Tenerezza (PC) - Current BMS script might need a modification

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Habanero
Posts: 55
Joined: Sat Jun 15, 2019 9:14 am

Tenerezza (PC) - Current BMS script might need a modification

Post by Habanero »

I'm a fan of this little JRPG, so I recently bought the physical copy. Much to my surprise, it's actually 2 discs (the rip I had seemed to only be 1 disc). The second disc is actually almost entirely a high-resolution texture pack. However, the BMS script that is currently up doesn't seem to properly extract the DDS images. I get DDS files, with the proper filenames, but opening them in Photoshop (with nVidia's DDS plugin) or XnView MP doesn't render any image. Thus, I can only conclude that the PAKs for the HD textures are slightly different from the original PAKs that the script seems to have been developed for (or was that made for the Xbox version? It works either way). If you have a chance, I'd appreciate this being looked into! Thank you. Filecutter + original files here.

https://mega.nz/folder/tlhW3IhI#zLD9QED2wb0oMjc9nD3Z1w

Note: Magic.PAK gave me an error when running the filecutter.

offset filesize filename
--------------------------------------
03d5ad62 2097152 MAGIC.PAK_0_13947750

Error: incomplete input file 0: Tenerezza\noPack\MAGIC.PAK
Can't read 524288 bytes from offset 03d5ad62.
Anyway don't worry, it's possible that the BMS script has been written
to exit in this way if it's reached the end of the archive so check it
or contact its author or verify that all the files have been extracted.
Please check the following coverage information to know if it's ok.

coverage file 0 0% 0 13947750 . offset 03d5ad62

Last script line before the error or that produced the error:
32 log NAME OFFSET CHUNKSZ
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Tenerezza (PC) - Current BMS script might need a modification

Post by aluigi »

Because they are not stored as DDS but they use a custom "LGF" format.
It's not my field but I guess it's like "LGF " followed by 16bit width and height, a zero 32bit and then the raw data.
The data is in the format 32bit, RGBA, interleaved and is perfectly visible.

P.S.: no problem with filecutter.bms on magic.pak
Habanero
Posts: 55
Joined: Sat Jun 15, 2019 9:14 am

Re: Tenerezza (PC) - Current BMS script might need a modification

Post by Habanero »

aluigi wrote:Because they are not stored as DDS but they use a custom "LGF" format.
It's not my field but I guess it's like "LGF " followed by 16bit width and height, a zero 32bit and then the raw data.
The data is in the format 32bit, RGBA, interleaved and is perfectly visible.

P.S.: no problem with filecutter.bms on magic.pak

I see. Thank you for looking at it.