asmodean's reverse engineering page |
2007/01/21 / extensho This game obfuscates its' data via a re-arrangement+mutating XOR key. You'd think that loading speed on the PS2 would be more of a priority... Most of the images are standard TIM2 graphics, for which various conversion tools already exist. I suggest uema's iftm2 Susie plugin and batch converting in ViX. TIM2 images with transparency have 32-bit RGBA palette entries; use bmp8to32 to convert those to 32-bit bitmaps. Battle backgrounds are a custom format (*.bt2). My tool for that isn't quite perfect (weird images that aren't a multiple of the swizzle block size...). extensho.zip Contents: // extensho.cpp, v1.0 2007/01/20 // This tool extracts data from Asmik Ace's Tenshou Gakuen Gekkoroku (PS2). // bt22bmp.cpp, v1.0 2007/01/21 // This tool converts Asmik Ace's *.bt2 images to bitmaps. There's an // outstanding bug unswizzling some of the images... // bmp8to32.cpp, v1.0 2007/01/20 // This tool converts 8-bit bitmaps to 32-bit. The intention is to be used // with images that have 32-bit palette entries (console games typically).Known to work with: 2006/11/22 Asmik Ace 「転生學園月光録(PS2)」 OUT.BIN; *.bt2 (sig=none; none) |