Extraction of PS2 game graphics PartC

Textures, recreate headers, conversions, algorithms and parsing of image files
Parasite
Posts: 48
Joined: Tue Oct 18, 2022 10:49 pm

Extraction of PS2 game graphics PartC

Post by Parasite »

If anyone knows how to extract the graphics of the PS2 game "beatmaniaIIDX", I would appreciate it if you could tell me.
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https://ia601707.us.archive.org/view_ar ... apan%29.7z
or
https://archive.org/download/ps2japanredump1
Last edited by Parasite on Tue Oct 25, 2022 7:33 pm, edited 1 time in total.
Parasite
Posts: 48
Joined: Tue Oct 18, 2022 10:49 pm

Re: Extraction of PS2 game graphics PartC

Post by Parasite »

Please let me know if there is a tool that can extract graphics from PS2 games.
Parasite
Posts: 48
Joined: Tue Oct 18, 2022 10:49 pm

Re: Extraction of PS2 game graphics PartC

Post by Parasite »

There is a result like this in the game, and on the play, various parts can be placed around it.
We would like to extract the data without these parts.
BloodRaynare
Posts: 367
Joined: Fri Mar 10, 2017 7:23 am

Re: Extraction of PS2 game graphics PartC

Post by BloodRaynare »

Can't you just post one of the files inside? I don't feel like to download the whole game just for this. But if game files only consist with the single big files, well maybe I have to.
BloodRaynare
Posts: 367
Joined: Fri Mar 10, 2017 7:23 am

Re: Extraction of PS2 game graphics PartC

Post by BloodRaynare »

Can you send me the game's executable file? Should be called SLPM_xxx.xx where it denotes the game's ID. I didn't found any TOC's inside.
Parasite
Posts: 48
Joined: Tue Oct 18, 2022 10:49 pm

Re: Extraction of PS2 game graphics PartC

Post by Parasite »

BloodRaynare
Posts: 367
Joined: Fri Mar 10, 2017 7:23 am

Re: Extraction of PS2 game graphics PartC

Post by BloodRaynare »

Okay, a good and bad news.

Good one: The TOCs were found inside the game's executable's indeed so here's the script to extract all of the A,B,and C BIN files.
Though, the offset for the TOCs had to be predefined.

Code: Select all

open FDSE SLPM_655.93 1
get BIN_NAME filename
if BIN_NAME == "BM2DX7A.BIN"
	math TOC = 0x1B6A50
	math END_TOC = 0x1B7460
elif BIN_NAME == "BM2DX7B.BIN"
	math TOC = 0x1B7460
	math END_TOC = 0x1B7D00
elif BIN_NAME == "BM2DX7C.BIN"
	math TOC = 0x1B9A30
	math END_TOC = 0x1BC5F0
else
	print "Not a Beatmania IIDX BIN archive!"
	cleanexit
endif

goto TOC 1

for i = 0
	savepos TOC 1
	if TOC == END_TOC
		break
	endif
	get OFFSET long 1
	get OFFSET2 long 1
	get SIZE long 1
	get CRC32 long 1
	math OFFSET * 0x800
	
	putarray 0 i OFFSET SIZE
next i
math FILES = i

for i = 0 < FILES
	getarray OFFSET SIZE 0 i
	string NAME p "%05d.dat" i
	log NAME OFFSET SIZE
next i
This will only works with 7th style (It won't work with the other IIDX games).
The SLPM_655.93 executable file has to be in the same directory as the BIN files.

And the bad news: Most of the graphic related files are compressed however. And knowing Konami, it will be either using common compression algorithm or something proprietary so it have to be reverse engineered. Unfortunately, reverse engineering compression aren't really my specialty.