Author Topic: Tekken 2 BNS Extraractor: A tool to extract TEKKEN2.BNS...  (Read 4051 times)

Leo2236

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Quote from: @kamilm122
Leo,

Quote from: @kamilm122
If i may ask you. -HOW- did you learn that? Or how do you prepare to check these files, and take stuff that you are interested in?
I've just postead that i found some list and thats all i know. Also i tried to use no$psx and psX debugger to find [in previous case] TMDs like searching for 0x41.
I didn't found that of course. no$psx has nice tool to view actual rendered scene and user's able to point at certain TRAINGLE! By clicking on some element on the list, which is always on the right, you also see small few-line info, with the addresses.
The procedure I use to locate needed data is following:

1) I use ePSXe to make a quick save in game at some point where interesting me 3D model(for example) is present, then I use ePSXeSStateManager to quickly locate needed quick save.



2) Then I decompress quick save using small tool that I wrote, the tool allows to open an quick save and decompress it somewhere then I can open it in hex to search for needed value once I locate the possible value I change it, then I simply click compress in the tool after that I do quick load in ePSXe to see what happening and make my conclusions. 

That's how more or less my desktop looks when I'm trying to document some file(usually 3D models),that method may look primitive but I get use to it and most of the time if not always I get what I want...


The very first thing I do when I'm documenting some 3D model is locating vertexes, if you'll look closely to image bellow you'll see that every 6 bytes(X, Y, Z) there's 2 bytes that are usually zero, and if you see many that kind of structure then most likely you've found some model vertexes. Then you looking for other structures like triangles, quads, UV's, etc... Also observing the right side of an hex editor will help you to speed up a lot the whole process.


I also use a lot TIM tool to see how's the tim's are placed in PSX VRAM, that helps a lot when I wring some 3D viewer, and for the same reason I use psx emulator to see in real time VRAM which is helpful too...


That's what more or less I do to find needed information, it may look like a very slow process but if you get practices with it you'll see that the spending time will  reduce continuously as you gathering experiences.

As about no$psx I never used it before nor I hear of it(I think), but I'll definitely will look into it deeply to see how it can help me. Thanks for mention it ;)
 
Quote from: [member=21
kamilm122[/member]]Along with T3 and T2 there are many games i'd love to rip off but by myself, to try my own possibilities, but actually i have lack of knowledge.
I got many useful information from [ur=http://psx.rules.org/gpu.txt]THIS[/url] documentation, and some other documentation for TMD and TIM but you probably already know about them.


Quote from: @kamilm122
Could you please say how did you get that experience? What was your first game and how did you find out how to properly take out ie. models from that game :) I'd be really glad and interested.
If I'm mistaking Chess Master 2 GLU Viewer was first or one of the first tool that wrote without using other's peoples infos but only info that I've found, the tool could view/edit game avatars and players descriptions that storing in *.GLU. I found infos for that game using the method that I described above except that I was editing game CD image and not the quick save of ePSXe to see the changes :)




Quote from: @kamilm122
BTW: I can post that pic from no$psx graphic debugger if you don't know what i mean.
No need I get the picture ;)
« Last Edit: March 08, 2015, 10:21:32 am by Leo2236 »
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