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*The NieR:Automata main game isn't sold separately.
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Obviously this is far from the full collection of audio files but it's a start I guess from a total noob at this stuff.*This product features NieR:Automata that was released in April 27, 2017, in addition to DLC content and multiple bonus items.
Only one file "5731267.wem" has glitch like sounds but I'm guessing that it is quite literally part of the game, just remember to turn your speaker/headphone volume down as it's quite loud. wem files into that folder and run the batch, press a key after it finishes the first time so it starts the revorb section of the batch and then once again to close and now you can listen to the files. wem files)Ĭode: Select all for %%f in (*.wsp) do ww2ogg.exe %%f -pcb packed_codebooks_aoTuV_603.bin wsp files (change the first line with (*.wsp) to (*.wem) for the. Create a plain text file in that folder, rename it to convert.bat (whatever suits you, as long as it's. Unzip ww2ogg and drag "ww2ogg.exe" and "packed_codebooks_aoTuV_603.bin" to a new folder.
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Download the latest ww2ogg release from the Github repo (024)ģ. wsp files contain more than one audio file in them? I'm hoping someone more experienced can have a bit of a look to check it out.įor those wanting to know what I did precisely,ġ. wsp files/archives are at least 30MB large and are being converted down to 2-5MB audio files so I'm not sure if these. wsp files at first, even after an extended period of google searching so I just modified the. I'm completely new to this really and am just messing about at this point to see what works, don't crucify me lol. wsp files, I used ww2ogg.exe and revorb.exe with a. 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. 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.
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Probably pre-lexicographed ruby code to avoid storing pure plaintext. Constants and some signs of syntax are exposed here and there.
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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)
#Nier automata font archive#
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.