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Search found 21 matches

by antidote
Fri Jan 20, 2017 10:38 am
Forum: Game specific tools
Topic: Metroid Prime tools and engine reimplementation
Replies: 2
Views: 1874

Metroid Prime tools and engine reimplementation

Not sure where exactly to create this thread so I hope this is the correct place. My friend jackoalan and I have been working on various tools to extract files from the Metroid Prime series, and we're getting close to full support for Metroid Prime 1 with Echoes and Corruption lagging behind a bit. ...
by antidote
Sun Jun 26, 2016 10:16 pm
Forum: Audio file formats
Topic: MusyX re-implementation
Replies: 4
Views: 591

Re: MusyX re-implementation

I posted a potential solution, and Jack has provided some more details, as well as a couple inquiries.
by antidote
Sun Jun 26, 2016 9:49 pm
Forum: Audio file formats
Topic: MusyX re-implementation
Replies: 4
Views: 591

Re: MusyX re-implementation

Are you on Windows 7? There is a known issue with windows 7 and this is exactly why we need testing. EDIT Wait, D3D12, you can't be on 7, this is odd, yeah I have no idea what's going on, I forwarded your complaint to the primary developer, but do you mind creating an issue in the tracker? EDIT2: Cu...
by antidote
Sun Jun 26, 2016 7:06 am
Forum: 3D/2D models
Topic: Metroid Prime ancs files
Replies: 4
Views: 2045

Re: Metroid Prime ancs files

Wow, I forgot about this thread, ANCS has long since been figured out, as a matter of fact we now have the ability to extract every animation in the game as well.
by antidote
Sun Jun 26, 2016 6:56 am
Forum: Audio file formats
Topic: MusyX re-implementation
Replies: 4
Views: 591

MusyX re-implementation

Over the past month and a half my friend has been hard at work re-implementing MusyX from the ground up, and while it's not feature complete (missing environmental effects, emitters, and listeners) the basic functionality is complete, this includes the sequencer, and sound macros. Details on the ind...
by antidote
Sun Jun 26, 2016 6:37 am
Forum: Audio file formats
Topic: Godzilla Unleashed (Wii) - MusyX Samp and Uber files
Replies: 1
Views: 747

Re: Godzilla Unleashed (Wii) - MusyX Samp and Uber files

I apologize for the necrobump, but just in case the OP is interested this is definitely MusyX data, looks like the proj, pool and sdir are indeed embedded in here. On top of that we have either sample, or macro names, which is really neat! We have a MusyX re-implementation but unfortunately it doesn...
by antidote
Wed Nov 18, 2015 8:36 am
Forum: 3D/2D models
Topic: Metroid Prime Trilogy extraction and conversion utility
Replies: 2
Views: 828

Re: Metroid Prime Trilogy extraction and conversion utility

Those are stored in PART, and ELSC files which are FX scripts that describe particle systems.
by antidote
Wed Nov 11, 2015 5:00 am
Forum: 3D/2D models
Topic: Metroid Prime Trilogy extraction and conversion utility
Replies: 2
Views: 828

Metroid Prime Trilogy extraction and conversion utility

A fellow C++ developer and I have been working on a tool that converts many of the formats into usable formats: STRG, and SCAN files are converted to YAML TXTR files are converted to PNG CMDL, MREA, ANCS, MAPA, and MLVL are all converted into Blender projects With support for the rest of the formats...
by antidote
Fri Oct 10, 2014 7:23 am
Forum: Game Archive
Topic: [REQ] GameMaker 8+/Valdis Story archive [*.win]
Replies: 6
Views: 2378

Re: [REQ] GameMaker 8+/Valdis Story archive [*.win]

Might as well post what I know here. The format is actually fairly straight forward, it has a magic: "FORM", followed by the file length - 8, after that you have 21 sections, one for each type of data. Sections follow a basic structure as well, it has a 4 byte magic, followed by the length of the se...
by antidote
Wed Jun 18, 2014 9:14 pm
Forum: 3D/2D models
Topic: Shin Megami Tensei PS2 model format
Replies: 4
Views: 3493

Re: Shin Megami Tensei PS2 model format

I just took a cursory look at it, it seems to follow this basic pattern: uint16 unk; uint16 fileId; uint32 flags; char segmentType[4]; EDIT: It also contains texture data in the TMX0 section TXP0 seems to be a palette. And I forgot to mention, but it's probably known: The files are little endian. ED...
by antidote
Mon Jun 16, 2014 2:37 am
Forum: 3D/2D models
Topic: Metroid Prime ancs files
Replies: 4
Views: 2045

Re: Metroid Prime ancs files

Anyone?
Please I really need help with this.
by antidote
Fri Jun 13, 2014 5:40 am
Forum: Graphic file formats
Topic: DXT1 Issues
Replies: 0
Views: 1643

DXT1 Issues

I've been trying to write my own png2txtr converter for Metroid Prime, and I have most image formats supported, however DXT1 is giving me some odd swizzling issues, This is my code so far: unsigned w = input.get_width(); unsigned h = input.get_height(); unsigned paddedW = (w + 3) & ~3; unsigned padd...
by antidote
Fri Jun 13, 2014 4:58 am
Forum: 3D/2D models
Topic: Metroid Prime ancs files
Replies: 4
Views: 2045

Re: Metroid Prime ancs files

I've been taking a closer look at PAS4 and there seems to be a fairly static size depending on the first integer after the magic, will need to investigate further before making that assumption though. Also, there is a list of SWHC IDs in some of the ANCS files I've looked at, and I've now accounted ...
by antidote
Sun Jun 08, 2014 3:42 am
Forum: 3D/2D models
Topic: Metroid Prime ancs files
Replies: 4
Views: 2045

Metroid Prime ancs files

I've been trying for a while to crack the ANCS format for Metroid Prime, it contains scenegraph information for models, such as it's skeleton (CINF), skinning(CSKR) and animations (ANIM), and I have it mostly figured out, however there is one section that I can't seem to figure out. It's the PAS4 se...