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kuriimu2's Issues

PS_FS_V1 Archive Format

Shin Hayarigami 1 & 2
Console: Switch
Format extension(s): .dat
Type: Archive

.dat - 50 53 5F 46 53 5F 56 31 9F 00 00 00 00 00 00 00 - PS_FS_V1Ÿ

More details:
The file is the main container for the files of the game, as its just a .dat file with PS_FS_V1 formatting.
the other files inside consist of textures and other .dat files who are mostly script files.

Sample files (if possible):
https://www.dropbox.com/s/k7ka87xngqtxsbe/start.zip?dl=0

SOLCOMP Compression

Game Name: Noora Koubou
Console: NDS
Format extension(s): multiple
Type: compressed files

More details:
Nintendo Lz10 compressed files with a "SOLCOMP\0" header. We need a single-file archive plugin that can just open them up and save them again.

Sample files (if possible):
Found in #kuriimu2-files on the FTI discord

Mass export/import images - SOR4

In Streets of Rage 4 the SOR4 characters have over 100 frames/sprites and having to manually export and then import each sprite isn't very practical it's doable with the classic versions of the characters as they have under 100 sprites.

Take SOR4 Blaze for example she has 200 sprites not including her special move sprites the way SOR4Explorer did things was it just let you drag and drop some images over the pre-existing sprites while with this you have to export the file, open the file and then import the images one by one if you can imagine doing that for a character that has 200 sprites it sounds awful.

I did try using the batch injector but that didn't seem to work at all and the batch extractor extracted the images but as a folder instead of being named sor3_blaze0001, 2 ,3 for example but instead they're all named 00 and they're in a folder named sor3_blaze0001, 2 ,3.

So in the end I'm asking for something like SOR4Explorer but for the Switch version it possible as this might be outside the scope of Kuriimu2.

Thanks!

TTX in Dragon Ball Heroes

Game Name: Dragon Ball Heroes Ultimate Mission
Console: 3DS
Format extension(s): .ttx
Type: image

First 8 or more bytes of the file(s):
.ttx - TOTX

More details:
An image format used in Dragon Ball Heroes Ultimate Mission and probably in more ports of BandaiNamco.

Sample files (if possible):
Samples existing on my PC already

Inazuma Eleven GO Strikers 2013 Font Files

Game Name: Inazuma Eleven GO Strikers 2013
Console: Wii
Format extension(s): No extension
Type: Font

First 8 or more bytes of the file(s):
First four bytes are the number of pointers in the file. Then there are the pointers (Little Endian). Sometimes they aren't sorted properly.

More details:
I can't make sense of the data though, but I'm 100% sure they are related to the fonts.

Sample files (if possible):
https://drive.google.com/drive/u/0/folders/1p7bLpa-LC_4hEJ824Hq9pPD_Y6x5FjJf

Error at start

Bug details:
I can't start kuriimu, right after the start command is executed, i have an error.

the error:
Exception in Gtk# callback delegate
Note: Applications can use GLib.ExceptionManager.UnhandledException to handle the exception.
System.NullReferenceException: Object reference not set to an instance of an object.
at Gtk.Widget.DrawnSignalCallback(IntPtr inst, IntPtr arg0, IntPtr gch)
at GLib.ExceptionManager.RaiseUnhandledException(Exception e, Boolean is_terminal)
at Gtk.Widget.DrawnSignalCallback(IntPtr inst, IntPtr arg0, IntPtr gch)
at Gtk.Application.Run()
at Eto.GtkSharp.Forms.ApplicationHandler.Run()
at Eto.Forms.Application.Run(Form mainForm)
at Kuriimu2.EtoForms.Gtk.MainClass.Main(String[] args)µ

Os: Manjaro xfce 64bits latest version
Dotnet version: 3.1.113 (the last according to pacman)

.par - RGG Studios Yakuza Game Archive files

Game Name: Yakuza Games
Console: PS3, PS4, PC
Format extension(s): .par
Type: [ archive ]

First 8 or more bytes of the file(s):
[.par] - [50 41 52 43 02 01 00 00 00 02 00 01] - [053 048 052 049 053 050 052 051 032 048 050 048 049 048 048 048 048 032 048 048 048 050 048 048 048 049]

More details:
The par file format has been already been uncovered by @Kaplas80 (https://github.com/Kaplas80/ParManager) but it's only a command line and drag and drop tool for now. It would be neat to see K2 support those files

