asmodean's reverse engineering page |
2012/07/26 / exah3pac I've been sitting on this for a while ... seems it supports more games than I realized. There's some nice character art in Persona 4 Arena at least. Use xbdecompress from the XDK to decompress the data first. Unbundler from the XDK can unpack the the XPR2 (*.xpr) files. The sprites have a dummy palette by default; use hpal2bmp to insert the color variation of your choice. Updated: added exsegs to extract BlazBlue: Chrono Phantasma (PS3) and updated exah3pac to support a new compression type. A compression type used by a lot of small images in BBCP is unsupported. Use gtf2dds from the PS3 SDK to convert the textures. If anybody cares, the actual TOC for bddata.bin is compiled into the executable. exah3pac.zip Contents: // exah3pac.cpp, v1.1 2014/03/27 // This tool extracts images from FPAC (*.pac) archives used // by Arcana Heart 3 (XBOX360), Persona 4 Arena (XBOX360) and // BlazBlue Chrono Phantasma (PS3). // hpal2bmp.cpp, v1.0 2012/07/26 // This tool inserts (replaces) an HPAL (*.hpl) palette into a bitmap. // exsegs.cpp, v1.0 2014/03/27 // This tool extracts SEGS data with no TOC.Known to work with: 2011/01/13 アークシステムワークス 「アルカナハート3 (XBOX360)」 2011/12/17 アークシステムワークス 「BLAZBLUE CONTINUUM SHIFT EXTEND (XBOX360)」 2012/07/26 アークシステムワークス 「ペルソナ4 ジ・アルティメット イン マヨナカアリーナ (XBOX360)」 2013/10/24 アークシステムワークス 「BLAZBLUE CHRONO PHANTASMA (PS3)」 *.pac, *.bin; *.hip, *.hpl, *.gtf (sig=FPAC, SEGS; HIP, HPAL, GGGG) |