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Vanillaware Ripping Project
Hello, just found this board. I saw a previous post here looking for a way to play the game without the battle preview UI present. Wanted to ask, did anyone ever succeed at finding a way to do this? Trying to find a way to play it like that myself. Thank you for your time.
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Hello,

I am currently at the point in the process where I am turning the .prediv.quad files into .quad files, and while I get a .quad file, when I try and upload it into the Quad Player, it just... doesn't accept it. Nothing happens at all. For reference, I am trying to get quad files for the Switch version of 13 Sentinels. I am turning the .ftx files into .nvt and then .png, then turning the .mbs file into .v55, then .prediv.quad, and then finally .quad. The memory in the .ini file is set to 5000. I don't understand what I'm doing wrong.
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(12-29-2024, 01:09 AM)achilleanfriedrice Wrote: Hello,

I am currently at the point in the process where I am turning the .prediv.quad files into .quad files, and while I get a .quad file, when I try and upload it into the Quad Player, it just... doesn't accept it. Nothing happens at all. For reference, I am trying to get quad files for the Switch version of 13 Sentinels. I am turning the .ftx files into .nvt and then .png, then turning the .mbs file into .v55, then .prediv.quad, and then finally .quad. The memory in the .ini file is set to 5000. I don't understand what I'm doing wrong.

Is there any error message on each step? Can you copy and paste the log from Quad Player?
- Rufas

P.S. "The memory in the .ini file is set to 5000" - that less than 5 KB! Even the default is 128 MB (or 13,4217,728) and my tutorial is 2048 MB (2,147,483,648).
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I've managed to convert a couple of files to png and quad from 13 Sentinels on PS4, however, I can't seem to find a version of the quad player that support the resulting files. I've used the latest GitHub version of the tools, and here are the two files I converted as a test:
https://mega.nz/file/2UM2ATIa#-lCSKILPRr...4Phz-5ecd0

I've examined the resulting quad file by hand, and I can see all the animation names, along with what appears to be frame data, so from what I can tell, the files appear to be converted correctly, so I suspect I'm stuck on not finding a version of quad player that wants to play the resulting files. I've tried: quad_mobile_v04_beta, quad_mobile_v05_beta, the one in Web2D_Games/docs/quad_player_mobile, and the link to the latest quad player that takes you to a live site. None of those want to play the quad files I converted. The ones included in the zip for quad_mobile_v05_beta play fine.

My problem sounds very similar to what achilleanfriedrice is experiencing, where it creates a seemingly valid quad file where the size matches up with working demo quads, but if you try to upload it, nothing happens. Hopefully my files can help shed some light on what's happening as I suspect it's the same problem.

In short, are we doing something wrong?
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Okay, after carefully comparing the quad files, I have indeed found a change that's been made to the format which I don't believe any publicly available version of the quad player supports. The 'blend' section of the file has been updated and now looks like this:
Code:
  "blend"    : [
    {
      "name"      : "normal" ,
      "mode_rgb"  : [ "FUNC_ADD" , "SRC_ALPHA" , "ONE_MINUS_SRC_ALPHA" ] ,
      "mode_alpha" : [ "FUNC_ADD" , "ONE" , "ONE_MINUS_SRC_ALPHA" ] ,
      "debug"      : [ "SRC.rgb * SRC.a + DST.rgb * (1 - SRC.a)" , "SRC.a          + DST.a  * (1 - SRC.a)" ]
    }
  ] ,

The version of the 'blend' node from the examples that come with the v5 quad player look like this:
Code:
  "blend"     : [
    {
      "name" : "default" ,
      "mode" : [ "FUNC_ADD" , "SRC_ALPHA" , "ONE_MINUS_SRC_ALPHA" ]
    }
  ] ,

If you replace the 'blend' node on the generated quad file with the older version above, it can be opened in v5 of the quad player, so clearly it looks like the tools are producing quad files that are not compatible with any publicly available version of the player (that I'm aware of anyway).

Where do I get the compatible version of the quad player?
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I see what you guys meant - there is one fatal error I didn't managed to catch when implementing QuadVerify(), so the error is actually appear on javascript console. No wonder you guys couldn't provide me with any error messages.