Sample files (if possible):
https://mega.nz/file/5O4UFY6L#gooZV0Xmi13kyYk4LC-GurSKCuMPsy99bmUxaqt0Y7Y
https://mega.nz/file/ZCZXnAbI#rjdSbC_YWHQG6MrTlNCJ6ENTYoUBVaGrEtrTLu0c20Q
[links]

SHADE - SHTX Images

Game Name: Inazuma Eleven GO Strikers 2013 (also present in other Shade games like the Vita DR games or Aa Megami-sama)
Console: Wii
Format extension(s): no extension
Type: image

First 8 or more bytes of the file(s): Header :
6 bytes tag (SHTXFF, SHTXFS, SHTXF4)
4 bytes image height and width (2 bytes each)
2 bytes (changes depending on the file)

Sample files (if possible):
https://drive.google.com/drive/folders/1oI-4hTBr7ShM2KJLwIbgzTGLlI40UK6d?usp=sharing

More details :
They can be converted to png using Scarlet, and a png can be converted to shtxfs using this : https://gist.github.com/xyzz/fbb344f4c2e9bba1ad12215a72db5035
SHTXFS: After the header, there's a 256 color palette and the actual image.
SHTXFF doesn't have a palette table, every pixel uses 4 bytes (it's a raw image)
SHTXF4 has a 16 colors palette

Error running on macOS 10.14.6

Game Name: N/a
Console: N/a
Format extension(s): N/a
Type: N/a
OS: MacOS 10.14.6 & 11.2.3

Bug details:
When trying to open the MacOS binary of Kuriimu2 it brings up a message "You can’t open the application “Kuriimu2” because it may be damaged or incomplete." the same message shows up tested on MacOS 11.2.3. I was able to open the executable inside the app using ./Kuriimu2, but it appears to be very buggy, for example, it will show a blank screen in the window where the plugins should show up, and the hex editor acts weirdly after scrolling far enough

Sample files (if possible):
Screen Shot 2021-04-23 at 3 48 32 PM
(Plugin Screen)

Screen Shot 2021-04-23 at 3 48 59 PM

(Hex Editor after scrolling down far enough)

Open a .fa(GFSA) archive

Game Name: Layton Kyouju to Majin no Fue
Console: DS
Format extension(s): .fa
Type: archive

First 8 or more bytes of the file(s):
[extension] - [bytes in hex] - [bytes in ASCII]

More details:
Currently using your fantastic program but I checked if I could open my file with the plugins already installed, I couldn't.
It's a .fa file but instead of ARC0, it's GFSA.

ps: Thanks a lot for you help last time, you did a very great job by programming this tool :)

Add support to fabtex format

The fabtex format is on Pokémon Art Academy files. Each fabtex is a graphic. Can you add support to export to png/import the graphics back on fabtex format? This will help a lot on my translation project. The texts are in msbt and Kuriimu 1 already do a good job with them.

I know that are others important archives inside .fab packs too. A plugin that can read them all will be useful.

Good luck on this wonderful project guys!

Edit: some files I had uploaded here: https://drive.google.com/drive/folders/1t_Xv5pz9lN0JuthSUfucwBBm9fMBkRYJ?usp=sharing

NSTP Image Support

Game Name: Taiko no Tatsujin: Rhythmic Adventure
Console: Nintendo Switch
Format extension(s): .txp
Type: Image

First 8 or more bytes of the file(s):
txp (compressed) - 19 80 00 04 07 4E 53 54 50 00 - .....NSTP.
txp (decompressed) - 4E 53 54 50 00 00 01 00 01 00 - NSTP......

More details:
Game seems to store images in an "NSTP" container, the Taiko games on VITA did the same but as a VXTP, the txp files appear to be compressed with L7C (same as on VITA) and using a tool to decompress (https://github.com/mariodon/taikotools) and looking at the files in a HEX editor the decompressed Switch compared to decompressed VITA seem pretty similar to VTXP, so I'd imagine the image format is even pretty similar (tga?) but structure just different enough that the existing TXP tool for VITA won't work on them.

Have attached a zip with some sample files with both compressed and decompressed versions of some txp files from Switch, not so worried about Kuriimu including the ability to compress/decompress atm, more want to crack open the images, maybe I should have changed the decompressed to .nstp instead of leaving as .txp...

