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Nier automata ost zip
Nier automata ost zip








nier automata ost zip

data/sound/stream is where you can find the. KazukiMutou wrote:Do you happen to know in which cpk the music is stored?įrom what I could tell and my limited knowledge, the music isn't stored in the. TableReference UnknownTable78 // Table of structures TableReference UnknownTable70 // Table of 0x30 byte structures TableReference MaterialParamTable // Table of 0x30 byte structures TableReference UnknownTable50 // Often Zero TableReference LODTable // Table of 0x1C byte structures TableReference UnknownTable40 // Table of 0x20 byte structures TableReference UnknownTable38 // Table of 0x30 byte structures TableReference UnknownTable30 // Table of 1 byte structures TableReference UnknownTable28 // Table of 0圆0 byte structures 2B's internal name is pl0000 even in the ruby bytecode. I pretty much mapped out the Materials/Uniform parameters(values that get passed to the shader) among other things. Commented with some of my research notes. Lots of metaprogramming elsewhere as this is just a small snippet but this is very likely to be what Platinum games internally does as well. Here's a snippet from the reader I am working on right now. It's a new format specifically for the new rendering engine they have set up and it's entirely different from the most recent "WMB" iteration seen here( ) which is what most tools out there use and are totally incompatible with the latest format.

nier automata ost zip

The WMB format is entirely different from anything any tool out there uses. Have you seen (or already taking part in) the thread on the facepunch forums for Nier? They've been discussing and working on the format a bit. Ssringo wrote:Glad to see folks working on this game. Very likely it's just pre-compiled mruby VM bytecode output from mrbc.īin files found in quest data such as 'q171_12f2963a_scp.bin' is for sure output from mrbc. Probably pre-lexicographed ruby code to avoid storing pure plaintext. Constants and some signs of syntax are exposed here and there. Pak files are pretty much containers for multiple zip streams.įound all around the archives are what looks like "compiled" ruby code. An example of a decompressed "q171_hap.z" file found within "q171.dat" which is within "data012.cpk"(so many nested levels of files.) Much of it procedurally generated using Simplygon with not much else going on.ĭata012.cpk contains a lot of quest and scripting data and the licenses involve a lot of ruby so there might be a huge repo of ruby scripts somewhere among the assets. Some of the CPKs contain a lot of wd_ files(world data. There's some other file formats contained that could be mapped out. I was able to extract textures but some are somewhat "corrupted"(or are just aux data like directional lightmaps) Platinum is using CriWare's "cpk" archive format again.Ĭontains the usual dat and dtt and so forth just like some of their other games though some things might be updated.










Nier automata ost zip