Under Night Exe:Late[st], Blazblue: Centralfiction, Dengeki Ignition files

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
LarsMasters
Posts: 27
Joined: Fri Dec 18, 2015 9:15 am

Under Night Exe:Late[st], Blazblue: Centralfiction, Dengeki Ignition files

Post by LarsMasters »

Some files like Central Fiction's Console Opening aren't rippable. Also, UNIST & DBFCI ones aren't updated yet, regarding of the effects & sprites. Any news of arcsys script updates? This may apply to BBTAG ones when the full game released soon

BBCF Console OP:
https://mega.nz/#!5OpmxQRK!UU0xjsWADZKa ... -AGceJiHtI
Wag Sprite Files:
https://mega.nz/#!1aZk2IZI!L_HY_LsFSRKz ... 9osgTxxryA
Yak Sprite Files:
https://mega.nz/#!hew2WbYb!-Ybkm3UUyYa4 ... yMvRiQRCSo
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Under Night Exe:Late[st], Blazblue: Centralfiction, Dengeki Ignition files

Post by aluigi »

Script 0.1.6 :)
I also decided to use a feature available in quickbms 0.8.4 to allow the reimport mode on the non-compressed archives (just in case)
LarsMasters
Posts: 27
Joined: Fri Dec 18, 2015 9:15 am

Re: Under Night Exe:Late[st], Blazblue: Centralfiction, Dengeki Ignition files

Post by LarsMasters »

What about from Under Night & Dengeki? The sprite rips (UKA files) are messed up (even after reimport) + the attack effects are just dds textures instead of replicating the one from the gameplay, meaning it may wasting time to replicate the ones from the gameplay. Something to do with HA6, LST & CG as well. UNI & DBFC sprites are unlike anything than other ArcSys & Examu games
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Under Night Exe:Late[st], Blazblue: Centralfiction, Dengeki Ignition files

Post by aluigi »

pac are archives, the other files aren't.
The script worked with all the pac files of your samples.