Hacking Bleach Soul Catnival 2 .RAW File help

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NarutoClassics

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I'm trying to translate Bleach Soul Carnival 2. After failing to find any file which could be a dialogue script, I've decided to take a look at the textures. i've managed to extract the CFC.DIG file using a QuickBMS script... and it extracts .RAW files, but the .RAW files seem to be compressed.. does anyone could help me with that? it probably looks like .CSS files from Dot Hack/Ultimate Ninja.. that contains texture, animation and models in the same file.

.Raw files sample: bit.ly/2Rv6DJf
How .Raw files appear in HexEditor: bit.ly/2Bg0Imb

Note: These CFC.DIG files are common in Cavia/Racjin games..there was two programs that could open it RippackD and XpertD: bit.ly/2SnkjLG But the DL link don't work anymore.
 
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I think that files you are looking for are inside the "0" folder.

I've found riffwave, img, and a third type, which might contain the texts.
It is hard to tell tho, as I can't seem to find any offsets pointing to the start of the text location.

I also checked with GE debugger, and found that there are no english characters in the texture table.
 

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I think that files you are looking for are inside the "0" folder.

I've found riffwave, img, and a third type, which might contain the texts.
It is hard to tell tho, as I can't seem to find any offsets pointing to the start of the text location.

I also checked with GE debugger, and found that there are no english characters in the texture table.

Hi, thanks for the reply, in 0 folder have the characters in game voice (IECS header) , the textures seem to be in 1 folder, i wonder if we could extract it

--------------------- MERGED ---------------------------

I think that it don't have text file, just texture... and btw....u extract it? '-'
 
Considering it has a custom encoding table, I'm pretty sure that there is a file somwhere which cointains the dialogs.
Also it is a big waste to store each dialogue as an image. It would take up a lot more space than just numbers, eg:
01 02 03
Which points to the first / second / third character in the encoding table.

To extract the textures you just simply start PPSSPP with the GE debugger.
They were not reverse engineered out of the raw files.
 
Considering it has a custom encoding table, I'm pretty sure that there is a file somwhere which cointains the dialogs.
Also it is a big waste to store each dialogue as an image. It would take up a lot more space than just numbers, eg:
01 02 03
Which points to the first / second / third character in the encoding table.

To extract the textures you just simply start PPSSPP with the GE debugger.
They were not reverse engineered out of the raw files.

ooh, yep, i wonder if it's possible to reverse engineer it... most files start with 00 05 offset
 

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