PlayStation Store: https://store.playstation.com/en-us/pro ... EAN5PS4000
Hi guys, it would be nice to have all the Star Ocean 5 images and textures extracted, but I really don't know how to do.
Maybe is very similar to the encryption of Star Ocean Anamnesis (SLZ), but the quickbms script don't work at all, there something different.
Here there are some AIF files of the game PS3 version:
http://www.mediafire.com/file/8syr6bg22 ... s.zip/file
EDIT 02/05/2019
And here there are ALL the AIF and ASF files of the PS4 version of the game, 6.36 GB on mediafire, sorry I don't have enough space on mega and even gdrive
http://www.mediafire.com/file/3q9f6jsl3 ... AIF_ASF.7z
If you need only some little samples just to test, there are 2 files in the zip on the attachment.
Thanks in advance
STAR OCEAN 5 textures and 3D models [PS3/PS4] (*.AIF) (*.ASF)
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STAR OCEAN 5 textures and 3D models [PS3/PS4] (*.AIF) (*.ASF)
Last edited by chrnodroid on Thu May 02, 2019 5:11 pm, edited 4 times in total.
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Re: STAR OCEAN 5 images [PS3/PS4] (*.AIF)
Files are not encrypted, but compressed. Mostly SLZ type 2 and 3 is used, so I would guess it is more similar to older titles than Anamnesis which uses mostly type 7 (zstd). Still the type 3 code for ps2 games doesn't work meaning they changed something. Judging from the type 2/3 in older games, I would say it is a LZSS variant.
This was discussed in couple of other threads before, but I don't think anyone got it working. Basically there wasn't much interest. Last I know is that chrrox dumped the decompression method from the RoF executable (it also used type 3 mostly if I remember correctly). Still I never got it to work as is. Hope someone figures this out someday
This was discussed in couple of other threads before, but I don't think anyone got it working. Basically there wasn't much interest. Last I know is that chrrox dumped the decompression method from the RoF executable (it also used type 3 mostly if I remember correctly). Still I never got it to work as is. Hope someone figures this out someday
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Re: STAR OCEAN 5 textures and 3D models [PS3/PS4] (*.AIF) (*.ASF)
I edited the first post with an attachments. Contains very little files, AIF and ASF, just in case.
My research on this type of compression is failed several times, I already asked on Xentax forum, I know this is very difficult, sorry for the request. I still hope for someone someone figures out to this problem.
OT (But exctracting things from tri-Ace ps2 games is more difficult hahahaha, and there are no tools. My dream is to obtain the MPEG video files of SO3 and VP2, because I have the intention to remaster them in 4K resolution with a Deep Learning software, but I need the source files first...)
My research on this type of compression is failed several times, I already asked on Xentax forum, I know this is very difficult, sorry for the request. I still hope for someone someone figures out to this problem.
OT (But exctracting things from tri-Ace ps2 games is more difficult hahahaha, and there are no tools. My dream is to obtain the MPEG video files of SO3 and VP2, because I have the intention to remaster them in 4K resolution with a Deep Learning software, but I need the source files first...)
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Re: STAR OCEAN 5 textures and 3D models [PS3/PS4] (*.AIF) (*.ASF)
I have posted the SLZ type 3 decompression code here : viewtopic.php?p=45696#p45696
Speaking of VP2, I have also released a tool for the VP2 models/textures on xentax. I don't now much about video files though.
Speaking of VP2, I have also released a tool for the VP2 models/textures on xentax. I don't now much about video files though.
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Re: STAR OCEAN 5 textures and 3D models [PS3/PS4] (*.AIF) (*.ASF)
Oh, thanks, but sorry I am totally noob, how can I use this code? I tried "SLZ Decompressor v1.1", edited the slz.c with your new code, but didn't work. You speak about quickbms, I'm really confused.
edit: I tried to compile it with visual studio and other tools, but there are too many errors. I can only use quickbms but I don't know how to convert the C# language to BMS
my knowledge of these things is really embarrassing...
edit: I tried to compile it with visual studio and other tools, but there are too many errors. I can only use quickbms but I don't know how to convert the C# language to BMS
my knowledge of these things is really embarrassing...
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Re: STAR OCEAN 5 textures and 3D models [PS3/PS4] (*.AIF) (*.ASF)
I'm figured out to decompress the textures (for everyone, search the SLZ script here https://aluigi.altervista.org/quickbms.htm) , but there is something strange to texture format.
For example I have a 4.00 MB texture .AIF file, decompressed. So shoud be 2048x2048, probably BC7.
But this is the problem, maybe is not BC7, neither BC6, I tried everything with PVRTextTool but without results.
Inside the AIF file should be a DDS file right? How can I extract it directly?
This is my very last objective.
Thank you in advance
For example I have a 4.00 MB texture .AIF file, decompressed. So shoud be 2048x2048, probably BC7.
But this is the problem, maybe is not BC7, neither BC6, I tried everything with PVRTextTool but without results.
Inside the AIF file should be a DDS file right? How can I extract it directly?
This is my very last objective.
Thank you in advance
Last edited by chrnodroid on Tue Dec 17, 2019 8:13 pm, edited 1 time in total.
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Re: STAR OCEAN 5 textures and 3D models [PS3/PS4] (*.AIF) (*.ASF)
You probably wouldn't encounter bc6/bc7 with SO5 textures. They will mostly be dxt1/3/5. Your sample is just raw b8g8r8a8 though, with ps4 swizzling.
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Re: STAR OCEAN 5 textures and 3D models [PS3/PS4] (*.AIF) (*.ASF)
Thank you very much!
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Re: STAR OCEAN 5 textures and 3D models [PS3/PS4] (*.AIF) (*.ASF)
[edit] Disregard! Finally figured out how to find the files with RawTex