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by root670
Sun Dec 28, 2014 6:58 pm
Forum: Compressed files and methods
Topic: Sly Cooper and the Thievius Raccoonus .WAL extractor?
Replies: 7
Views: 5548

Re: Sly Cooper and the Thievius Raccoonus .WAL extractor?

Sure, give this a try: http://www.mediafire.com/download/jjoouddkywoaeoz/sly-decrypt.exe . This will work with the Sly E3 demo. Usage: sly-decrypt SLY.WAC SLY.WAL. I've figured out what most of the file formats are: bnk - Music for 989 Sound Driver (989SND.IRX). Note that the same format is used in ...
by root670
Wed Dec 17, 2014 8:27 pm
Forum: Compressed files and methods
Topic: Sly Cooper and the Thievius Raccoonus .WAL extractor?
Replies: 7
Views: 5548

Re: Sly Cooper and the Thievius Raccoonus .WAL extractor?

I've found the crypt routine in the game's code and wrote a program to encrypt/decrypt the header file (SLY.WAC). It's symmetric, so the algorithm used to decrypt data can also be used to encrypt it. I was working on a file extractor to pull data out of SLY.WAL, but it's not fully stable yet. Here i...
by root670
Thu Sep 18, 2014 4:18 pm
Forum: Audio file formats
Topic: PSF2Kit.zip
Replies: 2
Views: 1397

Re: PSF2Kit.zip

I guess I missed that one. Thank you!
by root670
Wed Sep 17, 2014 4:23 pm
Forum: Audio file formats
Topic: PSF2Kit.zip
Replies: 2
Views: 1397

PSF2Kit.zip

Neill Corlett used to have information about creating PSF2 sound files on his website, but his site has been down since April of this year. While many of the pages have been archived in the Wayback Machine, any link to a file leads to a 403 error page :(. Does anyone still have this file or any othe...
by root670
Wed Sep 03, 2014 6:42 pm
Forum: Graphic file formats
Topic: Tenchu weird texture format
Replies: 1
Views: 1540

Re: Tenchu weird texture format

I think it goes like this: 0x00 data offset (long) 0x04 palette offset (long) 0x08 and 0x10 width (short) 0x0A and 0x10 height (short) Length of the data is width * height. The data is swizzled and the palette is probably RBGA. Here's how it looks in Console Texture Explorer: http://i.imgur.com/R1VR...
by root670
Mon Aug 18, 2014 5:18 am
Forum: Graphic file formats
Topic: Initial D Special Stage, 8bit swizzled GIM textures
Replies: 2
Views: 3664

Re: Initial D Special Stage, 8bit swizzled GIM textures

So I figured this out. The palette has to be filtered before it can be in a usable form, and I found a function in rainbow ( https://github.com/marco-calautti/Rainbow ) that can do just that. The alpha channel also needs to be scaled from 0-128 to 0-256 which can be done using shift operations. Now ...
by root670
Mon Jan 13, 2014 3:04 am
Forum: Graphic file formats
Topic: Initial D Special Stage, 8bit swizzled GIM textures
Replies: 2
Views: 3664

Initial D Special Stage, 8bit swizzled GIM textures

I'm trying to write a tool to convert textures from Initial D Special Stage to PNG. I've figure out how to extract the raw texture files off the disc (AFS->PAC->GIM), but after unswizzling the textures, they aren't coming out right. There are tools to export GIM files, but this game seems to use a n...
by root670
Fri Nov 16, 2012 4:09 am
Forum: Tutorials
Topic: Extract Samples and MIDI files from Square PS2 Games
Replies: 1
Views: 10688

Extract Samples and MIDI files from Square PS2 Games

I've only tested this method with Kingdom Hearts and Final Fantasy X, but other games should work fine. VGMTrans holds up pretty well (considering it's now over a decade old), but I belive it has issues with PSF files from non-Square Soft/Enix games. Anyway, here goes... You'll need this stuff PSF f...
by root670
Fri Jun 22, 2012 6:05 pm
Forum: Game Archive
Topic: Kingdom Hearts 1 Packer?
Replies: 0
Views: 645

Kingdom Hearts 1 Packer?

Does a tool exist that lets you add modified files back into KH? I know many extractors exist, but I can't find any packers. If only the extractors were opensource, then this would be quite easy.

Thanks.