XeNTaX Forum Index
Forum MultiEx Commander Tools Tools Home
It is currently Tue Jan 22, 2019 4:13 am

All times are UTC + 1 hour


Forum rules


Please click here to view the forum rules



Post new topic Reply to topic  [ 1 post ] 
Author Message
 Post subject: (PS3/X360)Next-Gen Ace Combat DPL & FHM
PostPosted: Tue Jan 08, 2019 2:38 am 
Offline
ultra-n00b

Joined: Wed Jun 07, 2017 5:39 am
Posts: 1
Has thanked: 0 time
Have thanks: 0 time

(EDIT : Decided to rewrite and post again at Xentax/Zenhax, with still mataining the focus of making the post very clear)

Years ago, in Zenhax there was a post about Ace Combat Assault Horizon QDF files, however, despite the QDF containing the main game files, other ones still are not decrypted yet, thing that in the PS3/X360 version of Assault Horizon, Ace Combat Infinity, Ace Combat 6(about FHM itself, because the main container uses .PAC with XORed deflate compression), and MachStorm don't even use QDF containers.

Using Ace Combat Infinity for example, the main file consists of : EBOOT.BIN which is the game executable with the commands and configuration to run, files are in .PAC, DATA00/01/90/91 uses DPL header, DATA99 it´s just game warning and logos(with some bits of menu layout), DATA10/11/12/13/14/20/21 use CPK instead, which is criware compression, the CPK ones just store audio(10-14) and video cutscenes(20-21). now about DATA00/01/90 store the main game files like models, textures, and etc... along of DPL, there´s one more layer of container called FHM(used by Namco since Time Crisis from PS1), which is the one used to store models(NDXR) and textures(NTXR?), and other files in general.

User undefined_darkness worked at a tool for decompressing Assault Horizon Enhanced Edition's QDF, called QDF tool, documentation is found here :
https://github.com/undefined-darkness/o ... f_tool.cpp

However, inside the decompressed QDF files, there's a file called DATA.PAC which uses DPL header(along as other file called datapack.bin, which is a file list/data table outside of the unpacked QDF), by analysis, noticed that this file also store models/textures and in-game system files.

The same user made a documentation of the DPL and FHM headers for the engine he was using in his side project, but after years without news, the project seems to be abandoned. documentation of the headers, along as other Ace Combat games headers can be found here :
Game Containers
https://github.com/undefined-darkness/o ... containers
PAC(Ace Combat 6)
https://github.com/undefined-darkness/o ... s/pac6.cpp
https://github.com/undefined-darkness/o ... ers/pac6.h
FHM
https://github.com/undefined-darkness/o ... rs/fhm.cpp
https://github.com/undefined-darkness/o ... ners/fhm.h
DPL
https://github.com/undefined-darkness/o ... rs/dpl.cpp
https://github.com/undefined-darkness/o ... ners/dpl.h
NDXR
https://github.com/undefined-darkness/o ... m_mesh.cpp
https://github.com/undefined-darkness/o ... fhm_mesh.h
https://github.com/undefined-darkness/o ... h_ndxr.cpp
https://github.com/undefined-darkness/o ... esh_ndxr.h



Giving samples, from Ace Combat Infinity's DPL, the long and main one, which probably contains the big deal(models, textures) :
https://www.dropbox.com/s/f9owfx3f30ft5 ... 0.PAC?dl=0
and the minor size one, maybe can contain interresing data, but unsure yet :
https://www.dropbox.com/s/r3bf093r75hzr ... 1.PAC?dl=0
And giving Assault Horizon Enhanced Edition DATA.PAC located into the QDF files :
https://www.dropbox.com/s/pvuafh64fm2y9la/DATA.PAC?dl=0
Image

You can make the ads go away by registering





Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1 post ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: jetrux and 10 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group