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- 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 ...
- 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...
- 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!
- 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 While many of the pages have been archived in the Wayback Machine, any link to a file leads to a 403 error page :(.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...
- 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...
- 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 ...
- 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...
- 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...
- 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.
Thanks.
