ROM Hack [Release] Every File Explorer

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So I unpacked the rom of Pokemon Rumble Blast yesterday, and I found these files for the models of the Pokemon:
YWUsqMY.png

They look like they are just .bcres files with an extra extension, but they don't open in Every File Explorer as .bcres files or any other common 3DS model file. Does anyone know what could be causing this, and how can I open the models?

Here is one of the files for reference: ABAGOORA.bcres.cx

Thanks in advance for any help you can provide!
 
That would be the same .cx compression used for the WiiWare game. No public decompressor afaik.
I guess I'll just have to wait for one then... It really is a shame that literally every 3ds game uses different compression, I can't open the Kid Icarus Uprising models (.zrc) either.
 
So I unpacked the rom of Pokemon Rumble Blast yesterday, and I found these files for the models of the Pokemon:
YWUsqMY.png

They look like they are just .bcres files with an extra extension, but they don't open in Every File Explorer as .bcres files or any other common 3DS model file. Does anyone know what could be causing this, and how can I open the models?

Here is one of the files for reference: ABAGOORA.bcres.cx

Thanks in advance for any help you can provide!

Seems compressed. I will try to figure it out.

To all: Someone tested the bcmdl generator for me, and it works great!
 
I just uploaded the new weekly build!

* A little bit better lighting for bcmdl.
* Material, Font and Texture treeviews for bclyt
* Support for multiple sections in CGFX files (this also means bctex support)
* Generating BCMDL model. (Mighy be buggy or not working at all; not tested yet)



Uhm. It may be just me, but I'm just getting a grey screen when I try and open models. (I've tried various model formats, too)

Also, can you please put the keybindings in the "About" menu? Like, which keys for movement, which keys to zoom, etc.
 
Uhm. It may be just me, but I'm just getting a grey screen when I try and open models. (I've tried various model formats, too)

Also, can you please put the keybindings in the "About" menu? Like, which keys for movement, which keys to zoom, etc.
I also seemed to have this problem when I was opening some models earlier today, and if the screen was grey it meant that the view was just really zoomed in, so zooming out (a lot, depending on the size of the model) could fix your problem. In my experience, if the model actually doesn't open properly the screen will be black, not grey. The controls can be found here
 
I also seemed to have this problem when I was opening some models earlier today, and if the screen was grey it meant that the view was just really zoomed in, so zooming out (a lot, depending on the size of the model) could fix your problem. In my experience, if the model actually doesn't open properly the screen will be black, not grey. The controls can be found here

Thanks. Yeah some models are loading. The Kid Icarus: Uprising stage models are loading. It seems to be black at first, but when I maximise the window it's grey.

My god those are some really unintuitive controls. :/

Maybe use more standard controls? Something like this?
 
Thanks. Yeah some models are loading. The Kid Icarus: Uprising stage models are loading. It seems to be black at first, but when I maximise the window it's grey.

My god those are some really unintuitive controls. :/

Maybe use more standard controls? Something like this?
Speaking of which, are the actual models for the maps of each level from Kid Icarus Uprising stored in the stage folder? I was going through some of those models earlier and all I found were some enemies, but if the maps are there there is potential for custom maps in the game...
 
Speaking of which, are the actual models for the maps of each level from Kid Icarus Uprising stored in the stage folder? I was going through some of those models earlier and all I found were some enemies, but if the maps are there there is potential for custom maps in the game...

I assume so, yeah. The game is horribly inefficient. It stores copies of all the relevant files in the relevant archives.
 
Thanks. Yeah some models are loading. The Kid Icarus: Uprising stage models are loading. It seems to be black at first, but when I maximise the window it's grey.

My god those are some really unintuitive controls. :/

Maybe use more standard controls? Something like this?

I actually like the controls a lot. I like it more than unprecise mouse controls.
 
If I could recommend one or two things for the tool though it would be these:

Code:
- Option to show shaded and unshaded (so with and without textures).
 
- Wireframe overlay toggle (I know wireframe mode is in there now so this one isn't really an issue, just something that might be nice).
 
- A Polycount view in the corner, so we know what the polycount of the model is (bones would go here also if bones were ever to be supported).
 
