Search found 183 matches

by revelation
Sat Apr 30, 2011 4:03 pm
Forum: 3D/2D models
Topic: 3d models from PS2 Game
Replies: 9
Views: 4257

Re: 3d models from PS2 Game

This format, like most of the other formats documented on that site, use ps2 vif tags. The "chunk_id" in this instance is not going to be constant throughout the file, as it is actual a bitfield with a number of values determining how to process the data that follows it. i explain a bit about the fo...
by revelation
Fri Apr 29, 2011 10:33 am
Forum: Game Archive
Topic: Metal Gear Solid 4 stage.dat files
Replies: 6
Views: 4567

Re: Metal Gear Solid 4 stage.dat files

The stage.dat encryption is already known for mostly all MGS games, 2 - 4, TTS and a number of the psp titles. If you would like to get better acquainted with the unencrypted format, investigate the slot files for now. They are basically stage.dat files without the directory tree. They have a defini...
by revelation
Tue Apr 05, 2011 3:31 pm
Forum: 3D/2D models
Topic: [Request] Dirge Of Cerberus Final Fantasy VII models
Replies: 146
Views: 50322

Re: [Request] Dirge Of Cerberus Final Fantasy VII models

ps2 vif tag are very tricky to handle solely on a visual basis if you do not take all the commands and flags into account. For instance the "patterns" you are seeing of this form: 02 01 00 01 04 04 00 01 04 01 00 01 are set cycle commands. The specify how often values are either read or written into...
by revelation
Wed Mar 30, 2011 3:48 am
Forum: Game Archive
Topic: Assassins Creed PC .forge files
Replies: 194
Views: 118245

Re: Assassins Creed PC .forge files

Only have the first game, and still a lot of catch-up work to do at the moment. i'll compare against the other games once i get the chance. http://img14.imageshack.us/img14/442/altairjk.jpg Once i work out a more reliable way to dump the data, i can hopefully move a bit quicker.....Have only mapped ...
by revelation
Wed Mar 23, 2011 4:01 am
Forum: Compressed files and methods
Topic: Dragon Ball Raging Blast
Replies: 20
Views: 12983

Re: Dragon Ball Raging Blast

Well,...i finally found the initial compression method. Seems to work so far, through will have to test more and ensure that this is the only method used. The algorithm is so simple i am somewhat embarrassed it took me so long to find it. Hopefully everything will pan out and the rest of the interna...
by revelation
Sun Mar 13, 2011 5:32 pm
Forum: 3D/2D models
Topic: Aliens Vs predator 2010 PC character importer
Replies: 32
Views: 8376

Re: Aliens Vs predator 2010 PC character importer

Load the model first, then drag and drop the animation file onto Noesis. Press "No" at the prompt that asks you if you want to replace the current scene. You can either press cancel at the file load dialog that pops up for the HSKN file, or pick the file that corresponds to the animation. Usually sh...
by revelation
Fri Mar 11, 2011 12:17 am
Forum: 3D/2D models
Topic: Kingdom Hearts 2 Map files
Replies: 203
Views: 47593

Re: Kingdom Hearts 2 Map files

Noesis plugin has been updated with map support.
Check display all models in the Data Viewer if you want them all to render at once. Cycling through the models can allow you to fame the scene closer, or simply zoom completely in to fly around the scene.
by revelation
Wed Mar 09, 2011 9:30 pm
Forum: General game tools
Topic: Spotlight: Señor Casaroja's Noesis
Replies: 1830
Views: 437097

Re: Señor Casaroja's Noesis

Nice work Mr Aults,this is really awesome , also i test the plugins for avp and uinleashed and they work great. :wink: Edit: Before any one ask the plugin dont work for unleashed 2 models. Please make sure you have properly decompressed the files for TFU2 before claiming the plugin doesn't work for...
by revelation
Tue Mar 08, 2011 3:22 pm
Forum: Game Archive
Topic: [PC] Crysis 2 BETA
Replies: 43
Views: 7394

Re: [PC] Crysis 2 BETA

Tosyk wrote:
UberBlack wrote:The format for CGF and CHR are already known and Mesh & UV's Bones are done.. Good friends are working now on the possibility of animation now..
Where did you see that bones are done?
Image
by revelation
Tue Mar 08, 2011 10:30 am
Forum: Code Talk
Topic: Virtual PS2 debugging
Replies: 10
Views: 9977

Re: Virtual PS2 debugging

Yeah, since all the emulators should know the start and end addresses of dynamically recompiled blocks of code, should hopefully be somewhat trivial to sort of set up an interface to set break points at the pseudo instruction locations and catch the related exceptions that are thrown. i have been me...
by revelation
Mon Mar 07, 2011 9:39 pm
Forum: Code Talk
Topic: Virtual PS2 debugging
Replies: 10
Views: 9977

Re: Virtual PS2 debugging

Never thought to ask this here, heh. I would be interested in this as well, as i had planned on making my own conversion for either IDA Pro, or another more open source debugger. Just that it would be a really big project at the moment. Unfortunately the last i checked the pcsx2 team cannibalized th...
by revelation
Wed Feb 16, 2011 2:32 pm
Forum: Graphic file formats
Topic: Crysis 2
Replies: 1
Views: 927

Re: Crysis 2

Format doesn't seem to have changed much. Header added a data size value making them 0x14 bytes now instead of 0x10 bytes. Some data chunks also no longer duplicate the chunk header information in the actual chunk data. There also seems to be a flag to indicate when data is big endian, instead of li...
by revelation
Thu Dec 30, 2010 1:59 pm
Forum: Compressed files and methods
Topic: The Force Unleashed II PS3 - *.arc (zlib)
Replies: 10
Views: 2684

Re: The Force Unleashed II PS3 - *.arc (zlib)

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