Jump to content

Recommended Posts

Posted

Hello everyone!
Do anyone know how to extract .dat files from Hello,good-bye?
Just try using GARbro and arc_unpacker and no luck
I think they used Unity Engine VN.
Anyone can help me?

Thank you in advance.

Here sample file.

Posted
2 hours ago, sena_kaito said:

Hello everyone!
Do anyone know how to extract .dat files from Hello,good-bye?
Just try using GARbro and arc_unpacker and no luck
I think they used Unity Engine VN.
Anyone can help me?

Thank you in advance.

Here sample file.

 

I've been trying to, too, but with no luck. No one seems to be watching this thread anymore.

Posted (edited)
1 hour ago, GuyInDogSuit said:

 

I've been trying to, too, but with no luck. No one seems to be watching this thread anymore.

Yeah, you're right. Seems no one watching here :/

Also, I have problem with .war files from Sorcery Jokers. GARbro can read, but always invalid data.
Any solution?

Sample file here

Edited by sena_kaito
add .war file
Posted
8 hours ago, sena_kaito said:

Yeah, you're right. Seems no one watching here :/

Also, I have problem with .war files from Sorcery Jokers. GARbro can read, but always invalid data.
Any solution?

Sample file here

English or Japanese release? You need to pick the correct encryption algorithm for whichever files you're extracting.

Posted (edited)
On 2/2/2019 at 9:07 PM, GuyInDogSuit said:

English or Japanese release? You need to pick the correct encryption algorithm for whichever files you're extracting.

English release. Yeah, I know that method. But seems GARbro failed to decrypt :/

Spoiler

ojgraa.jpg


And finally I know the way to extract .dat files from unity engine, haha :D

Edited by sena_kaito
Posted
9 hours ago, sena_kaito said:

Using this tool,
http://dnrv2.cyriaca.net/makuta/projects/hello/hate2.exe

How to use,
Open CMD on hate2 folder
Then type:
hate2 "input file" "output folder" (without quotes)
hate2 X:\img.dat X:\img (example)
And voila!

Nb: maybe you need turn off your antivirus, in some case, they treat as fake detection.

Good luck!

 

Thank you so much! I don't have anything to try it on currently, but I will soon, I bet.

Posted
9 hours ago, GuyInDogSuit said:

 

Thank you so much! I don't have anything to try it on currently, but I will soon, I bet.

Sure! You're welcome. Waiting good news from you XD

Ah, do you know other games than Hello,good-bye which using Unity Engine VN?

Posted (edited)
8 hours ago, sena_kaito said:

Sure! You're welcome. Waiting good news from you XD

Ah, do you know other games than Hello,good-bye which using Unity Engine VN?

 

Forest Fortress by Flaming Firefly, Poke Abby HD by oxoPotion, Neko Maid Hiroimashita! by CatBellUnion. None of these use dat files, though.

*the latter two aren't VNs but rather "hentai games".

Edited by GuyInDogSuit
Posted
19 hours ago, GuyInDogSuit said:

 

Forest Fortress by Flaming Firefly, Poke Abby HD by oxoPotion, Neko Maid Hiroimashita! by CatBellUnion. None of these use dat files, though.

*the latter two aren't VNs but rather "hentai games".

Hm.. I think I've already extracted the Forest Fortress, using GARbro.
.dat files have a lot of version :/
But I prefer VN than hentai games, haha. I just need that sprites for drawing reference XD

Posted

Hello,

I'm trying to extract images from Amagami (PS2 version). It was said here before that there is not much chance for non-pc game like this, but I've happened find something that seem to be usable: https://github.com/SaracenOne/amg-codec-tool

The thing is that this program has no actual release (I don't understand why some creators are just not making them) and I cannot compile my own release, because I have NEVER actually succeed in installing Microsoft Visual Studio. (I'm not kidding, I've tried it on about four different devices with Windows in the range of five years and the installation always failed and uninstall back again before completing).

Is there anyone who can compile it for me here?

Or is there any other program I can use?

Thank you. :)

Posted

Hellos everyone,

I've been trying to edit the files from Yosuga no sora (to be specific, the CG archive data1.noa ) and have managed to extract a bunch of eri files

from the noa archive that holds the data. However, once I modified the files and reconstructed a noa archive using noa32, the game can't seem to read

any of the files within the archive. Furthermore, the modified archive was approximately 10mbs smaller than the original, but the modifications I made

shouldn't make such a difference. I even tried decompressing the original noa archive (with both Crass and MEI Player) and then just reconstructing it without changing anything,

but the same problem occurs, leading me to feel that the initial decompressing process is failing to extract certain files within the archive.

 

I've been looking around for solutions but can't seem to find any. Is there another way to decompress noa archives?

Or is there a problem with the way I'm compressing? Any help would be appreciated, i've been on this for days now

 

 

Posted
20 hours ago, Nanashi3 said:

Hi there,

I had a Qt Gui kit lying on my computer https://mega.co.nz/#!L1UBCQ6T!P1B2hWNRuAoPsT4xjuHgs7Q_etfQUE04K9tK5n_kgUU

It crashes on IMG extraction though :/

OK, thank you. I have QuickBMS to extract the IMG files, so it's not a problem. :)

But this tool seems to require some XML file to extract the arcs. I've look into all directories and even into AMAGAMI.IMG, but there is no XML here. :(

How am I suppossed to use it?