It is now fixed. Please try again. Thanks!
- Rufas

P.S. In general, both Quad Player and psxtools are update together, so they can work as a set.
If I discover any new data, psxtools is updated to extract those data, and Quad Player is also updated to display them.
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Cool, seems to work now. And that answers one of my other questions, as I was having a lot of trouble working out which quad player I was meant to use, so to confirm, it's the one in the docs/quad_player_mobile directory of the same repo as the tools.
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Hello, I encountered this error while using the lastest quad player, I've also tried every quad player samples that you posted and they all had this error removed concave dstquad. Any ideas how to fix it? Thank you for the great tool

["keyframe attr",["Book Gwendolyn","Book Cornelius","Book Mercedes","Book Oswald","Book Velvet","Book Epilogue","Book Final"]]

["UPLOAD quad","ps4 odin REHD_Alice.mbs.v55.quad"]

["QuadList[]","0"]

["UPLOAD quad","sample-concave.quad"]

ERROR : ["removed concave dstquad",{"type":1,"quad":[-100,-100,100,0,-100,100,0,0]}]

ERROR : ["removed concave dstquad",{"type":2,"quad":[0,0,-100,-100,100,0,-100,100]}]

ERROR : ["removed concave dstquad",{"type":0,"quad":[-100,-100,100,100,100,-100,-100,100]}]

ERROR : ["removed concave dstquad",{"type":0,"quad":[-100,-100,100,-100,-100,100,100,100]}]

["QuadList[]","0"]

["shader init","draw vram"]

["shader init","draw keyframe"]

Also it can't display any texture right, everything ended up being white like in the screenshot below

[Image: image.png]
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Hi @NovaChrystalia!

Quote:ERROR : ["removed concave dstquad",{"type":1,"quad":[-100,-100,100,0,-100,100,0,0]}]

ERROR : ["removed concave dstquad",{"type":2,"quad":[0,0,-100,-100,100,0,-100,100]}]

ERROR : ["removed concave dstquad",{"type":0,"quad":[-100,-100,100,100,100,-100,-100,100]}]

ERROR : ["removed concave dstquad",{"type":0,"quad":[-100,-100,100,-100,-100,100,100,100]}]

Those error are newly added code to detect if quad is simple or irregular type. The code is explained on this issue:

https://github.com/rufaswan/Web2D_Games/...2817259067

Type 1 means the center point is on line AC, but not on BD.

Type 2 means the center point is on line BD, but not on AC.

Type 0 means the center point is NOT on both AC and BD.

This is interesting! So Vanillaware do use both simple and irregular quad type! Will need to find a new quad-to-quad rendering code beside the default perspective-corrected.

Quote:Also it can't display any texture right, everything ended up being white like in the screenshot below

From the error log, I can see you only have this line:

Quote:["UPLOAD quad","sample-concave.quad"]

There are no UPLOAD image there. No wonder everything is just white squares. You'll need to upload the PNG too.

While most files in Vanillaware game comes in MBS+FTX set, some don't. For example, in GrimGrimoire, you'll only find Charon.mbs, Fairy.mbs, Ghost.mbs and Morning_star.mbs doesn't have its companion FTX. Since they are all flying units, so they all share the same Flier.ftx instead.

13 Sentinels have the opposite pairing. One Cockpit.mbs shared with a bunch of Cockpit_[character].ftx.

And I once debugged an issue with unused texture

https://github.com/rufaswan/Web2D_Games/...2331617454

TLDR the PNG can be anything. You'll have to manually upload the texture too.

Thanks for your bug report.
- Rufas

P.S. The new TSR site will be live in a few months, that also means this forum is closing soon. For future bug report, please open a Github issue instead. Thanks!

P.P.S If you don't want to make a Github account because of Micro$oft (or any other reasons), let me know alternative platforms we can use to do this. Maybe Reddit? Facebook?
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Thank you so much for your fast reply! Ahhhh I'm so dumb, I will try again with the proper PNG.

And yes, I will reach you on github if I encountered any bug next time. Cheers!

PS: I can't believe there is someone who also has great passion over vanillaware's art so thank YOU again! >.<
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