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04-24-22 03:01:06 AM
Jul - The Cutting Room Floor - Guitar Hero New poll - New thread - New reply
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LocalH
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Posted on 09-08-15 04:56:00 PM (last edited by LocalH at 09-08-15 05:02:55 PM) Link | Quote
I found a tool that will successfully extract all images, both inside and outside of PAK files. It's part of BuildGH3 which is used to build PS2 GH3 custom discs.

Inside that zip is a commandline tool called "extract_img". The syntax is

extract_img <path to GH3 disc files> <temp path> <output path>

It will take a little bit to get going, but it will extract pretty much every image in the game.

This tool also converts the images properly in the case of images like the Axel and Casey motorcycle images.
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Posted on 09-10-15 01:52:01 AM Link | Quote
Originally posted by LocalH
I found a tool that will successfully extract all images, both inside and outside of PAK files. It's part of BuildGH3 which is used to build PS2 GH3 custom discs.

Inside that zip is a commandline tool called "extract_img". The syntax is

extract_img

It will take a little bit to get going, but it will extract pretty much every image in the game.

This tool also converts the images properly in the case of images like the Axel and Casey motorcycle images.


Eheh, about those...

I just realized there's a different way to view the credits without beating the game. Turns out they're used there, although they might still qualify since there's a lot of the image cut off by the screen border.

Credits

LocalH
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Posted on 09-10-15 03:12:57 PM (last edited by LocalH at 09-10-15 03:24:53 PM) Link | Quote
Ah, but the images of Axel and Casey on motorcycles without a background still aren't used, I don't believe. Found as images/endcredits/0000-gh3_endcredits_bg.img.ps2:



The motorcycle images are baked into that background.

Here are the motorcycle images, properly converted.



Possibly one of the many leftovers from the "better" version of GH3? I have no idea if viewing the credits through the videos menu has any difference on 360/PS3/PC.

I can detect a slight difference between the images - the composited background has a little more of a blue tinge on the images of Axel and Casey (and their bikes) as compared to the standalone images. The best place to notice this is on Casey's back. Even the wings are slightly bluer in the composited background.

Edit: Found this video showing the credits when viewed through this method on the PC version. Except for having some middleware logos cheaply plastered onto the backs of the bike seats, it appears to be the same, baked in bikes and all. Perhaps they're truly unused.
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Posted on 09-10-15 05:01:47 PM Link | Quote
I think you're right. In that case I'll take the correctly ripped versions of the bike pics and the placeholder texture I found and put them on the wiki. Do you think those God of Rock and Grim Ripper images should be added as well since they don't appear in the PS2 version of the game?
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Posted on 09-10-15 05:09:44 PM (last edited by LocalH at 09-10-15 05:20:36 PM) Link | Quote
As far as I'm aware, everything unused is valid content, even if it's used in a different version.

Give me a moment and I'll look to see if the portrait images need alpha correction like the bike images did. If so, I'll upload them.

Edit: There are two versions of each portrait. Can't remember off the top of my head if that's part of a "selection" animation or not. From images/menuscreens/characterselect:



character_mug_godrock_a.img.ps2, character_mug_godrock_b.img.ps2



character_mug_ripper_a.img.ps2, character_mug_ripper_b.img.ps2

The images are still 128px tall, even though there's only 76px of image present.

All characters have two variants. Interestingly, Elroy Budvis ("fowlvis") has his variants reversed, with _a being in the style of these _b images, and vice versa.
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Posted on 09-10-15 05:24:45 PM Link | Quote
These images from the magazine at the Song Results screen also go unused:

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Posted on 09-10-15 05:31:52 PM (last edited by LocalH at 09-10-15 05:44:33 PM) Link | Quote
I also found remnants of what I believe is some sort of tilt sensor calibration screen. They were found inside the PAK files, here's the path as the extract_img tool created it: pak/flow_state/calibrate_star_power_trigger_fs



B6A0992B.img.png, options_calibrate_starpower_BG.img



64DD0859.img.png, options_calibrate_starpower_BG2.img



13DA38CF.img, options_calibrate_starpower__BG3.img



13362D9F.img.png, options_calibrate_starpower_posterwall.img



B5104050.img.png, options_calibrate_starpower_pow.img

No idea as of yet if there is anything other than these graphics.

Edit: From studying calibrate_star_power_trigger_fs.pak.ps2, I can match up the filenames generated by extract_img with the actual filenames. Will edit the post again when I have done so. I will also reorder them based on their offset within the .pak.

