Hello! I've recently shown an interest in this game's data, So I took myself a look.
Long story short, the character files in the "chr" folder are in a .aar format, and are very compressed.
Interestingly, the files seem to contain a filename before the palette data (example being the file i'm showing as an example, "ace_bc.aar", which has the string "ace_b.dig" inside it) , and after the palette is some sort of data table??? I can't really tell, I'm not a programmer.
The actual graphics, however, are lz10 compressed, I'll show an example I did with manual extraction, via Hex Editor:
So It's doable to extract everything, just really painful and unreliable and I ever get some offsets messed up so they don't decompress right >_>
If anything can help me out here, much thanks!
One Piece: Gigant Battle 2 .aar files help?
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Re: One Piece: Gigant Battle 2 .aar files help?
provide some samples
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Re: One Piece: Gigant Battle 2 .aar files help?
No Problem (thanks for reminding me):
https://www.mediafire.com/?ucltdpcxbj9httv
Here's a ZIP of the whole folder.
https://www.mediafire.com/?ucltdpcxbj9httv
Here's a ZIP of the whole folder.
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Re: One Piece: Gigant Battle 2 .aar files help?
http://aluigi.org/bms/alar.bms
quickbms will ask you to overwrite "TEMPORARY_FILE", you have to select 'a' (all).
I guess that in the next version of quickbms I have to implement a real temporary_file that doesn't ask to be overwritten.
quickbms will ask you to overwrite "TEMPORARY_FILE", you have to select 'a' (all).
I guess that in the next version of quickbms I have to implement a real temporary_file that doesn't ask to be overwritten.