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07 June 2011 @ 11:46 pm
Adventures in game data asshattery  
I've been doing my best to rip all those spiffy images out of my Dynasty Warriors games. It's been a strange combination of piss easy and headbangingly aggravating, and I am ever grateful for the work of people with far more skill than me at mucking through this sort of thing. My career focus helps with this, but I'm no binary data wizard. Hacking utilities are love.

Best success: A full set of high resolution character images from the PC version of Dynasty Warriors 4. I uploaded them to a gallery, or you can download the 25.03 MB zipfile. All are stored uncompressed as common BMP, JPG, and PNG, and thus were easily ripped by Jaeder Naub with their transparency intact.

Runners-up: A variety of partial image dumps done with a TIM2 extractor and converter. The extraction process loses the transparency around the edges of the character portraits and such, and some of the images were not extracted because they reside in compressed data blocks. There's a fair amount of overlap between the DW5 collections because Empires contains a bunch of leftover data from XL, and I couldn't be arsed to sort it all out. Don't mind the lazy.

Dynasty Warriors 4: Empires (28.01 MB)
Dynasty Warriors 5: Xtreme Legends (11.38 MB)
Dynasty Warriors 5: Empires (13.61 MB)
Warriors Orochi 2 (1.8 MB), featuring all those happy/sad/angry faces you see in battle.

Worst frustration: Trying to get at the loltastic expressions in Jan Sangoku Musou - Dynasty Warriors Mahjong. The images seem to be regular old TIM2's, but they're all bundled up in some form of compression that has baffled my attempts to deflate it. If anyone well-versed in Lempel-Ziv variants wants to know what I've seen so far, I'll spill. Otherwise, I think I've put you all to sleep enough for one night.

Honorable mention: Dynasty Warriors 5: Special. Since this is a PC game, I thought it would be as straightforward as DW4. Famous last words. Compression and unknown image formats galore. FAIL

Special thanks to: This info repository, which helped me figure out the structure of the .idx files to KOEI game data dumps. QuickBMS, which allows binary files to be easily processed via basic scripting. Thanks to these, I have a collection of compressed data chunks that I will hopefully be able to decode someday. It's some sort of progress, and I learned something along the way. Hooray?
Current Mood: dorkydorky
Current Music: Fallout: New Vegas Radio - Lone Star
Skurtchasorskurtchasor on June 8th, 2011 10:11 pm (UTC)
*opens a can of worms*
Can you extract model/texture data?
The Heavy Metal Matador: Kuribo's Shoerydain on June 9th, 2011 03:55 am (UTC)
Re: *opens a can of worms*
My PS2 image dumps caught a boatload of textures used for scenery, sky, and various objects like base flags. Many of these were recycled between DW4 and DW5. I saw some of the character texture sheets in Jaeder Naub's raw data view, meaning that they're some form of bitmap, but they're a format that I don't know how to extract. I did find out that Cao Ren has hair and Zhou Tai does not.

I may be able to see DW5: Special textures and models with 3D Ripper DX. (My main interest would be hoping that this catches the high-res battle portraits, character select screen images, and such, but extra fun bonus stuff never hurt anyone.) I haven't tried yet because it will probably be dirt ass painfully slow under Parallels emulation.

That said, someone has figured out how to rip DW7 models. Come to think of it, some of those scripts and tools may be applicable to the gnarly compression I'm seeing.
Skurtchasorskurtchasor on June 11th, 2011 12:04 pm (UTC)

Now that I've got more free time, I've resumed dicking around with Torque3D. But modeling is a LOT of work