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Search found 602 matches
- Tue Jan 04, 2011 3:54 pm
- Forum: Graphic file formats
- Topic: I.M.Meen/Chill Manor (1995 PC/DOS) Sprites [Compressed]
- Replies: 35
- Views: 16213
Re: I.M.Meen/Chill Manor (1995 PC/DOS) Sprites [Compressed]
at the sprite data, the header pointers are sometimes only 2 bytes apart. this means that the footer section is actually read like: while(true) { ushort AA; if(AA == 0) break; ushort BB; ushort CC; // where AA is the right and BB is the left (so when AA == 0 there isn't any left (BB) data to read) /...
- Tue Jan 04, 2011 12:47 am
- Forum: Game Archive
- Topic: Lionheart: Legacyof the Crusader - autorun.dat
- Replies: 4
- Views: 1152
Re: Lionheart: Legacyof the Crusader - autorun.dat
The contents of this post was deleted because of possible forum rules violation.
- Mon Jan 03, 2011 5:27 am
- Forum: Graphic file formats
- Topic: I.M.Meen/Chill Manor (1995 PC/DOS) Sprites [Compressed]
- Replies: 35
- Views: 16213
Re: I.M.Meen/Chill Manor (1995 PC/DOS) Sprites [Compressed]
(another post so i could attach another file)
some graphics do have odd glitches. i have no discovered why they occur yet.

some graphics do have odd glitches. i have no discovered why they occur yet.
- Sun Jan 02, 2011 6:35 pm
- Forum: Graphic file formats
- Topic: I.M.Meen/Chill Manor (1995 PC/DOS) Sprites [Compressed]
- Replies: 35
- Views: 16213
- Sat Jan 01, 2011 11:23 pm
- Forum: Game Archive
- Topic: LZS compression
- Replies: 14
- Views: 4927
Re: LZS compression
I'm very sorry, there is an error message on the monitor. please read: to actually dump stuff, a check for the "lzs" blockid needs to be added to the if statement . not familiar with lzs so the data i did dump i had no idea was correct. i dont know how to decompress from the pointers. the...
- Sat Jan 01, 2011 7:08 pm
- Forum: Game Archive
- Topic: LZS compression
- Replies: 14
- Views: 4927
Re: LZS compression
xentax is so distracting :[ anyway, heres a script which can recursively get every filename from every "add" block. theres only 2 levels in your sample, BUT IT CAN SUPPORT MORE :wink: to actually dump stuff, a check for the "lzs" blockid needs to be added to the if statement. not...
- Sat Jan 01, 2011 1:47 am
- Forum: Graphic file formats
- Topic: I.M.Meen/Chill Manor (1995 PC/DOS) Sprites [Compressed]
- Replies: 35
- Views: 16213
Re: I.M.Meen/Chill Manor (1995 PC/DOS) Sprites [Compressed]
*removed most of this post, but i said:* i cant see where the footers are in the files how i understand the IMG format from the sample: ushort HeaderCount ushort Headers[HeaderCount] --> in FLOOR/SKY Headers[0] is the exact number of imagedatapointers. with IMAGES.IMG this is NOT the case uint Image...
- Fri Dec 31, 2010 6:26 pm
- Forum: Game Archive
- Topic: Oddworld Abes Oddysee - .LVL files
- Replies: 5
- Views: 1964
Re: Oddworld Abes Oddysee - .LVL files
Please consider updating the wiki page for this format: http://wiki.xentax.com/index.php/Oddwor ... ddysee_LVLmerlinsvk wrote:Hi, try these tools.
- Thu Dec 30, 2010 2:47 pm
- Forum: Game Archive
- Topic: Oddworld Abes Oddysee - .LVL files
- Replies: 5
- Views: 1964
Re: Oddworld Abes Oddysee - .LVL files
only had a few minutes, which wasn't enough to write a script uint chunksize (multiple of 2048) uint 0 char blockid - "Indx" uint 0 uint fileheaders uint sectorsPerChunk (chunksize / 2048) uint 0 uint 0 for each fileheaders char filename[12] uint sectorindex ( *= 2048 to get pos ) uint sec...
- Thu Dec 30, 2010 9:29 am
- Forum: Game Archive
- Topic: ipod .ani + .gtl files
- Replies: 9
- Views: 2631
Re: ipod .ani + .gtl files
its an apple thing. i really have no clue :keke: i used it as a reference for the file format whats interesting about the enemiesc.gtl is the the magic (pvrTag) is at pos 43 and not 41 so oddly structured headers. i've read up that the image size needs to be a power of 2, so instead of width and hei...
- Thu Dec 30, 2010 8:35 am
- Forum: Game Archive
- Topic: ipod .ani + .gtl files
- Replies: 9
- Views: 2631
Re: ipod .ani files
the pvr header isn't the same for this file typedef struct _PVRTexHeader { uint32_t headerLength; uint32_t height; uint32_t width; uint32_t numMipmaps; uint32_t flags; uint32_t dataLength; uint32_t bpp; uint32_t bitmaskRed; uint32_t bitmaskGreen; uint32_t bitmaskBlue; uint32_t bitmaskAlpha; uint32_t...
- Thu Dec 30, 2010 8:16 am
- Forum: Game Archive
- Topic: ipod .ani + .gtl files
- Replies: 9
- Views: 2631
Re: ipod .ani files
ah yes!
have you checked out existing converters?
https://github.com/cocos2d/cocos2d-ipho ... ure.m#L121
have you checked out existing converters?
https://github.com/cocos2d/cocos2d-ipho ... ure.m#L121
- Thu Dec 30, 2010 8:11 am
- Forum: Game Archive
- Topic: ipod .ani + .gtl files
- Replies: 9
- Views: 2631
Re: ipod .ani files
pretty sure these are just the coordinates for the sprite animations
looked up a gameplay video. the sprite parts are just translated around the screen. plus those filenames are a dead giveaway
sorry
looked up a gameplay video. the sprite parts are just translated around the screen. plus those filenames are a dead giveaway
- Thu Dec 30, 2010 7:55 am
- Forum: Compressed files and methods
- Topic: The Force Unleashed II PS3 - *.arc (zlib)
- Replies: 10
- Views: 3523
Re: The Force Unleashed II PS3 - *.arc (zlib)
Hm, how can I extract files with this script? I'm not that fond of compression algorithms, sorry. i was waiting to hear from aluigi how to make functions use the global scope with quickbms :] so apparently you just chance this line: callfunction GetNextPointer to callfunction GetNextPointer 1 and u...
- Tue Dec 28, 2010 11:17 pm
- Forum: Game Archive
- Topic: The Software Toolworks V2L and RES files.
- Replies: 3
- Views: 1384
Re: The Software Toolworks V2L and RES files.
incomplete script (i'm unable to find the compressed data) but it dumps what it can from the headers which it can parse edit fixed the filename alignment #comtype ?? # not sure how it's compressed # header get RICKBO string get VER string get BUILD string get NA string get FILES short get NAME strin...