Sample files (if possible):
https://mega.nz/file/J55RwCwb#zeB8Y-qjJJ22Ksv-46mYrM403ogjuGpZJBbFYdoYWTs

Cannot open most text files from titles beyond Mario & Luigi Dream Team (Kuriimu1)

Describe the bug
Most text files (MSBT) extracted from Mario and Luigi RPGs beyond 4 (Dream Team) and the remasters fail to be read by Kuriimu.

To Reproduce
Steps to reproduce the behavior:

  1. Extract game data from ROM
  2. Navigate to 'Msg/XX_xx'
  3. Drag text file on Kuriimu
  4. Error is shown and the file doesn't load

Expected behavior
File opens properly without problems aside from control code issues.

Screenshots
If applicable, add screenshots to help explain your problem.

The problematic text files all output this message:

image

And some output this message when the file is extracted completely fine from the ROM and read by the game correctly.

image

Desktop (please complete the following information):

  • OS: Windows (10, x64)
  • Browser: Google Chrome
  • Version: 9041

Smartphone (please complete the following information):

  • Device: Android
  • OS: 8.0.1
  • Browser: Chrome
  • Version: ???

Additional context
Other tools for MSBT work with a portion (Reloaded)/all of them (Toolbox/msyt) but have the same control code issues with the formatting. The staff at Karameru's Discord recommended me to start an issue here instead of Kuriimu's repo. Any plans to fix it before porting the text plugin?

Problematic text files (Superstar Saga, US English)

Problematic text files (Paper Jam [Retail Demo/Kiosk], EU English)

Issue with image file compression

Game Name: Fire Emblem (IF) Fates
Console: 3DS
Format extension(s): .bch, .bch.lz
Type: Image

Kuriimu 2 fails to compress any bch file with any compression type , and .png files only produce filename.png.out instead of compressing correctly. Trying to compress bch files using LZ77 and Reverse LZ77.

More details:
Kuriimu 1 also fails when attempting to use Reverse LZ77 compression.

Sample files (if possible): screenshot of error messages (Kuriimu 2 won't save any logs), and attached bch file
image
image

https://www.mediafire.com/file/ld31efcinlknaf4/%25E9%2580%259A%25E5%25B8%25B8.bch/file

I need help

8

Hello I would like to translate a game but every time I try to open a text or an PNG files with Kuriimu or Kukkii, it shows me this error and I would like to have if it was possible to help me! This is the first time I use Github! Thanks in advance to the people who will help me!

Oh yes, The name of the game is : Beyblade Burst God

The game has 11 files as you can see on the second screen and I'm trying to translate some text but I can't find the text I'm looking for but I can't find it and when I try to import something I get the error of the first screen

Sans titre

PKB/PKH - Level 5 model files(?)

Game Name: Inazuma Eleven 3 Ogre, probably applies to the other original trilogy games as well
Console: 3DS
Format extension(s): pkb & pkh
Type:
The PKB files I'm interested in should be model/animation data, given that they're in a model folder.
However, there are also PKB files in a script folder. I'm not sure what PKH is, but they come in pairs with PKB.
My sample files include both types.

First 8 or more bytes of the file(s):
PKB:
ball (model): 10 80 2F 00 00 42 4D 44
gol (model): 10 00 97 00 00 42 4D 44
help (script): 10 A4 04 00 00 53 53 44

PKH: starts with PackNum 20080626 in all files I've checked (quite a lot).

More details:
These games are NDS game ports.

Sample files (if possible): here.

Text files in Inazuma Eleven Go Strikers 2013

Game Name: Inazuma Eleven Go Strikers 2013 / Strikers
Console: Wii
Format extension(s): none
Type: text

First 8 or more bytes of the file(s):

More details:
Text is shift-jis and aligned to 4 bytes.
Header:
uint sectCount
uint endOfFile
uint begOfFile

And for each section:
uint offset
uint count

The endOfFile points to a list of pointers to the other pointers of the file.

Sample files (if possible):
14.bin comes from Strikers (the European version)
The other two come from Strikers 2013
https://drive.google.com/folderview?id=1WPAlNqqlJnNJ4a7Kvl8ViKXsz7EytwPl

add files to ARC0 archives

Game Name: Inazuma Eleven Go Galaxy
Console: Nintendo 3ds
Format extension(s): .fa(ARC0)
Type: archive
First 8 or more bytes of the file(s): 41 52 43 30 48 00 00 00 64 3B 00 00 0C 4A 00 00
[extension] - [bytes in hex] - [bytes in ASCII]

More details:
In kuriimu 2 the is an option to delete or rename files in a .fa file. But not to add new files, we need this to install our patch like the update of the game.

