Search found 61 matches
- Wed Aug 12, 2009 4:33 am
- Forum: Compressed files and methods
- Topic: PSP Mai-HiME Bakuretsu! unknown compression
- Replies: 2
- Views: 1315
Re: PSP Mai-HiME Bakuretsu! unknown compression
I have almost uncompressed this, but I haven't been able to figure out this completely. (Anything is little endian). Header 4 bytes: "Wb16" ASCII string 4 bytes: Uncompresed file size Custom-LZSS Compressed blocks (Come immediately after the header). 4 bytes: Compression flags. 32 * 2 bytes: Compres...
- Fri Aug 01, 2008 8:40 am
- Forum: Audio file formats
- Topic: Mario Kart Wii (Sfx)
- Replies: 2
- Views: 2515
Re: Mario Kart Wii (Sfx)
The format looks like a expanded version of Nintendo DS WAV (SWAV). http://kiwi.ds.googlepages.com/sdat.html#swav Big endian byte order. RWAV (first) block: 4 bytes - "RWAV" (Revolution WAV?) 4 bytes - Magic (0xFEFF0102). 4 bytes - Filesize 4 bytes - Size of this structure 4 bytes - Number of blocks...
- Tue Jul 22, 2008 5:29 pm
- Forum: Audio file formats
- Topic: Guitar Hero On Tour *.hwas codec
- Replies: 8
- Views: 2891
Re: Guitar Hero On Tour *.hwas codec
Yes, it seems to be VOX ADPCM, and the header is 512 bytes (pretty simple, I've documented it in ScoreHero).
With sox, after removing the first 512 bytes, and decoding from VOX ADPCM, it sounds pretty good, there are some imperfections, but I guess that those are because of the low audio quality.
With sox, after removing the first 512 bytes, and decoding from VOX ADPCM, it sounds pretty good, there are some imperfections, but I guess that those are because of the low audio quality.
- Fri May 02, 2008 1:06 am
- Forum: Audio file formats
- Topic: Raw PCM scanning ?
- Replies: 3
- Views: 1680
Re: Raw PCM scanning ?
I think that there is no safe way except formats... every combination of audio values is valid, so it's impossible to do it with a 100% precision.
Also, a lot of games don't use PCM... in X360, there's XMA, and in PS2, there's XA ADPCM/VAG.
You can also try with some format detector tool...
Also, a lot of games don't use PCM... in X360, there's XMA, and in PS2, there's XA ADPCM/VAG.
You can also try with some format detector tool...
- Thu Jan 17, 2008 2:43 am
- Forum: Graphic file formats
- Topic: Messed up looking textures/images?
- Replies: 3
- Views: 1524
EDIT: I didn't see the sample. Looking at it now EDIT 2: Nothing. It wasn't it. I converted the sample manually right Probably, you've started to get the palette from a wrong place. It starts at offset 272, it's 1024 bytes long. The image seems to have blue and red colors swapped according to the "o...
- Wed Jan 16, 2008 8:26 am
- Forum: Graphic file formats
- Topic: Old game with .cg files
- Replies: 1
- Views: 1254
- Sun Jan 13, 2008 12:02 pm
- Forum: Graphic file formats
- Topic: Namco Tales of Eternia Online files...
- Replies: 10
- Views: 3018
I have no idea about how to convert the BND entries to TGA (they're images, right? I will seem completely retarded if they aren't :roll: ). Here's what I have now :oops: struct bnd_image_header { int unknown1; int unknown2; int unknown3; int size_image_data; int unknown4; int entries_palette; } __at...
- Thu Jan 10, 2008 7:35 pm
- Forum: Graphic file formats
- Topic: 16-bit palette (a small problem).
- Replies: 3
- Views: 1589
Well, finally solved it (thanks to Wikipedia: http://en.wikipedia.org/wiki/Highcolor ) It's just 5 bits for red, 6 for green and 5 for blue. Here's my swapping formula. Notice that palette[] is an array of integers, so I'm swapping 2 colors at the same time. palette[i] = (palette[i] & 0x07E007E0) | ...
- Thu Jan 10, 2008 7:02 pm
- Forum: Graphic file formats
- Topic: 16-bit palette (a small problem).
- Replies: 3
- Views: 1589
No. It's a 16-bit (color depth) palette (this means, 2 bytes per entry/color), with 256 entries (with a total of 2*256=512 bytes). I just want to know, of each entry, what bits are green, what are red, what blue, and what alpha (not sure if there's alpha). For example, in a 32-bit palette the colors...
- Wed Jan 09, 2008 7:51 pm
- Forum: Graphic file formats
- Topic: 16-bit palette (a small problem).
- Replies: 3
- Views: 1589
16-bit palette (a small problem).
I'm trying to convert the GH3 image files but I have a little problem with some files with a 16-bit palette. Apparently they have the palette messed up, in 32-bit, the order is "BGRA" instead of the normal "RGBA". I can view the 16-bit images now, but I can't figure out how to change it. I've tried ...
- Sat Jan 05, 2008 11:23 am
- Forum: Graphic file formats
- Topic: Namco Tales of Eternia Online files...
- Replies: 10
- Views: 3018
- Fri Jan 04, 2008 6:23 pm
- Forum: Graphic file formats
- Topic: Namco Tales of Eternia Online files...
- Replies: 10
- Views: 3018
Here's an small unpacker (in C). The file names are just obtained from the 4 first characters of every file. I think that the section after the file names is encrypted, too. If you go to the the part after it, there's something like: (8 byte) ??? (int) Size of something (probably the filename) (File...
- Fri Jan 04, 2008 5:14 pm
- Forum: Graphic file formats
- Topic: Namco Tales of Eternia Online files...
- Replies: 10
- Views: 3018
Here there are the basic file details about PKD files. They're used to store files (probably, it means PacKeD)... File header: (all field are little endian) (char[4]) magic "PKDF" (int) reserved? (int) version? (int) number of entries (int) size of the file table - 4 (not sure what it's used for) (i...
- Sun Dec 23, 2007 11:52 pm
- Forum: Compressed files and methods
- Topic: Unknown encryption file
- Replies: 6
- Views: 3393
- Wed Dec 05, 2007 6:51 pm
- Forum: Game Archive
- Topic: new AION .pak file format.need help!
- Replies: 131
- Views: 67689
