Search found 41 matches
- Fri Jan 08, 2010 10:01 pm
- Forum: Compressed files and methods
- Topic: Unknown Compression, Need Help Ruling Out Common Routines
- Replies: 2
- Views: 1192
Re: Unknown Compression, Need Help Ruling Out Common Routines
I was just hooked up with a program that reads this game's graphics, so problem solved. I love it when fortune smiles! :mrgreen: If anyone's working on games made in Asian countries (for translation projects, for example) and needs to view, edit, and re-import graphical elements representing text, R...
- Thu Jan 07, 2010 7:55 pm
- Forum: Compressed files and methods
- Topic: Unknown Compression, Need Help Ruling Out Common Routines
- Replies: 2
- Views: 1192
Unknown Compression, Need Help Ruling Out Common Routines
Hey all, I'm investigating a circa 2001 Windows PC game that I believe uses a proprietary graphics compression algorithm, and that the compression could possibly be easy to figure out. However, I've been bothered by the " ijl10.dll " Dynamic Link Library sitting in the same folder as the game's exec...
- Tue Nov 25, 2008 4:47 am
- Forum: Graphic file formats
- Topic: Sega Saturn - Dragon Force Files
- Replies: 7
- Views: 3127
Re: Sega Saturn - Dragon Force Files
Awesome to see others doing this! You may find the info here useful:
http://www.gamefaqs.com/boards/genmessa ... c=46469423
http://www.gamefaqs.com/boards/genmessa ... c=46469423
- Fri Mar 21, 2008 7:01 pm
- Forum: Graphic file formats
- Topic: Graphics data in Breath of Fire III (Playstation)?
- Replies: 4
- Views: 2535
Re: Graphics data in Breath of Fire III (Playstation)?
Thanks Maelstrom! I'm knee-deep in altered-TIM format Chrono Cross textures right now, so BOFIII may be easier to work with than I thought once I'm done with my current project. I'll definitely check this out again!
- Tue Feb 26, 2008 12:01 am
- Forum: Compressed files and methods
- Topic: Front Mission 2 (PSX) Character Portrait Compression
- Replies: 1
- Views: 1422
Re: Front Mission 2 (PSX) Character Portrait Compression
There are other instances in the data where a run beginning with 0x41 is straight-RLE compressed. For example, there's a 41 00 04, which represents 00 00 00 00. This specific example isn't pictured, but it's interesting. Given that there's a 40 08 03 in one of the posted examples, and that uncompres...
- Mon Feb 25, 2008 7:18 pm
- Forum: Compressed files and methods
- Topic: Front Mission 2 (PSX) Character Portrait Compression
- Replies: 1
- Views: 1422
Front Mission 2 (PSX) Character Portrait Compression
While the vast majority of Front Mission 2's graphics are uncompressed on the game CD, it appears that the character portraits are compressed in a manner reminiscent of RLE compression, i.e., runs of identical bytes or repeating byte patterns are collapsed into just a few. However, it doesn't seem t...
- Mon Jan 28, 2008 5:37 pm
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 60287
- Fri Jan 25, 2008 10:43 pm
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 60287
Holy cow Mario Kart, that sounds ingenious. Which model-ripping utility are you using with PCSX2? And which model viewing program are you using? Does Blender, for example, have the necessary capabilities? Do you have any documentation on this model-ripping method you could share? Also, anyone have l...
- Fri Jan 25, 2008 8:35 pm
- Forum: 3D/2D models
- Topic: xenosaga 3 model??request
- Replies: 199
- Views: 60287
Quote from Mario Kart: also I was able to get model rips using pcsx2(playstation2 emulator) its not perfect, but it works Whoa, that is exciting. Mario Kart or anyone else, could you explain how this was done? Did PCSX2 have to be modded to dump the model geometry and then the models were re-constru...
- Wed Dec 12, 2007 9:19 pm
- Forum: Game Archive
- Topic: Ogre Battle (PSX) .PAC and .BIN Archives
- Replies: 3
- Views: 1852
Hey, thanks for looking into it. I've actually been meaning to try out that graphics viewer to see what its advantages are over TileMolester, so thanks for that as well. I'm fairly certain there's some compression going on with the .BIN archives; seems I saw a consistent pointer following the first ...
- Thu Nov 29, 2007 9:38 pm
- Forum: Game Archive
- Topic: Ogre Battle (PSX) .PAC and .BIN Archives
- Replies: 3
- Views: 1852
Also, I'm seeing a very interesting type of .BIN archive that might hold character sprites. When viewed in a hex editor, the .BIN archives start with the ASCII identifier: [blink] To my understanding, when an archive starts with an ASCII string like that, it's sort of like an identifier left by the ...
- Thu Nov 29, 2007 9:26 pm
- Forum: Game Archive
- Topic: Ogre Battle (PSX) .PAC and .BIN Archives
- Replies: 3
- Views: 1852
Ogre Battle (PSX) .PAC and .BIN Archives
EDIT: The .PAC files aren't compressed. The .BIN files in the next post are most likely compressed, however. Hello, all! This time around I'm beginning to explore an old PSX-era game called Ogre Battle, which seems to contain lots of .PAC archives. Judging from directory names, the .PACs are used t...
- Tue Nov 06, 2007 8:12 pm
- Forum: 3D/2D models
- Topic: Chrono Cross Models; Unknown Filetypes
- Replies: 7
- Views: 4122
Now for a report on more potential battle model / weapon model data. http://www.chronocompendium.com/Forums/index.php?action=dlattach;topic=4770.0;attach=1950 Firstly, the link is a zip containing a chunk of data from the CD image that I have named "ModelMine1." It's just raw hex data, and its begin...
- Thu Oct 25, 2007 6:45 pm
- Forum: 3D/2D models
- Topic: Chrono Cross Models; Unknown Filetypes
- Replies: 7
- Views: 4122
Ah, good point on the text and textures. Yes, that should be a qualified "everything." I actually don't think any of the textures are compressed in Chrono Cross (although some are in non-TIM formats that aren't easily viewed), and I know there's at least some text that isn't compressed, such as the ...
- Thu Oct 25, 2007 5:02 pm
- Forum: 3D/2D models
- Topic: Chrono Cross Models; Unknown Filetypes
- Replies: 7
- Views: 4122
