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  #1  
Old 2009-04-14, 12:50
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animexploit animexploit is offline
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Default Extract Script from Never7 (psp version)

Hey I have recently come into contact with the psp version of Never7, I have someone that can do the translation but it is a pain in the ass to get everything extracted first, if anyone has knowledge in doing this with the psp then that would be a big help.
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  #2  
Old 2009-04-14, 15:05
Rasqual Twilight
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mac.afs has the script.
.BIP format, probably compressed data.
don't have more specifics otherwise.
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  #3  
Old 2009-04-14, 17:12
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thanks, I extracted all the files and stuff but now I have .afs to deal with, the movie, bgm, and voice files are fine so all that I really need is a way to get through this. I may switch to the PC version of the game depending on how this goes. EDIT: Ok now I used a program to extract those files, now I have to deal with .bip and .t2p files. help guys?
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Last edited by animexploit; 2009-04-14 at 17:47.
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  #4  
Old 2009-04-15, 07:13
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Could you upload a sample file or two of the BIPs? I have a tool I wrote in my programming folder for BIP files which I'm pretty sure was used for another game in the series but I'm not sure if it would work with the PSP version.

Edit: Just remembered, I used it to dump the scripts for the Remember11 project. I'll get back to you in an hour or two about getting it to work on Never7 PSP.

Edit 2: Yep, just as I thought. This is for the most part the same BIP format as Remember11 PC used.

Small bit of YL1D5_2.BIP:
Spoiler


My tools don't 100% work correctly on these files though so the output is unreliable and sometimes doesn't work. The compression on the BIP files is LZSS. There's a 4 byte header (the uncompressed filesize) at the beginning of each BIP file. My decompressed output is kinda garbled and I don't feel like tinkering with the code to make it work. I can't really remember the specifics of the uncompressed BIP files after that minus the fact that the strings are at the end of the file. The strings are called throughout the file by their location so it's not hard to pinpoint the text. The scripts are in bytecode so that might be a little bit of a block. Here's a list of commands I came up with for Chewy a while ago.

Spoiler

Last edited by Minagi; 2009-04-15 at 09:30.
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  #5  
Old 2009-04-15, 20:14
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thats great and it will probably make the job easier if you can get me those tools. also due to the huge amount of complexity to making a patch for the psp, I decided to switch to the PC version which will still be hard as hell but less painful, thanks
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Old 2009-04-15, 23:18
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There is not much difference between Never7 and Ever17 PC scripts (except for the fact that Never7 scripts are compressed into weird "lnd" container (LZSS-alike)). I haven't wrote the decompression code, but here's the partial specs of SC3 script file structure.

The header:

Code:
TSC3Header = packed record
  Header          : array[0..3] of char; // 'SC3'+#0 header
  TextTableOffset    : longword;             // Text Table Beginning offset
  GraphicsListOffset : longword;             // Where's begins graphics sublist in the text table
  HeaderSize         : longword;               // Offset or size?
end;
TSC3JumpTable = packed record
  Offset             : longword;               // Offset, longword, as usual.
end;
TSC3TextTable = record
  Text               : string; // zero-terminated
end;
The structure:

============
SC3Header [16 bytes]
---------------
Code section (ignored) [TextTableOffset - 16 bytes]
---------------
SC3JumpTable[1]
...
SC3JumpTable[n]
---------------
SC3TextTable[1]
...
SC3TextTable[n]
============

Note: in order to calculate the exact number of SC3JumpTable\TextTable entries:

Code:
n := (SC3JumpTable[1] - TextTableOffset) div 4;
The text, however, is mixed with simple bytecode commands (there are only few of them. Please search at AnimeSuki for Never7 translation thread to get them and required tools (if they're still present)).

Another notice is about the Never7 engine - it chokes at 1-byte symbols. I.e., you must enter latin as fullwidth, otherwise it will crash.
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  #7  
Old 2010-01-06, 05:03
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G'day everyone,

Really sorry for dredging up an incredibly old thread, But it happens to be exactally what a need, almost:

Long story, I'm attempting the same as AnimeEx, but with ever17. Now, I've got the ability to extract and put back the .bip script files back into the ISO, and get it working (editing menus, etc, will come much later).

But, like AnimeEx, I'm lacking the ability/tools to get the info out of the .bip files. If Minagi still has those tools (Can't see anything on the Animesuki thread for them), that's be awesome.
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  #8  
Old 2012-11-10, 05:39
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hi, i'm interested too in the remember 11 tools minagi has :D
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  #9  
Old 2012-11-16, 16:42
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There are many games that use this engine (also on PS2 and PC), and there's nothing very difficult about it since file formats are pretty much standard (except for graphics).

AFS archives can be extracted with many tools and some programs (dsp2003's AnimED for example) can even repack them.

BIP files are "textbook" LZSS-compressed files as if created by original Haruhiko Okumura's LZSS in 1989. You can extract them with HCGConv. You'll need a compiled LZSS.C to recompress the files properly after you'll have modified them, though (Googling for LZSS.EXE may or may not give you a compatible version). Well, technically you can imitate the compression by adding an FF byte every 16 bytes of uncompressed data (the "packed" file will be bigger than unpacked one this way, obviously), but if you can write a program to do this, writing an actual LZSS compressor based on Okumura's source won't be much more difficult for you.

T2P files are images in a platform-specific (and often in a game-specific) format, which may or may not be compressed (and can even be both, say uncompressed for thumbnails - generally in a BIP+T2P pair - and compressed for standalone images - character sprites, for example). Figuring out the image format of a given game will be the most time-consuming part of hacking the game which is based on this engine.

To unpack the file(s) with HCGConv:
Spoiler
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  #10  
Old 2012-11-17, 17:12
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thanks, it worked :D
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  #11  
Old 2012-11-19, 15:18
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just a little off-topic, i've saw the opcode minagi has posted.
but how can i fin it on the uncompressed bip file?

for example graph_prio is translated in what hexadecimal code?

there is some doc/snippet of code to read about?
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