Ys VI: The Ark of Napishtim [PS2]

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
Delacroix
Posts: 65
Joined: Mon Dec 08, 2014 1:16 pm

Ys VI: The Ark of Napishtim [PS2]

Post by Delacroix »

Sooo.... I've been toying with the idea of poking around Ys VI: The Ark of Napishtim on the PS2 console. Can anybody please take a look at the two archives of the game as they are a complete mystery to me:

https://dl.dropboxusercontent.com/u/735 ... /VOICE.BIN
https://dl.dropboxusercontent.com/u/735 ... I/DATA.YSD

They seem to require these two small files, maybe for indexing purposes:

https://dl.dropboxusercontent.com/u/735 ... ICEINF.INI
https://dl.dropboxusercontent.com/u/735 ... I/DATA.YSI

Thank you very much in advance for any assistance you may provide.
aluigi
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Re: Ys VI: The Ark of Napishtim [PS2]

Post by aluigi »

I already had some tools for this game but I decided to make a quickbms script:
http://aluigi.org/bms/ys6ps2.bms
Delacroix
Posts: 65
Joined: Mon Dec 08, 2014 1:16 pm

Re: Ys VI: The Ark of Napishtim [PS2]

Post by Delacroix »

I apologize, I did not notice. I'll test both methods.
Delacroix
Posts: 65
Joined: Mon Dec 08, 2014 1:16 pm

Re: Ys VI: The Ark of Napishtim [PS2]

Post by Delacroix »

A report:

--- in the linked executables I found nothing to extract VOICE.BIN. I had to use the QuickBMS script provided.
--- When I used the script, I managed to extract plenty .dat files that were autoconverted to .vag files. These can be played back with an utility but the raw dat files cannot. And this is a problem, why? Because the script errors out on VOICE.BIN extraction, claiming the file is incomplete. Not only that, but some .dat files were not converted and are unable to be played back. Please, assist me with this.
--- Also, BGM.BIN is completely incompatible with either method of extraction. Should I upload it or do you have access to this archive and could potentially fix this without that?

Thanks for your help so far, Luigi.
aluigi
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Re: Ys VI: The Ark of Napishtim [PS2]

Post by aluigi »

You can use just the script, the old exes are no longer necessary.

Regarding voice.bin, the script extracts everything except the last file because its reported a certain size but the file is not big enough so it's not a fault of the script. You can just ignore it, only the last (incomplete and small) file will not be extracted.
I can't help with the DAT files because there are no filenames in the archive and index file, quickbms automatically assigns a guessed extension.

Upload bgm.bin and I will check it.
Delacroix
Posts: 65
Joined: Mon Dec 08, 2014 1:16 pm

Re: Ys VI: The Ark of Napishtim [PS2]

Post by Delacroix »

I found the solution for .dat - they are just corrupt as far as header goes and the program I use to open'em simply does not know what properties the file has. If I apply properties of the "proper" vag's, they play back.

OK, upping BGM.BIN now.
aluigi
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Re: Ys VI: The Ark of Napishtim [PS2]

Post by aluigi »

Just for curiosity, with what file you get the DAT files?
voice.bin gives only vag files.
Delacroix
Posts: 65
Joined: Mon Dec 08, 2014 1:16 pm

Re: Ys VI: The Ark of Napishtim [PS2]

Post by Delacroix »

Like I said, it's from voice.bin. First the script extracts .dat files, then it converts them to .vag (apparently by giving them the frequency and channel number or sth like that). These five however don't get this treatment:

https://dl.dropboxusercontent.com/u/735 ... 00043b.dat
https://dl.dropboxusercontent.com/u/735 ... 0007b5.dat
https://dl.dropboxusercontent.com/u/735 ... 000a58.dat
https://dl.dropboxusercontent.com/u/735 ... 000ff0.dat
https://dl.dropboxusercontent.com/u/735 ... 00054d.dat

Now, you can clearly see that they don't have their headers right. If you open them in MFAudio, they play back SOMEWHAT properly only if Frequency = 20000 or 22050, Samples = 16, Channels = 1. Otherwise, they will sound horribly garbled. I mean SOMEWHAT properly because the pitch and speed of the files is clearly questionable. Just tested that in full. :-/

Also, is this correct? The last zero-byte file is 00001077.vag for the japanese version and 0000104b.vag for the english version. (maybe they're compressed further or something? Remember Marisa's Key and the videos? That had the same error coming out as this archive and you fixed it by adding some compression support to the script). I think there IS an error since there isn't an equal number of files extracted. The voices in the PS2 version are switchable and there is not a single occurrence of a line missing so I assume there is a problem. English voice file has given me 4172 files (including the zero-byte one) and Japanese voice file - 4216.

BGM.BIN

https://dl.dropboxusercontent.com/u/735 ... VI/BGM.BIN
https://dl.dropboxusercontent.com/u/735 ... GMINFO.INI

Apart from that I found small sound files with .bnk extension:

https://dl.dropboxusercontent.com/u/735 ... /SE_01.BNK

There's also some files from the PSP version that puzzle me a bit, here they are:

https://dl.dropboxusercontent.com/u/735 ... I/boss.bin
https://dl.dropboxusercontent.com/u/735 ... _101.aia.z

Once again, thanks for all your help, Luigi.
aluigi
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Re: Ys VI: The Ark of Napishtim [PS2]

Post by aluigi »

Script updated to version 0.2.

No support for BNK.

Z decompressed correctly.

When I tesed VOICE.BIN I didn't see any dat file, maybe I missed them but anyway I can't recheck it in any case because you removed the file.

BGM.BIN contains stereo 22050 raw VAG files but they can't be played because there is something custom in them, by using an interleave of 0x20000 the first 10 seconds are perfect and then everything goes out of sync. I already tried some cuts to test what was the problem (for example skpping 0x10000 every stereo block) but didn't work. You should post in the Audio section.
Delacroix
Posts: 65
Joined: Mon Dec 08, 2014 1:16 pm

Re: Ys VI: The Ark of Napishtim [PS2]

Post by Delacroix »

Will reupload BOTH voice.bins.
aluigi
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Re: Ys VI: The Ark of Napishtim [PS2]

Post by aluigi »

Checked and yes there is 1 and 4 dat files respectively.
It's not a fault of the script, there are really 5 files without VAG header stored in the archive.
Basically both the "VAGp" magic and the 0x4 at offset 7 are just zeroed.
Delacroix
Posts: 65
Joined: Mon Dec 08, 2014 1:16 pm

Re: Ys VI: The Ark of Napishtim [PS2]

Post by Delacroix »

<nods> So they have to get their properties fixed by hand. I understand. What about the boss.bin I linked from the PSP version? The script won't touch it as this comes from a folder where no ini or inf files accompany those. Is this an archive or not?