Rogue Galaxy (PS2) .MVI

Codecs, formats, encoding/decoding of game audio, video and music
AnonBaiter
Posts: 1125
Joined: Tue Feb 02, 2016 2:35 am

Rogue Galaxy (PS2) .MVI

Post by AnonBaiter »

https://mega.nz/#!kAklzJ4I!AYRSWYi07h8p5wgdKtUqkd7b8E3srrYlVRDLLfl9F1k

This is a headerless video file used by a PS2 game. Any idea how to figure this out?
AnonBaiter
Posts: 1125
Joined: Tue Feb 02, 2016 2:35 am

Rogue Galaxy (PS2) .WAV

Post by AnonBaiter »

Bump. Also, new sample:
https://mega.nz/#!8AcQXDhC!PvvRSyjjyCqWnetL4ddiu09WT9BKzUJNXlrRleLBvCM

Is there any way to decode this or what?
AlphaTwentyThree
Posts: 909
Joined: Sat Aug 09, 2014 11:21 am

Re: Rogue Galaxy (PS2) .MVI

Post by AlphaTwentyThree »

This seems compressed. Check with comtype_scan if you can find out anything.
AnonBaiter
Posts: 1125
Joined: Tue Feb 02, 2016 2:35 am

Re: Rogue Galaxy (PS2) .MVI

Post by AnonBaiter »

...and I just got this when I ran the comtype_scan script on a .MVI file(see attachment file).

As with the .wav files, they're actually .mwv files. They can be decoded using vgmstream, or if you're using a foobar2000/winamp player, it can even play fine with that format.
AlphaTwentyThree
Posts: 909
Joined: Sat Aug 09, 2014 11:21 am

Re: Rogue Galaxy (PS2) .MVI

Post by AlphaTwentyThree »

You need to run the batch file, not the bms.
AnonBaiter
Posts: 1125
Joined: Tue Feb 02, 2016 2:35 am

Re: Rogue Galaxy (PS2) .MVI

Post by AnonBaiter »

So I scanned all of the compression algorithms I could find out of a .mvi file using a .bat file you suggested. However, I have no idea which one of them has actual data in it. Here's the hint:

Code: Select all

ZSIZE 8404996
SIZE 168099920

Any idea which one of them contains actual data? I'm starting to think it uses the "LZHA" algorithm, but I could be wrong.
Piorrro33
Posts: 1
Joined: Sat Oct 01, 2016 1:19 pm

Re: Rogue Galaxy (PS2) .MVI

Post by Piorrro33 »

Hello there, any news on that topic?
I'm interested as well.
AnonBaiter
Posts: 1125
Joined: Tue Feb 02, 2016 2:35 am

Re: Rogue Galaxy (PS2) .MVI

Post by AnonBaiter »

None other than "I don't know how to figure this stuff out".
AnonBaiter
Posts: 1125
Joined: Tue Feb 02, 2016 2:35 am

Re: Rogue Galaxy (PS2) .MVI

Post by AnonBaiter »

okay so i was wrong all along about the whole .MVI file being headerless...
it's actually an encrypted .pss file. which uses an xor key for about every single 0x1000 byte.

here's how i managed to do this

Code: Select all

get MVI_FSIZE asize
get MVI_BNAME basename

encryption xor 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string PSS_FNAME p "%s.pss" MVI_BNAME
log PSS_FNAME 0 MVI_FSIZE
yes, said "key" is this long.

although the "decoded" result can be playable, there are times in which some video frames tend to glitch out for whatever reason
perhaps there is something related to these chunk headers that goes for about 0x1000 size each or the data itself that goes within these chunks? :thonking:
AnonBaiter
Posts: 1125
Joined: Tue Feb 02, 2016 2:35 am

Re: Rogue Galaxy (PS2) .MVI

Post by AnonBaiter »

okay, i actually decided to straighten out the decryption part for once.
the .mvi files can now be "correctly" decoded with this script. that means no corrupted video frames!

check back in my "Script Compendium" thread for at least 1 minute.

EDIT: ...aaaaaaaaaaand done! my whole work is finished. you can see that work at the last post of said thread now.