Rogue Galaxy (PS2) .MVI
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Rogue Galaxy (PS2) .MVI
https://mega.nz/#!kAklzJ4I!AYRSWYi07h8p5wgdKtUqkd7b8E3srrYlVRDLLfl9F1k
This is a headerless video file used by a PS2 game. Any idea how to figure this out?
This is a headerless video file used by a PS2 game. Any idea how to figure this out?
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- Posts: 1125
- Joined: Tue Feb 02, 2016 2:35 am
Rogue Galaxy (PS2) .WAV
Bump. Also, new sample:
https://mega.nz/#!8AcQXDhC!PvvRSyjjyCqWnetL4ddiu09WT9BKzUJNXlrRleLBvCM
Is there any way to decode this or what?
https://mega.nz/#!8AcQXDhC!PvvRSyjjyCqWnetL4ddiu09WT9BKzUJNXlrRleLBvCM
Is there any way to decode this or what?
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Re: Rogue Galaxy (PS2) .MVI
This seems compressed. Check with comtype_scan if you can find out anything.
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Re: Rogue Galaxy (PS2) .MVI
...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.
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.
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Re: Rogue Galaxy (PS2) .MVI
You need to run the batch file, not the bms.
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Re: Rogue Galaxy (PS2) .MVI
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:
Any idea which one of them contains actual data? I'm starting to think it uses the "LZHA" algorithm, but I could be wrong.
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.
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Re: Rogue Galaxy (PS2) .MVI
Hello there, any news on that topic?
I'm interested as well.
I'm interested as well.
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- Joined: Tue Feb 02, 2016 2:35 am
Re: Rogue Galaxy (PS2) .MVI
None other than "I don't know how to figure this stuff out".
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- Posts: 1125
- Joined: Tue Feb 02, 2016 2:35 am
Re: Rogue Galaxy (PS2) .MVI
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
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:
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
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:
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- Posts: 1125
- Joined: Tue Feb 02, 2016 2:35 am
Re: Rogue Galaxy (PS2) .MVI
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.
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.