- Pan/rotate using the mouse (its a bit slow with the keyboard since we've no control over the speed, but this isn't a huge issue either).


At the end of the day its a viewer, mostly just used to export things for people to view in their external software, so it doesn't need all the bells and whistles of something like Maya or 3DSMax
 
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At the end of the day its a viewer, mostly just used to export things for people to view in their external software, so it doesn't need all the bells and whistles of something like Maya or 3DSMax
Coming from a group of people where we just need to open up a file and look at it, having to open it up, export it, then open it up in another piece of software, add textures and fix it so it actually resembles what it looks like is a major PITA. Implementing the same controls as seen in the "external software" is the simplest solution.

This is, of course, if the model exporting actually worked.
 
Coming from a group of people where we just need to open up a file and look at it, having to open it up, export it, then open it up in another piece of software, add textures and fix it so it actually resembles what it looks like is a major PITA. Implementing the same controls as seen in the "external software" is the simplest solution.

But the textures do show up correctly on the model, there is no fixing to be done, and if you export as obj, from my tests, simply dragging that obj into maya (or noesis) the textures will automatically be applied provided they're in the same directory with unchanged filenames, as the .mtl file sorts that for you (handy, not perfect, but handy).

As I said the controls could do with an improvement, Personally I'd prefer mostly mouse movement akin to Noesis, Maya or even Blender. I don't disagree with you, your approach was just a bit blunt thats all.

Gericom, are there perhaps any chances of getting something like more mouse oriented controls implemented at all?

This is, of course, if the model exporting actually worked.
What do you mean here exactly? Model exporting works perfectly fine for all supported formats.

I've exported almost every model and texture from Bravely Default and Bravely Second, along with Attack of the Friday Monsters and they work perfectly fine, I export as .obj files though, so if you're exporting as something else I can't say I've ever tried anything else.
 
But the textures do show up correctly on the model, there is no fixing to be done, and if you export as obj, from my tests, simply dragging that obj into maya (or noesis) the textures will automatically be applied provided they're in the same directory with unchanged filenames, as the .mtl file sorts that for you (handy, not perfect, but handy).

As I said the controls could do with an improvement, Personally I'd prefer mostly mouse movement akin to Noesis, Maya or even Blender. I don't disagree with you, your approach was just a bit blunt thats all.

Gericom, are there perhaps any chances of getting something like more mouse oriented controls implemented at all?
I might have a look at it.
 
I might have a look at it.
Awesome.

Do you think you'd be able to take a look at these files from Fantasy Life, they were .lz compressed before but I've since uncompressed them to save you time, now they're just ztex and zmdl files, they look like they might still be containers as the ztex have a few .tga files inside of them. I'm not too knowledgeable about all this but from what I do understand about hex editing and file formats in general, these don't seem very complicated, somewhat simple containers, no encryption in there at all, and possibly no compression either.

Theres also these models from Dragon Quest VII, also compressed with .lz but extracted, the header for the models literally says MODEL, textures are .bctex and are stored elsewhere so I don't expect you'd see any textures on these models.

It seems that dae export works fine s an export but nothing opens the file, and obj only exports a .mtl, the actual obj isn't exported.
 
What do you mean here exactly? Model exporting works perfectly fine for all supported formats.

I've exported almost every model and texture from Bravely Default and Bravely Second, along with Attack of the Friday Monsters and they work perfectly fine, I export as .obj files though, so if you're exporting as something else I can't say I've ever tried anything else.

It doesn't. Open a .cgfx model in EFE. Exporting to .obj outputs nothing, and while files get output if you choose .dae, nothing shows in Blender. Check your facts before you criticise.
 
It doesn't. Open a .cgfx model in EFE. Exporting to .obj outputs nothing, and while files get output if you choose .dae, nothing shows in Blender. Check your facts before you criticise.

Yeah I corrected in my post immediately above, its only an issue in the newest version, it was working fine until the update on Friday, I'm sure it'll get a fix once Gericom fixes it, since nobody other than me and you seems to have pointed it out.

In the meantime having a link to an earlier version would be nice.
 

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