converted, and I know what the little dinky files are now XD

Apparently the eyes and mouth of every character in every pose is a different .cel file.

Imagine my shock when I went to look for my favorite character's .cel file and saw she had no eyes or mouth D:

OMG SHE'S SOULLESS.
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  #28  
Old 2007-09-17, 13:42
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the ANIM chunks probably contain the information about how those things are all composited together, if anyone wanted to try and work it out. you could probably create animated gifs from them or something
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  #29  
Old 2007-09-17, 14:45
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I can't do it myself so I guess I'll wait around and see if anyone wants to take a stab at it XD In the meantime I'm having fun playing Mr. Potato Head with Yumei.
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  #30  
Old 2007-09-17, 19:30
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It's probably pretty simple, but for now I'm a bit too busy. I might have a go later, though.

EDIT: It would do me a big favour if you zipped a few more .cels, preferably ones that seem to be character images, and sent them to me (either via forum upload, or rapidshare or anything like that) The problem is at the moment I only have that one animated .cel you uploaded (the first one).

Last edited by Asceai; 2007-09-17 at 19:50.
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