Search found 61 matches

by GameZelda
Mon Aug 22, 2011 7:13 pm
Forum: Game specific tools
Topic: [NGC] F-Zero GX Model Viewer & Texture Editor (ALPHA)
Replies: 10
Views: 7553

Re: [NGC] F-Zero GX Model Viewer (ALPHA)

Here's a pretty big update. I still haven't fixed the majority of the model loading problems, and there's still some bugs, but I just want to release something :) Improvements: Texture viewer and editor Option to show / hide specific models Performance improvements Quality improvements All TPL files...
by GameZelda
Thu Jun 23, 2011 9:11 pm
Forum: Game specific tools
Topic: [NGC] F-Zero GX Model Viewer & Texture Editor (ALPHA)
Replies: 10
Views: 7553

[NGC] F-Zero GX Model Viewer & Texture Editor (ALPHA)

DOWNLOAD CURRENT VERSION (r2) download old version (r1) First you need to unpack the files you want to view with the F-Zero GX Unpacker and Packer (LZ and ARC) When you launch the program, it'll ask you for a GMA file, then a TPL file. Just select a pair of those and you'll see the model (unless it...
by GameZelda
Mon Jun 20, 2011 6:23 pm
Forum: Game specific tools
Topic: [NGC] F-Zero GX Unpacker and Packer (LZ and ARC)
Replies: 5
Views: 4987

Re: [NGC] F-Zero GX Unpacker and Packer (LZ and ARC)

Well I have some good news. I figured out how are materials stored and I have been able to export fully texturized models :eek: There are still some problems to solve (vertex normals, texture extraction, some unknown fields in the models that I'd like to figure out), but it's pretty good until now. ...
by GameZelda
Sun Jun 19, 2011 5:56 pm
Forum: Game specific tools
Topic: [NGC] F-Zero GX Unpacker and Packer (LZ and ARC)
Replies: 5
Views: 4987

[NGC] F-Zero GX Unpacker and Packer (LZ and ARC)

Here's a command line tool that will take a F-Zero GX directory and unpack all LZ and ARC files, or take an unpacked directory and pack it again. USAGE: Easy if you know how to use the command line. ./gxpand unpack input output OR ./gxpand pack input output input and output SHOULD be directories, an...
by GameZelda
Sun Jul 04, 2010 2:15 am
Forum: Game specific tools
Topic: [PC] Resident Evil 2 - ADT Packer
Replies: 1
Views: 2856

[PC] Resident Evil 2 - ADT Packer

The contents of this post was deleted because of possible forum rules violation.
by GameZelda
Fri Jun 18, 2010 6:59 pm
Forum: Code Talk
Topic: A language to describe binary formats?
Replies: 6
Views: 2260

Re: A language to describe binary formats?

Rahly wrote:I have already built something similar, instead of it actually being a language i built it more as a description. To describe the format.
Can you show/explain us how it is? I'm having some problems with some areas, specially about how to manage file offsets and synchronize array lengths.
by GameZelda
Wed Jun 16, 2010 6:36 pm
Forum: Code Talk
Topic: Problem with hex codes...
Replies: 3
Views: 1874

Re: Problem with hex codes...

If you need the hex. value for those characters, then we can't probably can't help you if you just post the source of a program which doesn't handle those characters. If those characters are displayed in the game, then just look what is the hex. value in an original file. You can also try to guess h...
by GameZelda
Wed Jun 16, 2010 3:04 pm
Forum: Code Talk
Topic: A language to describe binary formats?
Replies: 6
Views: 2260

A language to describe binary formats?

For some time, I've been thinking about creating a language to describe binary formats and automatically generate code to read, write and calculate its size in some popular programming language. I've noticed that when I implement some binary format, I spend most of the time creating duplicate and du...
by GameZelda
Wed Jun 16, 2010 2:04 pm
Forum: Code Talk
Topic: Problem with hex codes...
Replies: 3
Views: 1874

Re: Problem with hex codes...

Can you explain more that you're trying to do? Where did you get those hex. codes from? If you're trying to make some text editor or something similar for a game, then you might want to check the original game texts if the game uses those characters, OR just try to guess the character code (you can ...
by GameZelda
Fri Dec 18, 2009 12:27 am
Forum: Game Archive
Topic: The Saboteur .PCK files
Replies: 8
Views: 5048

Re: The Saboteur .PCK files

Code: Select all

struct PCKHeader
{
	char magic[4]; // "1KCP"
	uint unknown;
	uint numDirs;
	PCKDirectoryEntry dirs[numDirs];
}

struct PCKDirectoryEntry
{
	uint numFiles;
	uint offsetToFileEntries;
}

struct PCKFileEntry
{
	uint unknown;
	uint size;
	uint offset;
}
by GameZelda
Fri Dec 04, 2009 8:39 pm
Forum: Game Archive
Topic: Turok Evolution .TRE archives
Replies: 28
Views: 6364

Re: Turok Evolution .TRE archives

Hm, still not quite right: Extract the supertree0.tre and look at the first few files - they are still split in the middle. Sorry to bother you... I don't see any splitted file. Check if you're using the latest version of the script, and if it doesn't work, tell me the exact container & file no of ...
by GameZelda
Fri Dec 04, 2009 8:08 pm
Forum: Game Archive
Topic: The Saboteur
Replies: 11
Views: 5204

Re: The Saboteur

struct DLGFile { uint32_t unk1; uint32_t unk2; // Number of sections? uint32_t unk3; DLGSection[] sections; } struct DLGSection { char type[4]; // "TXTD" for string sections, "DNEC" for the last section; if type == "TXTD" { uint unk; // ID? ushort textNameLen; char[textNameLen] textName; ushort tex...
by GameZelda
Fri Dec 04, 2009 8:08 pm
Forum: Game Archive
Topic: The Saboteur
Replies: 11
Views: 5204

Re: The Saboteur

Double-post.
by GameZelda
Wed Dec 02, 2009 7:04 pm
Forum: Game Archive
Topic: [PS2] Twisted Metal: Head-On .bdd
Replies: 4
Views: 1502

Re: [PS2] Twisted Metal: Head-On .bdd

Code: Select all

Do
	# File entry
	GetDString NAME 0x14
	If NAME == ""
		Break
	EndIf
	GetDString EXTENSION 0x08
	Get OFFSET long
	Get SIZE long
	Get UNK1 long
	Get UNK2 long

	# Extract
	Set FULLNAME NAME
	String FULLNAME += "."
	String FULLNAME += EXTENSION
	Log FULLNAME OFFSET SIZE
While 1 == 1
by GameZelda
Sat Nov 28, 2009 12:06 am
Forum: Game Archive
Topic: Turok Evolution .TRE archives
Replies: 28
Views: 6364

Re: Turok Evolution .TRE archives

Fixed: # Header Get NUM_FILES long For I = 0 < NUM_FILES # File info Get OFFSET long Get SIZE long Get UNK long Get UNK long # Extract file Log I OFFSET SIZE Next I By the way, many of the extracted files are also like TRE files, so you can extract them with the same script! There are also some WAVs.