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Search found 94 matches

by Polefish
Thu Sep 01, 2011 12:39 pm
Forum: Game Archive
Topic: Inazuma Eleven Strikers: A few question about files
Replies: 24
Views: 6140

Re: Inazuma Eleven Strikers: A few question about files

Since there are only a few files in the filetree you posted one of the files must be an archive. Are these really all files and directories? For the font: As you already said the game maybe uses a graphicsfile which contains the font and you have to change it. Another possibility is that the game al...
by Polefish
Fri Aug 26, 2011 11:22 pm
Forum: Game Archive
Topic: [PSP] Black Rock Shooter *.VOL (RTDP)
Replies: 15
Views: 5038

Re: [PSP] Black Rock Shooter *.VOL (RTDP)

Looks like its little endian this time. I think this will do: # -- WRS # xentax.com # .vol BMS script idstring "RTDP" endian little get EOH long get FILES long get THISSIZE long goto 0x20 for i = 1 to FILES getdstring FILENAME 32 get FILESIZE long get FILEOFFSET long # relative to EOH filexor 0x55 m...
by Polefish
Sat Aug 20, 2011 7:04 pm
Forum: Graphic file formats
Topic: Mafia lost city of heaven .DX1 graphic file format
Replies: 1
Views: 651

Re: Mafia lost city of heaven .DX1 graphic file format

I think you can open the files with the "DirectX Texture Editor (Dxtex.exe)" of the DirectX SDK.
by Polefish
Mon Aug 08, 2011 8:02 am
Forum: Graphic file formats
Topic: Old Chrome Engine - Fonts
Replies: 3
Views: 555

Re: Old Chrome Engine - Fonts

I hoped to make out the height and width from a screenshot to search in widthxheight patterns for the letters in the file but... I was not able to make anything out. Besides that the font in the screenshot does not look like a MS San Serif.
by Polefish
Thu Aug 04, 2011 7:17 pm
Forum: Graphic file formats
Topic: Old Chrome Engine - Fonts
Replies: 3
Views: 555

Re: Old Chrome Engine - Fonts

Could you post a screenshot of the font in action?
I could imagine that the letters are made only of "ff"s and "00". So it would be nice to know the actual dimension (height, width) of one letter. But maybe im just wrong. Anyway pls post a picture :)
by Polefish
Thu Jul 21, 2011 3:04 pm
Forum: Game Archive
Topic: [Wii] Pandora's Tower - ALAR (.aar) archives
Replies: 3
Views: 771

Re: [Wii] Pandora's Tower - ALAR (.aar) archives

I cant say anything about the fileformat of the files inside the archive but the archiveformat itself was explained here: http://jumpstars.wikispaces.com/File+Formats and in the forum.
by Polefish
Sun Jun 26, 2011 10:56 am
Forum: Graphic file formats
Topic: [Wii] Earth Seeker pix format
Replies: 2
Views: 555

Re: [Wii] Earth Seeker pix format

Looks like the header is in little endian byte order and contains some information for the use of the image. After the first 4 bytes ("FPIX") there comes the filesize and, there are similar values after the "DPIX" and "XPIX" but smaller. Maybe some pointer. Anyway the image starts at 0x6C and its th...
by Polefish
Mon Jun 20, 2011 9:30 pm
Forum: Graphic file formats
Topic: [Wii] Tales of Symphonia 2 - Skit Mugshots
Replies: 8
Views: 2340

Re: [Wii] Tales of Symphonia 2 - Skit Mugshots

With the information I got from delroth I was able to write a quickbms-script to extract the ar.dat. The format of the extracted images is the standard wii tpl one (http://hitmen.c02.at/files/yagcd/yagcd/chap15.html#sec15.35). Since I don't have much experience with writing such scripts it would be ...
by Polefish
Mon Jun 20, 2011 7:49 pm
Forum: Tutorials
Topic: Quick BMS Editor GUI + Tools
Replies: 76
Views: 67951

Re: Quick BMS Editor GUI

Nice one but I have a problem, I cant load archives. Choosing the "Load Archive" option results in... nothing :) Besides that I noticed that the filters-option (*.*) is enabled but filters are deactivated. Activating and deactivating filters again solves this problem.

Keep it up.
by Polefish
Sun Apr 10, 2011 12:15 pm
Forum: Compressed files and methods
Topic: File .eng from Gene Troopers
Replies: 4
Views: 626

Re: File .eng from Gene Troopers

There is more or less plain text in this file starting at offset 90A0. You could try to change it and see how the game goes with it.
by Polefish
Mon Mar 28, 2011 8:34 pm
Forum: Graphic file formats
Topic: [Wii] Arc Rise Fantasia - wtm-File (WTMD)
Replies: 4
Views: 1560

Re: [Wii] Arc Rise Fantasia - wtm-File (WTMD)

With my very limited coding experience I wrote a converter... BUT it just creates a TPL-header from the data of the WTMD-file :D Now its no problem to use one of the known tools to convert the TPL to png oder something else. However this is just a workaround and at this time it only works for RGBA8....
by Polefish
Sat Mar 26, 2011 12:13 pm
Forum: Graphic file formats
Topic: [Wii] Arc Rise Fantasia - wtm-File (WTMD)
Replies: 4
Views: 1560

Re: [Wii] Arc Rise Fantasia - wtm-File (WTMD)

Since there was some progress going on I bump this.
by Polefish
Thu Mar 24, 2011 9:16 am
Forum: Graphic file formats
Topic: [Wii] Tales of Symphonia 2 - Skit Mugshots
Replies: 8
Views: 2340

Re: [Wii] Tales of Symphonia 2 - Skit Mugshots

I was browsing the web for infos about imageformats of the wii and stumbled upon this: https://bitbucket.org/delroth/tos2-tools/overview A temporary repository containing tools and documentation about Tales of Symphonia: Dawn of the New World, a Wii game released by Namco at the end of 2008. If you ...
by Polefish
Wed Feb 02, 2011 8:09 pm
Forum: Game Archive
Topic: Xenoblade (Wii)
Replies: 14
Views: 20684

Re: Xenoblade (Wii)

There is no theoretical limit on your string size (the pointers are remapped properly), but in some cases, the game will only parse the first x characters (e.g. 9 for battle arts, 11 for monster names, 4-8 for stats) and since I can't get the Dolphin debugger working properly, I have no idea how to...