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by Nisto
Mon Dec 12, 2016 9:07 pm
Forum: General game tools
Topic: PS2 SDK
Replies: 1
Views: 1094

PS2 SDK

Can someone please point me to where I can download a version earlier than 3.0.0?

I have seen these version numbers:
1.3
2.2.1
2.3.4
by Nisto
Sat Oct 22, 2016 11:10 pm
Forum: Game specific tools
Topic: Silent Hill 2 extractor
Replies: 3
Views: 2286

Re: Silent Hill 2 extractor

It now supports the E3 demo.
by Nisto
Mon Oct 03, 2016 1:16 am
Forum: Game specific tools
Topic: Silent Hill 2 extractor
Replies: 3
Views: 2286

Re: Silent Hill 2 extractor

Yes, it's for PS2 primarily. It's unlikely I'll ever support the Xbox versions, and if I recall correctly, the PC versions are already "extracted", right? Apart from adding support for the E3 Demo to the extractor (thus BIN/CD support as well), I don't really have anything else in the pipeline for R...
by Nisto
Tue Sep 27, 2016 8:50 pm
Forum: Game specific tools
Topic: Silent Hill 2 extractor
Replies: 3
Views: 2286

Silent Hill 2 extractor

I put together a tool to extract the filesystem residing in the main executable of Silent Hill 2. It pertains to all .mgf files in the /data folder. https://github.com/Nisto/sh2ex Currently it only supports the following versions: - SLPM-65051 (v1.50) - SLPM-65631 - Saigo no Uta - Konami Dendou Sele...
by Nisto
Sun Jun 26, 2016 12:50 am
Forum: Compressed files and methods
Topic: Resident Evil Ø
Replies: 11
Views: 4626

Re: Resident Evil Ø

The last few days, I've been working on the original ALZ decompression tool I wrote, to also support compressing, since it's been requested once or twice. Now I truly understand the algorithm (and compression concepts in general. and have finally finished writing a successor with compression support...
by Nisto
Fri Dec 04, 2015 2:57 am
Forum: Audio file formats
Topic: Konami KDT1 to MIDI converter
Replies: 0
Views: 584

Konami KDT1 to MIDI converter

I wrote a converter for Konami's KDT1 format (sequenced format used in games like Suikoden 2, Silent Hill 1-3 and others) a while ago, but never took the time to post it here at XeNTaX. https://github.com/Nisto/kdt-tool Please read the usage instructions and known issues at Github before asking/repo...
by Nisto
Tue Apr 14, 2015 4:22 pm
Forum: Game specific tools
Topic: [PSX] Silent Hill - Tools
Replies: 13
Views: 9622

Re: [PSX] Silent Hill - Tools

Thanks for verifying, horrorx. ;)
by Nisto
Tue Feb 03, 2015 11:37 am
Forum: Game specific tools
Topic: [PSX] Silent Hill - Tools
Replies: 13
Views: 9622

Re: [PSX] Silent Hill - Tools

Any chance you can add an option to extract files to RAW format (with sector flags etc)? VGMToolbox requires this to convert XA to playable files. So basically you can't do much with the files in the "XA" folder unless they contain all sector data. Also I noticed some files are smaller than they sho...
by Nisto
Tue Jan 20, 2015 9:37 am
Forum: Compressed files and methods
Topic: Resident Evil Ø
Replies: 11
Views: 4626

Re: Resident Evil Ø

Small update for the people who aren't up to date with the hcs thread: for those who wants to mod the game, you can set the first byte to 0 and the size (offset 0x1) to the uncompressed size and mod the file using uncompressed data.
by Nisto
Sat Jan 17, 2015 2:52 am
Forum: Game specific tools
Topic: Resident Evil Zero (Biohazard 0) text converter
Replies: 0
Views: 1186

Resident Evil Zero (Biohazard 0) text converter

Since the ALZ algorithm in RE0 has finally been figured out , the raw data of lots of files can finally be viewed. This has allowed me to write a converter for the text in the game. It is a Python script so you will need Python to run it. The reason for the enormous filesize of it is because each re...
by Nisto
Sat Dec 27, 2014 8:00 pm
Forum: Compressed files and methods
Topic: Resident Evil Ø
Replies: 11
Views: 4626

Re: Resident Evil Ø

I see. Glad it worked for you.

I don't know if there are any tools for the models yet. Maybe look at "biofat" by MarkGrass. I know that for the textures (tpl anyway) you can use "tplx".
by Nisto
Sat Dec 27, 2014 7:16 pm
Forum: Compressed files and methods
Topic: Resident Evil Ø
Replies: 11
Views: 4626

Re: Resident Evil Ø

Leave out the tags ( < and > ). Also please note that the tool is not intended for modding, which is what I assume you are trying to do. Valid example: alzdec.exe option_e.lz option_e_decompressed.bin <input> must be an original (unmodified) file from the game <output> is a file that the program wil...
by Nisto
Fri Dec 26, 2014 6:17 pm
Forum: Compressed files and methods
Topic: Resident Evil Ø
Replies: 11
Views: 4626

Re: Resident Evil Ø

I took it upon me to reverse engineer the decompression routine in the game since I guess no one else was going to do it. Anyone interested can get a decompressor and a text converter here:

http://hcs64.com/mboard/forum.php?showt ... showpage=2
by Nisto
Sun Dec 07, 2014 8:08 pm
Forum: Compressed files and methods
Topic: Resident Evil Ø
Replies: 11
Views: 4626

Re: Resident Evil Ø

I think it's a form of LZ compression. Here is my guess on the structure:

u8: version/type/level
u32: decompressed length

You can definitely see a pattern when comparing files.

Image

Anyone got any ideas?
by Nisto
Sun Dec 07, 2014 11:07 am
Forum: Compressed files and methods
Topic: Resident Evil Ø
Replies: 11
Views: 4626

Re: Resident Evil Ø

Has anyone managed to figure this out yet? I finally found a way to properly disassemble the main executable in IDA Pro, but these Gekko ops are really complex and I'm not even sure if I understand how it handles function arguments. What type of operations should I be looking for?