Posted
3 hours ago, Nikdo said:

OK, thank you. I have QuickBMS to extract the IMG files, so it's not a problem. :)

But this tool seems to require some XML file to extract the arcs. I've look into all directories and even into AMAGAMI.IMG, but there is no XML here. :(

How am I suppossed to use it?

AFAICT it is an output parameter that is used to for the --repack corresponding command

It produces such a file

<archive>
  <header entriesCount="602" dataOffset="0x2f10">
    <undecodedData>some base64 stuff</undecodedData>
  </header>
  <entries entriesCount="602">
    <entry unknown0="0x1" offset="0xea0d0" size="0x940" unknown1="0x250dc57a"/>
    ...
  </entries>
  <files entriesCount="602">
    <file offset="0x2f10" size="0x1f40" filename="file_0000.tm2" type="TM2"/>
    ...
  </files>
</archive>

 

Posted (edited)
3 hours ago, Nanashi3 said:

AFAICT it is an output parameter that is used to for the --repack corresponding command

It produces such a file


<archive>
  <header entriesCount="602" dataOffset="0x2f10">
    <undecodedData>some base64 stuff</undecodedData>
  </header>
  <entries entriesCount="602">
    <entry unknown0="0x1" offset="0xea0d0" size="0x940" unknown1="0x250dc57a"/>
    ...
  </entries>
  <files entriesCount="602">
    <file offset="0x2f10" size="0x1f40" filename="file_0000.tm2" type="TM2"/>
    ...
  </files>
</archive>

 

Haha, I know what XML in general is. :D The problem is that there is no such file or information there.

Maybe it is because I have the PS2 version. Did you encounter the same problem when using this tool?

 

EDIT: Yeah, I get it now. The xml file is generated, not required. Now, I have to figure out what is it with the tm2 files and why have them all exactly same size... :/

EDIT: Yeah, I've got it complete. Thank you very much!!! :D

Edited by Nikdo
Posted (edited)

I need some immediate help. I looked through this thread and the Script Extraction thread, and it doesn't really help much at all.

4n2Zzof.png

cdmz23r.png

The scripts seem to be in the .dat files. Are there any recommendations on extracting as well as encoding the scripts so they are editable .txt files?

ExtractDatav1.20 doesn't work out for me because it's so confusing. GARbro-v1.5.42.2842 cannot open the archives.

Edited by Hackrabbits
Posted

Nobody cares about this I assume but I figure I'll write about extracting / reinserting ( .pd files ) for Umi Kara Kuru Mono / 海からくるもの ,

an old denpaらしい vn none of you have heard of.

It seems to use the same formats as Cross Channel, so insani's cross channel tools work for it: http://www.insani.org/tools/

They need python and insani.py in the same directory to run, I think I have v2.7 python on my path which probably helped. crosschannel-extract3.py extracts with argument 1 being filename and 2 being output directory, crosschannel-repack1.py repacks with a folder containing the resources as its first argument and filename as its second.

The script files seem flexible; the files come out with a lot of blank lines but they work fine with those removed (only tested on first scenario file). Font is monospace; linebreaks can be added with the enter key. Edit with notepad++

Not sure if removing blank lines will fuck up saving/loading, have not tried this yet. probably not but you never know.

Posted

Hi, 
How to extract sprites files from Kanojo to Ore to Koibito to.?
Seems using e-mote engine.
Can't extract .dat and .psp files both GARbro and arc_unpacker.
Any solution?

Here sample files.

I'm working on VN extraction.
Thank you :3

Posted

I'm needing to extract files from Sister scheme HD. They use .nme files, .det files and .atm files. I used gar-bro to open up the object.det file since that was the only file i could open with gar bro, and inside had the string file and scenario file i'm needing to fix standing CG problems that the developers didn't fix in the HD. However the files to extract are .o files. so it would be something like main01.o and I can't further open those files to extract. I need an extraction program and a a repacker program that can deal with those types of files so I can fix the issues with the CG. I'm going to need to change either the scenario file or string file to reference the proper cg. But yeah i don't know how to extract .o files.

 

Any help?

Posted (edited)
On 2019/2/23 at 1:05 PM, sena_kaito said:

Hi, 
How to extract sprites files from Kanojo to Ore to Koibito to.?
Seems using e-mote engine.
Can't extract .dat and .psp files both GARbro and arc_unpacker.
Any solution?

Here sample files.

I'm working on VN extraction.
Thank you :3

E_AYA07_A.dat & E_AYA07_B.dat are WMV video files, open directly via PotPlayer.

C2_EA.PSP is PSB file, however it is either incomplete or encrypted or obfuscated (there seems to be many 0xFF inserted), it's not possible to be loaded in my FreeMote.

If you believe C2_EA.json is JSON file, it could be XORed, too.

Edited by Ulysses

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...