[Closed] RESEARCH on bpe compression

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dadydodo

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after nearly a year searching the internet on bpe compressor tool of-course I didn't find any one so I decided to start from the beginning and work over hardx36 work
http://forum.xentax.com/viewtopic.php?f=21&t=9211

and followed the bpe.c source program & because I am not a programmer & I don't understand anything about c language so it took me a while to make a tool bpe.exe like hardx36 posted in the site
here are my results

the tool which hardx36 made was completely wrong it's size is 19kb
I have compiled it taking hardx36 advise using dev-c++
the tool I produced is 150kb & 105kb

I don't understand the difference & it doesn't matter but here it is the results I achieved


the numbers hardx36 ware wrong may be it worked on the file he posted because it was very small that's why aluigi said it is different the true numbers are
4000 is the blocksize, 8192 is the hash size, 200 is the maxchars and 3 is the THRESHOLD

I have tested these numbers on the wrestlers yobj files :-

I found out that
the produced file has no header (we can easily make one)
the size for the new bpe is the same for the original 02.bpe file
(the digits when I opened both files in the hex editor ware the same length)
and bpe digits ware the same in different parts on the new bpe


when you use hardx36 number It will produce
files with different sizes & digits with different length

so the length & size problem is solved using the codes I wrote

but still the inverted numbers problem
I have tried to use different values but still the numbers are twisted so I made my research here about those inverted numbers (the hole file is correct except at these points after

00 00 01
00 00 02
00 00 03
00 00 04

00 00 80 01-02-03-04
00 00 81 01-02-03-04
00 00 82 01-02-03-04
00 00 83 01-02-03-04
00 00 84 01-02-03-04
00 00 85 01-02-03-04
00 00 86 01-02-03-04
00 00 87 01-02-03-04
00 00 88 01-02-03-04
00 00 89 01-02-03-04
00 00 8A 01-02-03-04
00 00 8B 01-02-03-04
00 00 8C 01-02-03-04
00 00 8D 01-02-03-04
00 00 8B 01-02-03-04
00 00 8F 01-02-03-04
00 00 90 01-02-03-04
00 00 91 01-02-03-04
00 00 92 01-02-03-04
00 00 93 01-02-03-04
00 00 94 01-02-03-04
00 00 95 01-02-03-04
00 00 96 01-02-03-04
00 00 97 01-02-03-04
00 00 98 01-02-03-04
00 00 99 01-02-03-04
00 00 9A 01-02-03-04
00 00 9B 01-02-03-04
00 00 9C 01-02-03-04
00 00 9D 01-02-03-04
00 00 9E 01-02-03-04
00 00 9F 01-02-03-04

for example
if you search for
00 00 80 01 in both the original & the new bpe
you will find that in the original 01 in that position is always twisted by the next number
the same for 00 00 80 02
00 00 81 03- -00 00 80 04

since we can't find out how to correct this mistake I see we can make a tool (a replacer)
searches the files in hex for these points & corrects it automatically
I am not a programmer but I know that can be done
the idea of this tool is
1)search the hole file for ex 00 00 82 02 (b)
[ b is number form 00 to ff ]

2)then make It 00 00 82 (b) 02

this is how we can get bpe compressor

try it on any wrestler yobj using the codes I posted
e2uzw540wesn72qfg.jpg



then compare the new file with the 02.bpe original in the hex editor
ps:- remove the 02.bpe original header the first line to make it easy to compare


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HARDX36

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i tried and the program gets stuck and never gets to convert the file dont know why i tried both bpe and bpe64bits and none worked, just created a 0kb file
 

omar punk 2

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Can this be used to convert hctp yobj to bpe?

anyway good luck bro with ur work
 

dadydodo

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perhaps this makes you think again to find a solution with me for the inverted number this is vince mcmahon from hctp with correct compressed yobj to bpe I don't know why it looks like this in svr 2011 but the point is there is a way to compress yobj to bpe
for the inverted points:- when I finish them all I will talk about them
xx.png


and the pac file

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HARDX36

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thats cool i never get a hctp model to work on svr11 i mean the models loads but the trxture doent appear and the models doesnt moves
 

dadydodo

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I tried to covert chpac 70 as far as I remember from svr 2005 it' s a referee the bpe compressed well but when I added it to the game it doesn't what's your opinion shall I try with svr 2005 again??
 