Sample files (if possible):
https://drive.google.com/file/d/1jNHO1cq5ewOfqpID1sPFIz8JPI4xNc1a/view?usp=sharing

NISA - BMARC (Yuusha Shisu)

Issue: Plugin Request
Console: Vita
Format extension(s): .BMARC
Type: Layout File
Game Name: Yuusha Shisu
First 8 byte of file(s):
42 4D 41 52 31 30 33 00 41 - BMAR103 A

More details:
I suspect this is the layout file that dictates where textures goes in Yuusha Shisu

Uploaded samples in the discord.

MTArc and TEX format problems

Game Name: Sengoku Basara 3\Sengoku Basara 4 (MT Framework)
Console: PS3/PS4
Format extension(s): ARC, TEX
Type: [ image | archive]

Bug details:
First ARC file has this error: Unable to read beyond the end of the stream.
Second ARC file has this error: Specified argument was out of the range of valid values. (Parameter 'offset)
Third TEX file has this error: MTex version 0x9D is not supported
Fourth ARC file has this error: File is marked as compressed but doesn't use ZLib
Fifth TEX file has this error: MTex version 0x97 is not supported (from Basara 3 PS3)

Sample files (if possible):
https://mega.nz/file/JPQSDZgL#i_SEskUKp6PZ3DfcqsH8x5Y-txRmIPpo0DrPmNv3tmw
https://mega.nz/file/ZbJWHBBC#prsRy3fNn3cjBzCp4dLjax7fWF7Pf1xvOiJjLrtbexU
https://mega.nz/file/8eAGwJSS#tEEeLVM-uDxXRq2rTTqot4eQi15eDq6UOT39Q2EPifk
https://mega.nz/file/kOB0TD7Q#1YITc5Mo4mnIYtdVHKzgD4N6Fh0RDwDFfe9jBUVEqpY
https://mega.nz/file/ESICHTgB#QtuQj03MBvElzDMh_wG_Ts-OF7n0GLrVERYJcRrajrE

BLN Archives - Batch Export bug

Game Name: Inazuma Eleven Go Strikers 2013
Console: Wii
Format extension(s): .bln
Type: archive

Bug details:
When using the batch extract feature for this format, the files are extracted twice in two different folders (mcb0 and mcb1), since BLN archives comes in two (mcb0.bln and mcb1.bln).

Sample files (if possible): /

PCK - Level 5 Archive File

Game Name: Inazuma Eleven GO 2: Chrono Stone
Console: 3DS
Format extension(s): pck
Type: archive

First 8 or more bytes of the file(s):
[extension] - [bytes in hex] - [bytes in ASCII]
C1 09 F2 00 00 58 50 43
4B 16 50 05 00 00 47 00

More details:
This file is the only .pck format file in the entire game (gds_pack.pck). It is confirmed that the game character text (like character’s nickname) is included. We also found some problems about the 3D character model since once we manipulated the file the character models were entirely broken.

Sample files (if possible):

[links]
https://drive.google.com/file/d/1TrKKtlfydu42htpXDdqkmMC_2iyaNFhm/view?usp=sharing

.lt image support (level 5)

Game Name: Professor layton - spectres call
Console: dsi
Format extension(s): .lt
Type: image

First 8 or more bytes of the file(s):
.lt
47 54 58 54 05 00 04 04
GTXT....

More details:
im guessing its an image, its found in an archive that was in a folder named img.
In the archive another smaller file is always present:
.lp - 47 50 4C 54 20 00 08 00 - GPLT ...

Sample files (if possible):
https://cdn.discordapp.com/attachments/784481361699274782/827298763440652328/more_files.zip

How to convert ImageInfo to Bitmap

I want to write a program that depends on kuriimu2. so it can process some files in batch.
But I don't understand how to convert ImageInfo to Bitmap.
Can someone help me?
Thank you!

Jarc & Jtex Support

Game Name: One Piece - Grand Battle X
Console:
Format extension(s): [ Jarc | Jtex ]
Type: [ archive | image ]

First 8 or more bytes of the file(s):
[extension] - [bytes in hex] - [bytes in ASCII]

More details:

Jarc are extractable with quickbms, then the jtex are editable with jTexTool.jar. Unable to to repack the jtex into the jarc.

