Re:Com does use VSBs, for your party only though. I haven't found enemy battle quotes yet. Added another archive to extract to the extractor, see version 2. Also, is KHVid's editor being dumb for anyone else? I can't upload files, and it's stuck in basic mode.
Uploaded to drive, gumi folder.
Also, because I said earlier I would, here's the ReCom extractor. I've only tested with the US version, so only try it with that. Ya, I can convert some. And if you're feeling adventurous, look for the "Vag Previewer" in Sony SDKs. It also converts, and is the better one imo. Edit: Updated to support extracting another format; Version 2. (9-3-2013 edit: attached to forum instead of mega)
You already have the voices? Nice! --- Uploaded VSB tools: http://crazycatz00.x10host.com/KH/files/app_IopVoiceTools.7z. Simple usage: Drag the VSB onto the IOPVOICEExt-Easy.bat. Edit extracted VAGs as you please. Run IOPVOICEMake-Easy.bat to make a new VAG. Note: NEVER EVER touch the log file in the out folder! By touching it you're welcoming corrupted VSBs into your computer. This covers all the battle quotes; I still need to look at the models with VAG or w\e though...
I can extract the files from Re:CoM. I have no idea what any of the formats are, but should be easier searching through discrete files then one giant hex gumbo. I'll post that extractor later too.
VAG files are Sony. There's an official program that can convert WAV into VAG, and can play the VAG sounds for you. It doesn't do VAG->WAV, though. This program is something more suited for a PM\Skype though. And I have done this before; both the KH2 voice mods and KH2 title\gummi music swap used some sort of VAG. ;)
You know what I just noticed... VSB files are really IopVoice files... I already have tools to handle those from KH2, both an extracter and packer. I'll work on getting these into releasable state tonight. I also feel stupid now, for not noticing this sooner. ><
Uploaded allarea.nam and wm.x, which translates area names in the pause menu and some world map strings, respectively. Also some files in the worldmap folder, which you can guess what they do.
Made some progress myself, especially gumi-related. View attachment 36571 View attachment 36572 (The area names use the same strings as the pause menu, so I can't move it left) View attachment 36573 Still messing with the font sizes atm...
Thanks, should be enough to find it. Seems it's in "worldmap/psel.bin". Another new format to figure out. :p --- I'll listen in on the Skype if y'all invite me, not sure which room\group\w-e-skype-calls-it it's in. I probably won't say much though, lol. Same username, so... :P
Could someone please type up the text in this image? I'm trying to find where it's stored, but can't find some of the letters in a character map for the life of me. >< View attachment 36552 Edit: Just to point out, I need the actual Japanese text, not translated. Also the green text and text at the top, if possible. ;)
Wundervoll! Looking forward to the surprise! ;)
Naw, just wanted to see if it used the same formats as KH1. See if we could import models, or music, or something. Seems not. Combo of a hexeditor and a few custom insertion programs, depending on which strings. Some just need a hexeditor, while some have offset tables. --- Fixed the Gumi-pause menu; thanks Sora for the report!
I think it was more them being lazy, and the game not really having much new in it. They seem to go straight for extracting models, and nothing much else. And out of the 4GB that is Re:CoM, like 2.4GB is PSS videos. >< But ya, it has a weird structure, completely different then KH1 and KH2. It has no IDX, but lists file-names their-self. The ISO has a bunch of DAT files, which contain more files. Those files contain the actually named game files. "ISO -> g000.DAT -> Section 0001 -> SY0001.BIN" There's also a few files with the same name, but are different from eachother, so can't even make a flat directory structure like KH1. Plus, no idea if any are compressed like KH1+2. Some don't look compressed, but too many unknown formats to tell.... I'll probably throw the tool+source over there sometime. Trying to work on the stupid SLPS translation again.....
Afaik, distributing a working (as in boots) ISO would be illegal. Even just the files from in the game, that are useless by their-self, is a gray area afaik. Ofc, if one says nothing, no-one knows, right? Also, does depend if he owns it (KH:FM), though. It might skirt by if you both own it. --- On a semi-KH1 related note, I made an extractor for Re:CoM. It has a worse file structure, and I don't recognize a single format though, so seems pretty useless atm.
Updated with steps for non-indexed PNGs. Guide should cover pretty much all types now. Wish you both luck! Also, even with this method, changing the size causes the game to show corrupt data. My guess is width is hardcoded, so......... Edit: Quick proof-of-concept: View attachment 36531 (Made the image 16:9, then resized it back to the original dimensions. Ends up displaying right because the game stretches it back to 16:9 again :p) Edit2: My spelling is horrible tonight, geez. About 8 spelling edits.
Open OPTPiX iMageStudio 3 Click "File -> Open Image..." Find and open the TM2 file Take note of the number in the title. "8bpp (16)" means remember 16, "8bpp (256)" means remember 256, etc. Click "File -> Save As..." Change "Save as type:" to "PNG File (*.png)" and click "Save" Uncheck "Interlaced", "Transparent color", and "Add comment to the image" ("Save in 32K colors" is disabled) Set "Filter for Indexed color" to "OPTIX standard" ("Full color filter" is disabled) Click OK. It should of created the PNG file Edit the PNG as you wish Back in OPTPiX iMageStudio 3.... Click "File -> Open Image..." Find and open the modified PNG file If the title number doesn't match step 4: Click "Image -> Color Reduction..." Match the number from step 4 in the "Output colors" section. If it was 16, check "16 colors"; if it was 256, check "256 colors (8 bits)". Click "Color Reduction". It will make a new image with the correct number of colors Click "Finish" The image title should now match step 4. From now on, use the newly created image Click "File -> Save As..." Change "Save as type:" to "TIM2 File (*.tm2)" and click "Save" Check "32bit CLUT", "CSM1 CLUT", and "16bytes" (Alignment). Using the number from Step 4: If it was 16 check "4bit TIM2" If it was 256 check "8bit TIM2" If these 2 are grayed out, you missed step 13 Click OK. It should of created the TM2 file And just to make sure it's know, TM2 is a image format just like JPG and PNG. Just, not really used much.
I'll try to type up a step-by-literal-step TM2->something_normal->TM2 tut real quick. I'd say give me about 20-30 mins. ;)
I could probably get something working, but I'll wait until we can somehow get the textures from 1.5HD... And whats this talk of cropping videos? Why would you crop them when we can just remove the black borders?
Are you using the updated tools?