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Tales of the Abyss files
#16
So I was going through making notes on the different files, and I think I've found some more suspect files that might make it easier to get the rest of this game ripped, if we can figure them out.

[spoiler="My notes, for the curious"]>>TO7BGM
--Exactly what it says on the tin

>>TO7BTL
-btl.afs: All the character dialogue during battles.
-btl_an00.slz- btl_an08.slz: Anise's battle files? Not sure.
-btl_ash00.slz + btl_ash01.slz: Asch's battle files?
-btl_bg.bin: Probably the battle backgrounds.  There's an "end of file" termination, but no header data.
-btl_enm.bin: Enemy data most likely.
-btl_enm_mb.bin: Bosses? It's a smaller files compared to the other one.
-btl_face00.slz - btl_face02.slz: ...seriously suspect this may be the faces that appear in the HUD during battle.  There might be multiple faces to one file.  There's a very clear TIM2 right at the top of each file; could these actually be some kind of texture file?
-btl_firia.slz: Uhhhh one of the battle arena fighters?
-btl_guy00.slz: Guy's battle files?
-btl_jade00.slz: Jade's battle files?
-btl_luk00.slz - btl_luk05.slz: Luke's battle files?
-btl_mXX.abn: More monster battle files?
-btl_mgc.bin: Files for the spells in the game? (it's huge)
-btl_nanari.slz: Another battle arena fighter; I don't know previous Tales characters that well.
-btl_nat00.slz + btl_nat01.slz: Natalia battle files?
-btl_rid.slz: An arena figher I know!
-btl_tea00.slz + btl_tea01.slz: Tear battle files?
-btl_usu.bin: No freaking idea, but there's a TIM2 right at the top of the file.
-btl_wep.bin: Again, no idea.  I see some BTWP in the file though. (Could be weapon data?)
-btl_win.bin: Window data.  There's some "mouth_default00_talk" clearly seen near the midway point, so this may also control character expression in close ups as well.  Why it's in the battle folder I have no idea.
-ep039_btl00a.bin+: Not sure; maybe this is for controlling special battles?  There seem to be enough to match the number of boss fights in the game.


>>TO7EV
-cht.afs: Filled with blank dummy files.  I'm going off the USA version, so this might be the audio for the skits that was cut from the game.
-db_char_ans00.pac: Anise's model for Tales of the Dragon Buster.
-db_char_luk00.pac: Luke's standard model for Tales of the Dragon Buster.
-db_char_luk07.pac: Luke's Dragon Buster model for Tales of the Dragon Buster.
-db_char_nat00.pac: Natalia's model for Tales of the Dragon Buster.
-db_char_tea00.pac: Tear's model for Tales of the Dragon Buster.
-db_effect.tm2: Different effects for TotDB.
-db_enemy_amp010.pac: various enemy files for TotDB.  Have a variety of names, but generally similar.
-db_item.pac: Seems to be item placement control for TotDB.
-db_m_XX_XX.dbs or .rpx: More files pertaining to the monsters.
-db_map_common.pac: Map data for TotDB.
-db_secret_xx: secret images (already ripped).  I believe these were cut from the final version in favor of having other characters playable.
(Everything else here is either dummy character files, stuff already ripped, or sound effects.)


>>TO7FIELD
-bbb.b: No idea; really small file with an FPS3 header.
-bbb.slz: Also no idea; has FPS3 in the header, but the same non-standard header as everything else.
-dummy_xx.bin: Empty dummy files.
-Fx(_xx).pkf: No idea
-Fx(_xx).slz: Still no idea.
-fd_enc_(xx).enc: Encounter data for the map and dungeons.
-Field_teDed_Dedx.txd: textures for the different areas.  Looks like some are called multiple times for multiple areas.


>>TO7MAP
This seems to be filled with PKB files relating to more specific locations in the game.  It's possible there's a separate file for each PART of a map (buildings are separate, ground, ect), just from the sheer number of files.

>>TO7MOV
All the movies.

>>TO7NPC
This is full of all the different NPC files in the game.  There's actual tutorials on how to extract these; I might try it if I can get Blender working.

>>TO7ROOT
There's a lot of .DAT files here; they largely contain text.  I'm just skipping those and anything I've already ripped.

-mcico.slz: An icon of some kind?  There's a DAT file that matches up with it.
-_s_cc.txd: Contains a TIM2 file with all the Capacity Core images.
-_s_cooking.txd: Contains a TIM2 file with all the food images inside.
-_s_worldmapX.txd: Contains the various stages of the world maps.  There's also icons inside for location placement and the vehicles.
-_s_worldmapbS.txd: Same, but for the Qlphoth.
-_sd000.spb: ...I don't have a damn clue.  The files are near empty except for the end.
(For some reason, the battle data is repeated here).
- disc.txd: Conatins the loading screen images.
- effect.txd: Battle effect textures.
-FieldXX.sb7: Contains text for the game.
-myu_icon.npc: some kind of model file, but doesn't seem to be the same as the others.  Going by the name, it's the icon that appears on the screen when you switch between Mieu's different abilities.
-ov_pdvd_btl_us.ovl (_field_us.ovl, _sfd_us.ovl, _skit_us.ovl): THESE ARE THE ONLY FILES THAT HAVE HEADERS THAT MAKE SENSE.  No idea what they're for, though; I'm guessing part of the translation process.

SHIT I THINK I FOUND THE SKIT FACES??????  SKIT001.dat seems to have .png files right there.  They might be super compressed though.[/spoiler]

The following are the files that I think might yield more stuff:

face00.slz
myu_icon.npc
skit001.dat

Thanks for the help so far guys.  This game is just... yeah.  It's amazing it even works (nevermind the bugs that are still in the game).
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#17
OK it seems like these .DAT files are pretty simple, I should have a script working soon!

EDIT:
Code:
idstring "FPS3"
get FCOUNT long
get TBLSTART long
get DATASTART long
get UNK0x10 short
get UNK0x12 short
goto TBLSTART

for i = 0 < FCOUNT
    get OFFSET long
    get SIZE long
    getdstring NAME 0x10
    log NAME OFFSET SIZE
next i

That wasn't too hard I guess. One thing I found was that the DAT file have PNG files that are just PNG files; no conversion required lol. I guess they got lazy Wink
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#18
...well, they're skit files... but...

[Image: JG78h3J.png]

Now I'm mad, Namco.
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#19
I was looking through the source of that SLZ decompressor, and I found this:
- 0003:1 - compression mode: 0/STORE, 1/LZSS, 2/LZSS+RLE, 3/LZSS16

The SLZ file have a compression mode of 3, so does anyone know what LZSS-16 is? Does that mean that the file is compressed with LZSS that has a block size of 16?
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#20
That seems to be the case, if I'm reading this right:

https://community.bistudio.com/wiki/Comp...ile_Format
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