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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   u]{^(PS2)v

OUT.BIN; *.bt2 (sig=none; none)


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