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
Under Night Exe:Late[st], Blazblue: Centralfiction, Dengeki Ignition files
-
- Posts: 27
- Joined: Fri Dec 18, 2015 9:15 am
-
- Site Admin
- Posts: 12984
- Joined: Wed Jul 30, 2014 9:32 pm
Re: Under Night Exe:Late[st], Blazblue: Centralfiction, Dengeki Ignition files
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)
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)
-
- Posts: 27
- Joined: Fri Dec 18, 2015 9:15 am
Re: Under Night Exe:Late[st], Blazblue: Centralfiction, Dengeki Ignition files
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
-
- Site Admin
- Posts: 12984
- Joined: Wed Jul 30, 2014 9:32 pm
Re: Under Night Exe:Late[st], Blazblue: Centralfiction, Dengeki Ignition files
pac are archives, the other files aren't.
The script worked with all the pac files of your samples.
The script worked with all the pac files of your samples.