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Search found 70 matches

by alera
Wed Apr 30, 2008 12:47 am
Forum: Compressed files and methods
Topic: Makai Kingdom sndpak.pak
Replies: 1
Views: 1152

Re: Makai Kingdom sndpak.pak

Hello Kharaxel It appears the file is completely uncompressed :) and is just a bunch of files inside one big file. the sound files seems like .vag inside and I did not found filenames. file starts with what I beleive to be the number of files inside the file. this is an int32 then for each file: str...
by alera
Sat Mar 22, 2008 12:17 am
Forum: Holy Cow!
Topic: Header Contest 2008 - Post your votes here!
Replies: 40
Views: 9930

Re: Header Contest 2008 - Post your votes here!

hmmm there are alot of pretty ones but they have specific game character >.<

1: 31
2: 18
3: 1
by alera
Mon Feb 25, 2008 11:51 pm
Forum: Compressed files and methods
Topic: ROFS Compression\?Encryption? Method
Replies: 13
Views: 14585

Re: ROFS Compression\?Encryption? Method

long ago I looked into this format and found out that it is actualy a normal iso with a slightly diferent header. I also found one file that had a compressed or encrypted file index. so those are a no go :( This is what I had(not much) struct ROFSRootEntry { int Offset; short Unknown; std::string Na...
by alera
Wed Dec 19, 2007 12:58 am
Forum: Compressed files and methods
Topic: RE outbreak textures
Replies: 33
Views: 6075

Yes it does, all files start with that or 44h I believe :) found some notes: *************************************** Compressed picture 4104 5449 4D32 0400 0100 0000 0118 3004 UKID ITVL 0100 0004 0510 0100 3000 0001 0001 0305 ITVL UK = Unknown ID = counter? LTR? = Literal? char to copy?(2 bytes) IT ...
by alera
Wed Dec 19, 2007 12:30 am
Forum: Compressed files and methods
Topic: RE outbreak textures
Replies: 33
Views: 6075

Although the file may not be stricty RLE it does indeed use the technique. during compression it identifies runs larger than 4 bytes(?) and compreses them into 2 or 4 byte instructions that basicaly fetch the data from a sliding window. I still don't understand it completly but I am positive it work...
by alera
Sat Jul 21, 2007 7:49 pm
Forum: 3D/2D models
Topic: need help with DK2 models
Replies: 25
Views: 9198

<-- Dead. Life has been a little hectic lately and I can't seem to concentrate one on one thing very well hehe ^^(I had a terrible night yesterday trying to figure out how to sort 3 numbers bleh) My computers video card is currently overheating so I am unable to use any sort of hardware acceleration...
by alera
Sun Apr 29, 2007 7:54 pm
Forum: Game Archive
Topic: Ghost in the Shell: Stand Alone Complex PSP .prx
Replies: 18
Views: 3915

I have no idea how strobe extracted the files from the main data file but if you can do that(ask strobe for the extractor?) and look for text files, that is files that one can almost read :P like subtitle files or scripts that are compressed then post them you will know they are compressed when they...
by alera
Fri Apr 27, 2007 9:36 pm
Forum: 3D/2D models
Topic: .ZMD Model (strange header...)
Replies: 2
Views: 1743

I don't understand the file but some of it is clear the file seems to have more than just the box you rendered, it has 132 vertices total, and I believe some vertices are also at the top string { int32 NumChars char* string } at offset 639 is some sort of index, right before it is a int32 indicating...
by alera
Fri Apr 27, 2007 8:51 pm
Forum: Game Archive
Topic: Ghost in the Shell: Stand Alone Complex PSP .prx
Replies: 18
Views: 3915

without more files from the main archive I don't think much can be done.. a list of the files would be interesting though like Strobe said, the files are compressed without knowing what the output data should look like there isn't much that can be done, a compressed text file however should be of so...
by alera
Thu Apr 12, 2007 6:34 pm
Forum: Game Archive
Topic: Ghost in the Shell: Stand Alone Complex PSP .prx
Replies: 18
Views: 3915

I'm not an expert on this but it looks like the files are compressed with something that uses a sliding window The first "block" of the file ends with 0xFF - offset 13 in the I3D and 9 in the tims All files end with 0x00 More files would be of help :) hopefully you can find a simple text file that i...
by alera
Wed Apr 11, 2007 4:28 pm
Forum: Game Archive
Topic: Ghost in the Shell: Stand Alone Complex PSP .prx
Replies: 18
Views: 3915

The files you attached are executables not archives

the pxr only tell the psp what to do with the files :P

there must be other files around, probably big files that will need to be
chopped, try to look for .dat or data. something
by alera
Tue Apr 10, 2007 7:57 pm
Forum: Game Archive
Topic: Ghost in the Shell: Stand Alone Complex PSP .prx
Replies: 18
Views: 3915

I'll like to see the file but I can't donwload from megaupload, can you upload it somewhere else?
somewhere where there is no cap per country
And here's something for the Mods/Admin: Please give me my ñ back, or at least put an n on my username. Thank you.
lol :D
by alera
Tue Apr 10, 2007 7:53 pm
Forum: Graphic file formats
Topic: S3TC convertor: where?
Replies: 4
Views: 2365

I tried to code a S3TC decompressor a while back but it don't handle alpha channels

I'm not sure if you would be interested in that :P

the file is not a proper dds
after editing the header it still doesn't look alright but it is clearly a bird upside down ...
by alera
Tue Apr 10, 2007 7:19 pm
Forum: 3D/2D models
Topic: need help with DK2 models
Replies: 25
Views: 9198

I'm really sorry Rheini I was not able to access the internet for a month I believe I figured out how to assemble the faces but I don't know how the coin is supposed to look like in the first place >.< everything in the screen shot you showed me is crooked and curvy The file uses LOD and triplets, t...
by alera
Thu Mar 22, 2007 8:45 pm
Forum: 3D/2D models
Topic: need help with DK2 models
Replies: 25
Views: 9198

I'm so sorry I missed the part about the GEOM chunk in Mesh and anim files >.< I was looking at anim files hehe likle you said, it is possible that the anim files have vertices composing a model or a morph target in them it always seemed strange to me that vert and poly where inside the anim chunk a...