ROM Hack need help with ".ana" files from initial d street stage

rensawakening

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So, i was looking into some files and i found this weird format ".ana" that seems to be "MIG.00.1PSP.", a GIM variation? no idea
does anyone have ever seen ana/MIG.00.1PSP in other games? Is there a tool for extracting it?
 
Actually i kinda discovered what it is. Its a bunch of .gim files.
I used AI to make a tool for extracting each .gim from it, but recompiling it back might be tricky doesn't seem to work in the game
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1723902415374.png

Here i ctrl+f and searched for MIG.00.1PSP (.gim signature), it repeats 4 times, which means there are 4 textures files within this .ana
1723902508683.png

Then i extracted using a python script, and there it is, 4 .gim files.
And they actually work on noesis:
1723902600692.png
Well, now i have to figure out how to recompile it back
 
Last edited by rensawakening,
Well, now i have to figure out how to recompile it back
How do you expect to do that since you had AI extract all of the GIM files for you

Yes you can extract files from a file without actually understanding the whole file, but the problem, what you just encountered, is when you have zero idea how the format actually works, and being unable to pack the files back INTO the file.

🤦‍♂️
 
So, i found a way to make the .ANAs work, i just had to edit the .GIMs using photoshop 6.0 and a .gim plug-in, then reassemble them in hxd, the only problem is that i still don't understand how to add transparency and it look like this ingame
1725053615315.png

I searched the internet and i read that i need to add an alpha channel, but still no luck
 
yeah i kinda managed to find out about that, but im having problems with it and also file size
initial d psp tools warn you if you try to replace a file bigger or smaller than the original one, it has a option to "fix" that but i just get a blackscreen when i enter the menu where i modified a texture
basically it have to be exact same size.
if i use Photoshop, open the original gim and paste my edited png it will be the same file size but with no transparent background, works ingame, tried the same method i was using for a transparent png with indexed color
if i use gimconv my final .gim gets smaller or bigger but with transparent background, doesnt work ingame

so idk what should i do now, i found 0 documentation about this .gim plugin, and for gimconv there are some notes from the guy who made Initial D PSP Tools, but as i explained, doesnt work ingame...
 
hmm. mostly on my texture and other modding experience is on GOD EATER BURST, which tackles, gim, at3, and much more. but yeah. you might do some work around
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also is there any compiled tools for initial D?, i only see some that aren't fully compiled and ready to use
 
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From the posted images, it looks like a trivial container:

- A header with the amount of entries, and what appears to be the total file size.
- An entry array, each one with offset and size of its packed file (plus what seems to be the filetype?).
- File data.

Unless the formar becomes more complex later on (which I'd doubt based on the simplicity of the header), it should be pretty straightforward to develop an ectractor / repacker.

A proper repacker would generate updated indices, so that it'd be possible to repack files of arbitrary sizes.
However, especially in the case of images, it's good practise to match the original resolution and (pixel) format.
Reinserting bigger files could eventually consume the PSP memory and crash the game. Besides, GIM files are well documented.

Regards,

~Sky
 
yeah my friend sent me a compiled version of initial d psp tools, dm me on discord if you want, same user as here
I feel like this game is something worth looking into! I don't understand a word of Japanese, but the gameplay and graphics are so intriguing to me. If you're still working on this, shoot me a DM on discord! Same username, I already sent you a friend request :)
 

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