Sample files :
Jarc
http://www.mediafire.com/file/zf4ubb4elynjqvl/titlemenu_b_01.jarc/file

NISA - BTX (Yuusha Shisu)

Issue: Plugin Request
Console: Vita
Format extension(s): .BTX
Type: Graphic (Texture)
Game Name: Yuusha Shisu
First 8 byte of file(s):
62 74 78 00 00 01 00 00 00 - btx

More details:
Graphical Format used by Yuusha Shisu

I've uploaded a sample in Discord.

"Photos With" Series BCLIM Files Cannot Save

Game Name: Photos With Mario/Animal Crossing/Pikmin
Console: 3DS
Format extension(s): .BCLIM
Type: [ image ]

Bug details:
The program can read and extract/import the image inside the BCLIM just fine, but when trying to save an edited version of this file, it gives an error saying "Non-negative number required. (Parameter 'count')"

Sample files (if possible):
https://drive.google.com/file/d/1zzQb_WySMoVmVHA9JVyyIXJAkrV-suIB/view?usp=sharing Title Screen logo, trying to save corrupts it

Hedgehog Engine 2 .cnvrs-text

Game Name: Sonic Forces, Puyo Puyo Tetris 2
Console: PC, Switch
Format extension(s): .cnvrs-text
Type: text

First 8 or more bytes of the file(s):
.cnvrs-text - 42 49 4E 41 32 31 30 4C - BINA210L

More details:
The text is in plain Unicode/UTF-16 (English), easy text edits is possible. For Sonic Forces, there is a .codetbl file that comes along with the .cnvrs-text file.

Sample files (if possible):
Forces: https://drive.google.com/open?id=1Dr2VXYEEuk23VXUYkB8NgI6klPPuapuT
PPT2: https://drive.google.com/file/d/1EiqwDe31OBikj0dXkvwcgK70CB-7wW2u/view?usp=sharing

XS - Level-5 Text Format

Game Name: Professor Layton VS Phoenix Wright: Ace Attorney
Console: Nintendo 3DS
Format extension(s): .xs
Type: text

First 8 or more bytes of the file(s):
58 53 43 52 80 00 05 00 17 - .xs

More details:
This is a common text format used by Level-5 for its 3DS games, also seeing use in Yo-Kai Watch and Professor Layton titles on that system. Kuriimu 1 had a plugin for this format, but its saving feature was broken.

Sample files (if possible):
https://drive.google.com/file/d/1VNzEDBvWEAAgDUT0vzhq0sE_UgatpaoM/view?usp=sharing

XR/FA - Level 5 Unable to save the archive

Game Name: Inazuma Eleven Go Light EUR
Console: 3DS
Format extension(s): xr,fa
Type: archive

Bug details:
Unable to save the archive, whenever I click save it either stuck on saving or say saved successfully but nothing is created/modified. When I try to change the save location to another drive it says Path .. is not rooted to a drive.

118861364_329962544889238_954277518294518655_n
22111
2113

Sample files (if possible):
ie_a.fa
fix.xr
log from the Path.. crash

Add support BOTW msbt

Feature details:
[A text editor for msbt with control codes support for wiiu version]

T2B - Level 5 binary text format

Game Name: Inazuma Eleven GO series
Console: 3DS
Format extension(s): cfg.bin
Type: text

First 8 or more bytes of the file(s): not consistent, but they end with:

FF FF FF FF FF FF FF FF FF FF 01 74 32 62 FE 01 01 00 01 00 FF FF FF FF FF FF

(which includes ASCII 't2b')

More details:
Kuriimu 1 had a plugin for this format: T2B.

Sample files (if possible): chara_text_ja.cfg.bin from Inazuma Eleven GO Galaxy.

Compressed jARC's

Game Name: One Piece Grand Battle X
Console: 3DS
Format extension(s): jarc
Type: compression | archive

Bug details:

Bandai Namco games can contain jARC files that are compressed.
They are prefixed by the "jCMP" magic number and 0x10 bytes more meta information about the file.
The actual file data is compressed with ZLib.
After decompression, they contain a normal jARC. However, the current jARC plugin cannot handle them.

