Ranma 1/2 Battle Renaissance

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
SciBott
Posts: 2
Joined: Thu Feb 21, 2019 11:21 pm

Ranma 1/2 Battle Renaissance

Post by SciBott »

Greetings! I was referred her by akderebur from Xentax.
I have been able to extract textures, scrambled and unscrambled, audio, and video from the game. However what I am after is the mesh geometry, only 1 of which I was able to get from psxprev and useless rectangle ~6 times length of its square ends.
We have speculated that the geometry reference information is located in a 750KB file called slps_005.22, but we aren't sure. Below are links to that .22 file and a .bns in which the textures were found, I believe the mesh are in it too, as the only other files are the video and audio containers and the 2KB system.cnf.
Any assistance would be greatly appreciated!
slps_005.22
Ranma.bns
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Ranma 1/2 Battle Renaissance

Post by aluigi »

The first thing I did was using this script on the BNS archive because it's still in PS chunked format (don't know the exact name):
http://aluigi.org/bms/ps1_disk_chunks.bms

I don't see a table with information in the file so I guess the information are stored somewhere else, maybe in the executable yes, but didn't check yet.
Anyway I see a lot of "pBAV" magics so, worst case scenario, it's possible to dump the vag data as-is without external tools or scripts.
SciBott
Posts: 2
Joined: Thu Feb 21, 2019 11:21 pm

Re: Ranma 1/2 Battle Renaissance

Post by SciBott »

Well, I can say that I don't really know what you mean, it's only been about 3 days since I began looking into ripping PSX/1/One data. The extent of my hex editing knowledge begins and ends at altering directx dds, dx3 to dx5 for example, with some playing with altering image dimensions.