HARDX36

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in my own experience the size is not the problem with the svr05 models so i dont think compress the files is needed i once imported jericho model using a pac with only 02.yobj and 09.pac the model loaded fine except for the textures that were wrongly placed but i guess it was a problem with the ripped pac

also if you want to know if the bpe will work in game add the header and try to uncompress it with quickbms, if quickbms doesnt give you an error then the bpe will work
 

dadydodo

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I am using unrrbpe from xpacker any expectations about why hctp doesn't work fine in svr ?? & you didn't tell me your results about compressing with my codes
 

HARDX36

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still the same as my previous test the problem with the switched bytes cant be fixed about the hctp models i guess the ptoblem is the bone system
 

dadydodo

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I need full results of your test (with my values) to make a solution
I know that the numbers are still twisted which I work on now believe me it's easy
1) is the size of new bpe file the same as the original bpe
2) the length of the new bpe file the same as the original bpe (without the header)
that is what i need to know
be with me this time also and I promise you we can do It bpe compressor I know I am very close
 

HARDX36

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everything is the same except for the switched bytes
 

dadydodo

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yes about the switched bytes I see we can't push on philip gage's bpe.c
more than that it won't give us any thing else so the only way is to make a fixer that corrects the files after compressing it with the codes 4000 8192 200 3
lucky us that the switched numbers can be predictable the have specific places in every file we compress with the codes all we have to do is make a replacer as I mentioned before switches the twisted numbers automatically
believe me the switched numbers are too easy I have tested some files about 3 files switched them manually then tried them and the worked fine I see we can do it
so if you just make that tool (I am not a programmer )
I will give you all the information we need it's just a replacer
the problem is like this :-
the new bpe file with switched number
00 00 80 02 (b) -------------- (b) could be any number from 00 to ff
the original bpe file ----------
00 00 80 (b) 02
so if we can cut 2 & paste it after (b) automatically then we will fix the problem
i did it manually all I want is to make it automatically
 

HARDX36

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i dont totally get what you are saying but pm me the info about how you predict the switched bytes
 

Inspired

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Hey guys, do you have any progress in this? Have you managed to solve the problem of switched numbers? This compressor could be very useful in SD2 modding.
 

Max Jack

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Hey guys can anyone give some help about hacking titatrons on svr2011 on ps2 pleaaaaaaase
 

tekken57

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Having taken a look at differences, there are number of values where the byte swap occurs. To further complicate things there are certain values where the byte swap occurs which are one off e.g. 41 only occurs once, everywhere else where 41 appears, the byte swap does not occur.

The are also some instances where there are trailing zero's after the values and the byte swap only appear after the trailing zero's. The number of trailing zero's also varies.

What this means is that you cannot write code to swap the bytes as the rules are consistently changing. the actual compression script is the issue.

Here are the values which the byte swap precedes:

82
87
84
81
80
86
80
FF
83
86
87
84
8b
89
83
8A
85
82
90
FF
94
88
8D
3f
96
41
 

CenzTom

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Is it possible to work it so they wont swap coz if we discover this and how to simply compress a file to get bpe header then the models we use and edit using X-Rey and ur tutorial we can use in newer svr games. Someone has to discover how to code such a tool to compress these types of files. We all know about the simple things like what i said at the start but if we can which one day sooner or later we will code this tool as well as possible which someone as smart as possible to do this has to somehow code it out to be able to use some script that makes it into bpe header and such
 
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