Sample files (if possible):

https://www.mediafire.com/file/kdp4vww0of7asqb/logo.jarc/file

Ability to repackage .QBF files

Feature details:

I would love for extended .QBF (QuickBasic Font Data) support to be added, which is the file format used for storing font data in Zelda: Ocarina of Time 3D among others! At the moment, it is possible to open .QBF files in Kukkii but it is not possible to recompile the file to be edited or modified in any way. My reason for wanting this feature is so that I can upscale the font used to a more modern resolution (the default is 8x16, which doesn't look good on the 3DS XL or 2DS XL screens and even less so on a monitor or TV screen.

Cheers!

Dream Club Zero Portable

Game Name: Dream Club Zero Portable
Console: Vita
Format extension(s): GXT
Type: [ image ]

First 8 or more bytes of the file(s):
.gxt- 47 58 54 00 03 00 00 10 - GXT

More details:
Currently crashes Kuriimu2.

Sample files (if possible):
Uploaded.

Hero Bank 1 & 2 Texture support

Game Name: Hero Bank & Hero Bank 2
Console: 3DS
Format extension(s): .lzs - .bflim
Type: Archive

First 8 or more bytes of the file(s):
(From Hero bank)Title.lzs - 80 8B 23 00 FF 34 00 0B 00 00 0D 00 00 FB 88 1A - €‹#�ÿ4������ûˆ�
(From Hero Bank 2)Title.lzs - 00 DD 1B 00 FF 32 00 0B 00 80 0C 00 00 FB 5C 0B - �Ý��ÿ2���€ ��û\�

(Both games) Talkc_000_0.bflim - 00 FF FF FF 00 FF FF FF 00 FF FF FF 00 FF FF FF - �ÿÿÿ�ÿÿÿ�ÿÿÿ�ÿÿÿ

More details:
The files from the first game are compressed with LZSS/LZSS0
The files from the second game are LZSS0
all of the games texture relate files are in .lzs format.

My knowledge on compressions is minimal so the top one could be some other variation of LZS

Sample files (if possible):
https://www.dropbox.com/s/kxm70acufml7q4t/title_00.zip?dl=0
https://www.dropbox.com/s/uoehz8ppejp7gaj/talkc000.zip?dl=0

Cant open Etrian Odyssey Untold HPI/HPB

Game Name: Etrian Odyssey Untold: The Millennium Girl
Console: 3DS
Format extension(s): HPI/HPB
Type: archive

Bug details:

Cant be opened with Kuriimu2, just gives a "Specified argument was out of the range of valid values. (Parameter 'length')" error
EO2U, EO5 and EOX work just fine

White box around imported sprites - SOR4

Streets of Rage 4
Nintendo Switch
No extension
Image

I've ran into an issue in game the new sprites do work however they have a white box around them like this but this only happens with the character select screen for some reason.

2021-05-01_17-18-27

It seems to due to the Alpha? being different in an original file it's 00 00 00 00

image

While in an edited file it's 00 FF FF FF but this might be an per image basis since if you reimport the image and then save it's a mix of both the image on the left is the new and right is the original sprite but reimported.

image

Sample Files
https://drive.google.com/drive/folders/1SdbdfUHiMbGZAM34nrQQyCtssOSCoG0f?usp=sharing

textures and texture_table - SOR4

Game Name: Streets of Rage 4
Console: Nintendo Switch
Format extension: No extension
Type: Archive?

First 8 or more bytes of the file(s):
textures: 5D 00 00 00 8B F0 73 0A 66 65 8C 65 60 60 60 D4 F7 CD 4C 2E CA 2F CE 4F 2B D1 8B C8 4B D4 73 2B 4A CC 4D 2D CF 2F CA D6 73 CE CF 2B 49 CD 2B D1 0B 49 AD 28 29 2D 4A 35 72 09 4A 4D 4C 49 2D 62 00 01 46 16 20 01 C3 8C 40 CC 01 C4 FF 81 60 15

texture_table 0A 62 00 6C 00 61 00 6E 00 6B 00 00 00 00 00 00 00 00 00 53 00 00 00 6E 61 00 6E 00 69 00 6D 00 61 00 74 00 65 00 64 00 73 00 70 00 72 00 69 00 74 00 65 00 73 00 2F 00 73 00 6F 00 72 00 31 00 2F 00 6F 00 62 00 6A 00 65 00 63 00 74 00 73 00

More details:
The texture_table appears to contain the names and locations for the files inside the textures file. I did try using SOR4 Explorer but it refuses to open the files.

Sample files:
https://drive.google.com/drive/folders/1iaIHv5e9e8gPx6p1VyzGfaqjgk_Ia4w7?usp=sharing

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