Edit2: Filenames added.
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Posted on 09-10-15 05:47:35 PM Link | Quote
I think those graphics are used in the arcade version's operator menu. According to the manual, those graphics are used on the Star Power tilt calibration menu. I wonder if there's more art like this that's used in these arcade version menus but not on the console versions that's still on the disc.
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Posted on 09-10-15 06:29:01 PM Link | Quote
I see the airplanes were also used on the main diagnostics menu.
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Posted on 09-11-15 12:58:18 AM Link | Quote
Managed to find some obvious placeholder graphics for the Battle Mode power-ups.



I don't know if I can find much else from these asset rips until someone figures out how to rip models and textures. Unfortunately, I am not a very technical person and I have no idea how to write a program to decode them. I'm still curious on whether Bret Michaels can be hacked into either the Wii or PS2 versions, but I don't have the ability to hack him in myself. Why they even cut him in the first place is still a mystery to me.
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Posted on 09-11-15 05:05:01 AM Link | Quote
As I mentioned before, I believe the assets are in the same formats used by the THPS series, specifically THAW. I haven't studied the GH3+ era games like I have the HMX games so I'm learning about this as I go.

I really need to get back to GH1/2 stuff.
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Posted on 09-12-15 12:40:06 AM (last edited by Peacock Roy at 09-12-15 01:49:20 AM) Link | Quote
Originally posted by LocalH
As I mentioned before, I believe the assets are in the same formats used by the THPS series, specifically THAW. I haven't studied the GH3+ era games like I have the HMX games so I'm learning about this as I go.

I really need to get back to GH1/2 stuff.

From searching around a bit, I can't find any tool for ripping PS2 Tony Hawk models, so I'm kind of at a loss to be honest. I'll keep looking, but I am super dumb when it comes to this and I'm doing it purely on knowing that something's there that I can't get.

EDIT: I looked through Bret Michael's PS2 textures in a raw data viewer. They're the same as the male singer's.
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Posted on 09-13-15 12:55:35 AM Link | Quote
Perhaps they originally intended to use Bret in the PS2/Wii version, but for whatever reason perhaps he wasn't happy with the way he looked after the downgraded model was implemented, so they removed him. I know that Steven Tyler looked pretty good in 360/PS3 GH:Aerosmith:



But downright goofy in the PS2/Wii version:

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Posted on 09-13-15 01:28:29 AM Link | Quote
UESCTerm 802.11 (remote override)
044 05.10.2337
that HD-version Steven Tyler looks like his head is too large... having played through GH:A on wii a few times, only certain animations have stood out to be goofy imo, otherwise i thought he was fine...

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LocalH
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Posted on 02-24-16 09:14:00 PM Link | Quote
Originally posted by Peacock Roy
Managed to find some obvious placeholder graphics for the Battle Mode power-ups.




Not so much placeholder as prototype. Check this video out:

Chris on IGN for GH3
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Posted on 02-11-18 04:56:46 AM Link | Quote
Necropost to inform any interested parties that a copy of GH Arcade 1.34 was found.

GH Arcade 1.34 dump

It's dongle protected (Aladdin HASP SRM) so it won't run directly without the dongle. There has been limited headway in the GH community with getting the DATA folder working with the GH3PC executable, but several things are either not available without the I/O board (options/service menu, etc) or hacked around. I run a Discord server focused on hacking GH2, but I also have a channel for GH Arcade discussion I don't want to advertise it here without permission, however.
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Jul - The Cutting Room Floor - Guitar Hero New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

31 database queries, 13 query cache hits.
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Script execution time:  0.022434 seconds
Total render time:  0.115951 seconds


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line 292 column 27 - Warning: <nobr> is not approved by W3C
line 318 column 27 - Warning: <nobr> is not approved by W3C
line 360 column 27 - Warning: <nobr> is not approved by W3C
line 388 column 27 - Warning: <nobr> is not approved by W3C
line 440 column 27 - Warning: <nobr> is not approved by W3C
line 466 column 27 - Warning: <nobr> is not approved by W3C
line 492 column 27 - Warning: <nobr> is not approved by W3C
line 522 column 27 - Warning: <nobr> is not approved by W3C
line 550 column 27 - Warning: <nobr> is not approved by W3C
line 581 column 27 - Warning: <nobr> is not approved by W3C
line 613 column 27 - Warning: <nobr> is not approved by W3C
line 639 column 27 - Warning: <nobr> is not approved by W3C
line 671 column 27 - Warning: <nobr> is not approved by W3C
line 675 column 165 - Warning: <a> proprietary attribute "greg"
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 260 warnings and 2 errors!

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md