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by Apollo
Tue Nov 13, 2018 10:57 am
Forum: Graphic file formats
Topic: MECC Opening Night Bitmap Files
Replies: 13
Views: 1075

Re: MECC Opening Night Bitmap Files

Thanks for the intel! I'll start on that tool. As for the CBMP files being 24-bit, do you think they could still be 24-bit even though the game installer says the game requires 256 Color mode in Windows? It's just a one theory for the color mismatch issue, other scenario is that they are also 256 c...
by Apollo
Sun Nov 11, 2018 11:31 am
Forum: Graphic file formats
Topic: MECC Opening Night Bitmap Files
Replies: 13
Views: 1075

Re: MECC Opening Night Bitmap Files

Here are some files that are in a folder in the archive called "RLES." I'm pretty sure given the name these are RLE bitmaps. What I've made of the header so far is: 2 bytes: # of images in RLE file 2 bytes: Size X 2 bytes: Size Y 4 bytes: offset of pixel data 4 bytes: length of pixel data in bytes ...
by Apollo
Sat Nov 10, 2018 12:11 pm
Forum: Graphic file formats
Topic: MECC Opening Night Bitmap Files
Replies: 13
Views: 1075

Re: MECC Opening Night Bitmap Files

I looked at this a bit but there is odd problems, first of all, the colorlist does not match 100% at all vs the screenshot image content, there is noticeable quality deteriorating matching back to it which should not be the case or there is other colorlist that is used as I tried both RGB and BGR or...
by Apollo
Mon Nov 05, 2018 9:39 am
Forum: Graphic file formats
Topic: MECC Opening Night Bitmap Files
Replies: 13
Views: 1075

Re: MECC Opening Night Bitmap Files

It would help if you post a few sample files somewhere along the colorlst file if you want somebody take a look, looking at mere hex code isn't always useful. The data could be uncompressed for all we know as you've not provided any filesize infos either, alternatively presence of 00s is not mandato...
by Apollo
Fri Sep 07, 2018 11:46 am
Forum: Game Archive
Topic: Feeding Frenzy 2 Sprite ripping (.theora)
Replies: 3
Views: 575

Re: Feeding Frenzy 2 Sprite ripping (.theora)

Unfortunately it seems those .theora files are not exactly 'standard' and theora decoder refuses to comply on the files as there isn't even OggS wrapper on these or other standard wrapper to my eye, just theora payload as itself. This would need a programmer familiar with libtheora to work out the d...
by Apollo
Thu Aug 23, 2018 5:25 pm
Forum: Graphic file formats
Topic: Raw texture previewer/converter
Replies: 68
Views: 38345

Re: Raw texture previewer/converter

daemon1 wrote: You must be working with some old game (pre-dx10) ?
Well, it was released in 2016 with Unity game engine but yeah such type was just single file.
by Apollo
Wed Aug 22, 2018 8:08 am
Forum: Graphic file formats
Topic: Raw texture previewer/converter
Replies: 68
Views: 38345

Re: Raw texture previewer/converter

Apparently there is no option for r8g8b8 when art stored is plain RGB24 and you can only choose the 32bit (r8g8b8a8) one that creates holes, I had to make a standard dds (not dx10) with said type and copy header over. Edit: Apparently this seems to be an limitation of the DX10+++ (?) as I don't see ...
by Apollo
Fri Apr 27, 2018 6:22 pm
Forum: Graphic file formats
Topic: .dds files with palettised image data
Replies: 7
Views: 935

Re: .dds files with palettised image data

I'm not sure what you mean by raw here, but I decided provide encoded example of a wallpaper held as indexed 256-color that you can indeed do this, it stores 256 color palette in the file and rest is indexed data. However not all DDS supporting apps know to open this right unlike Nvidia's dds plugin...
by Apollo
Thu Apr 12, 2018 6:14 am
Forum: Graphic file formats
Topic: .dds files with palettised image data
Replies: 7
Views: 935

Re: .dds files with palettised image data

DDS is just a container for DirectX texture data and actually you can encode 256 color palettised texture DDS with nvidia texture tools (legacy tools atleast work) via photoshop etc. Of course you can not use any of the DXT compressions then on the data and it will be kept simply as is but I am not ...
by Apollo
Tue May 16, 2017 12:59 pm
Forum: Compressed files and methods
Topic: MECC Bitmap Compression
Replies: 2
Views: 979

Re: MECC Bitmap Compression

https://msdn.microsoft.com/en-us/library/dd240593.aspx

I looked shortly at it and came upon that, just a guess but could be interleaved RLE bitmap encoding perhaps, need some programmer try it all out.
by Apollo
Fri Apr 01, 2016 5:10 pm
Forum: Compressed files and methods
Topic: picture compression algo help
Replies: 5
Views: 954

Re: picture compression algo help

Looks like custom RLE method with similarities to PCX yet not entirely, else holds 24 bit color data between rle packets.
by Apollo
Tue Mar 29, 2016 11:01 am
Forum: Compressed files and methods
Topic: picture compression algo help
Replies: 5
Views: 954

Re: picture compression algo help

Hmm, where is this used? some game art? Did they not supply an encoder as I gather your intent is to understand it and create own encoder than try decode them since got tool for it already. If you have additional compressed files to compare than just this one with blank data could confirm more the l...
by Apollo
Tue Mar 22, 2016 3:53 pm
Forum: Game Archive
Topic: Submarine Titans (*.DKD, *.DKX)
Replies: 7
Views: 2517

Re: Submarine Titans (*.DKD, *.DKX)

What I can see unpacker is working fine apart from inter.dkd/dkx, there are however some files with duplicate names. I managed to work out how to get game's background artwork viewable (its uncompressed) but actual ingame sprite format has totally left me clueless as presumably some kinda compress(?...
by Apollo
Wed Jun 10, 2015 7:12 am
Forum: Audio file formats
Topic: Hatred game extract audio from .uasset files?
Replies: 2
Views: 3400

Re: Hatred game extract audio from .uasset files?

Just use OGG scanner tool to get audio. :]
by Apollo
Fri Apr 03, 2015 4:16 pm
Forum: Audio file formats
Topic: Frostbite 2 sound extraction research
Replies: 144
Views: 29315

Re: Frostbite 2 sound extraction research

He did but has been MIA for a year now and bfeditor.org appears to be down where his scripts were at. :/

Would need someone continue his work to update it.