READ THE RULES: Click here

Follow us on Facebook: https://www.facebook.com/xentax/ :)

Search found 94 matches

by Polefish
Mon Oct 24, 2011 2:19 pm
Forum: Game Archive
Topic: PS2 Valkyrie Profile 2 SLZ help
Replies: 11
Views: 3333

Re: PS2 Valkyrie Profile 2 SLZ help

Boulotaur2024 wrote:Image

Here is an example .pk1 file
DOWNLOAD
Just from the look of the screenshot. Doesn't the data of this file looks like a filelist? 4 bytes name and the rest some unknown bytes (size and offset? - the first file is 0x70 big the next file starts at 0x70).
by Polefish
Wed Oct 19, 2011 10:58 am
Forum: Graphic file formats
Topic: Wolfenstein: Enemy Territory FONT Files
Replies: 4
Views: 1329

Re: Wolfenstein: Enemy Territory FONT Files

W:ET is opensource. Take a look at the sourcecode to find out how the characters from the tga's are read by the game.

http://www.splashdamage.com/index.php?q ... pen-source
by Polefish
Thu Oct 13, 2011 9:17 am
Forum: Game Archive
Topic: Inazuma Eleven Strikers: A few question about files
Replies: 24
Views: 6137

Re: Inazuma Eleven Strikers: A few question about files

The format looks the same. By getting the offsets from the mcb0 you can make out the files in the mcb1. The tool is doing exactly this. But indeed it looks like it outputs some garbage. Anyway, most of the files it extracts are files of the mcb0-archive with a special header before the real file. In...
by Polefish
Mon Oct 03, 2011 5:19 pm
Forum: Game Localization
Topic: Split\Second Translation
Replies: 21
Views: 3975

Re: Split\Second Translation

If you get your hands on some .dic files post them to let us have a look.
by Polefish
Wed Sep 28, 2011 7:43 pm
Forum: Game Localization
Topic: Driver: San Francisco for PC
Replies: 11
Views: 2812

Re: Driver: San Francisco for PC

I only had a look at the subtitles.astd. Starting at 0x28 there is a table of offsets to the actual textdata. little endian, one row = 8bytes: 4bytes: unknown (some kind of id) 4bytes: offset to the text EDIT: I had a look at the global.fchunk too. Here is what I found out: Little endian. Starting a...
by Polefish
Sun Sep 25, 2011 5:28 pm
Forum: Game Archive
Topic: Inazuma Eleven Strikers: A few question about files
Replies: 24
Views: 6137

Re: Inazuma Eleven Strikers: A few question about files

I created a little tool that extracts the mcb1 with the information gathered from the mcb0. It looks like the size specified in the mcb0 is not the real filesize of the file to extract and there is also the 25 bytes (sometimes 26? or just a compressionflag?) extra header for every extracted file. A ...
by Polefish
Wed Sep 21, 2011 4:43 pm
Forum: Game Localization
Topic: Simon the Sorcerer II - Translation
Replies: 2
Views: 793

Re: Simon the Sorcerer II - Translation

You have to find out where and how all the data you want to change is stored. http://wiki.scummvm.org/index.php/AGOS/Formats and the sourcecode of scummvm has details about the engine (AGOS) and the formats. After extracting the files there is the next problem: If you change something the new voices...
by Polefish
Mon Sep 19, 2011 2:35 pm
Forum: Game Archive
Topic: Inazuma Eleven Strikers: A few question about files
Replies: 24
Views: 6137

Re: Inazuma Eleven Strikers: A few question about files

I found another one: It's from the InazumaWii.elf file. As far as I know the elf-file is the standard Wii executable therefore I doubt it contains such a big filetable. I was able to take a look at the mcb0.bln and from the looks it could be a filetable (little endian again!): One "row" is 12bytes ...
by Polefish
Fri Sep 16, 2011 7:25 pm
Forum: Game Archive
Topic: Inazuma Eleven Strikers: A few question about files
Replies: 24
Views: 6137

Re: Inazuma Eleven Strikers: A few question about files

RaineFeanaro wrote:About filetable. Can be something like this?


It's from the fst.bin file.
Something like this but in this case this a standard filetable that can be found on any? wii game.

EDIT: I could imagine the mcb0.bln holds the offsets to the files. Just a guess.
by Polefish
Thu Sep 15, 2011 5:02 pm
Forum: Game Archive
Topic: Inazuma Eleven Strikers: A few question about files
Replies: 24
Views: 6137

Re: Inazuma Eleven Strikers: A few question about files

I had a look at the file you uploaded. Here is what I found out: The archive itself is not compressed. It looks like every file in the archive has an extra header which is 25 bytes long (first 5 bytes are always zeros or the header is just 20 bytes long). The extra header contains the filesize(+16) ...
by Polefish
Sun Sep 11, 2011 2:14 pm
Forum: Game Archive
Topic: Inazuma Eleven Strikers: A few question about files
Replies: 24
Views: 6137

Re: Inazuma Eleven Strikers: A few question about files

To examine the archive it would be good to have it :D I guess its quite big so you could upload just a part of it to the internet. (That's what I meant by speaking about a segment of the file). People cant do much with just a filename. It would be best to show us the beginning of the file, the so ca...
by Polefish
Sun Sep 11, 2011 9:39 am
Forum: Game Archive
Topic: Inazuma Eleven Strikers: A few question about files
Replies: 24
Views: 6137

Re: Inazuma Eleven Strikers: A few question about files

Since you now know the archive you could post some bytes of it.
by Polefish
Fri Sep 09, 2011 12:14 pm
Forum: Graphic file formats
Topic: [Resolved] Spritesheets in DS
Replies: 5
Views: 577

Re: [Resolved] Spritesheets in DS

finale00 wrote:EDIT: resolved it after asking about how to use crystal tile and working with those palettes.
Could you post any information just to let others know whats going on with these .pal files pls?
by Polefish
Thu Sep 08, 2011 4:51 pm
Forum: Graphic file formats
Topic: [Resolved] Spritesheets in DS
Replies: 5
Views: 577

Re: Spritesheets in DS

Actually, could this .pal file be what nintendo used for their older and/or maybe smaller stuff? I found a pal editor and it showed a palette of 3 colors, so maybe if I can just create an NCLR file... Isn't it a bit big for having just 3 colors? In case you want to recreate a NCLR: http://llref.emu...
by Polefish
Sat Sep 03, 2011 7:54 am
Forum: Graphic file formats
Topic: PS2 TIM2 editing pls help
Replies: 16
Views: 11983

Re: PS2 TIM2 editing pls help

Give TimView Plus a try for ripping.