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Search found 9 matches

by PaK
Sat Jun 23, 2007 3:51 pm
Forum: Graphic file formats
Topic: Sparking Neo ( PS2 ) texture files
Replies: 22
Views: 17257

Thx Mike!, I didnt note that but u are right, unknow2 is the masked size of image. As you say, that seems in the direct way to load it to ps2 GS by PSMCT32. Searching more I have found something interesting, the FOD header, that seem to contain the filenames, and I still dont know if there is also o...
by PaK
Sat Jun 23, 2007 3:32 pm
Forum: Compressed files and methods
Topic: Are these files RLE compressed?
Replies: 0
Views: 1693

Are these files RLE compressed?

QRS header is 128bytes, textures are raw 32bit RGBA swizzled. After unswizzled it will become 4 or 8 bit indexed with 32bit RGBA palette. Many textures match with it data size, but others not and are bad unswizzled. texture1: sizeX=64, sizeY=32, and totalsize=0x8200 & 0x7FFF *0x10 = 64*32*4 = 81...
by PaK
Sat Jun 23, 2007 3:07 pm
Forum: Graphic file formats
Topic: How to convert Indexed TIM2 to Full Color
Replies: 11
Views: 8134

Excuse my bad english xD

each block has 8 RGBA colors, then you have 32 blocks for the 256 color palette. Swap block 2 with 3, 6 with 7, and so..

then apply colorArray[index], and thats all. I think it will help you ; )
by PaK
Sat Jun 23, 2007 2:38 am
Forum: Graphic file formats
Topic: How to convert Indexed TIM2 to Full Color
Replies: 11
Views: 8134

I think that bmp has no standart support for 32bits bitmaps, only if you make your own version of bmp supporting it. I suposse that u know that converting 8bit image indexed with 32bit RGBA palette to 32bit RGBA image without palette, size will become four times greater, lossing the advantatge that ...
by PaK
Fri Jun 08, 2007 2:03 pm
Forum: Graphic file formats
Topic: Sparking Neo ( PS2 ) texture files
Replies: 22
Views: 17257

Thx Triton, I found some info about ps2 GS, PSMCT32 and swizzling: http://playstation2-linux.com/files/ezswizzle/TextureSwizzling.pdf http://playstation2-linux.com/download/p2lsd/sparkys_swizzle_code.html http://playstation2-linux.com/projects/ezswizzle/ that help me much to unswizzle the textures t...
by PaK
Fri Jun 08, 2007 12:42 pm
Forum: Compressed files and methods
Topic: Sparking Neo ( PS2 ) .PAK file encryption/compresion
Replies: 0
Views: 1662

Sparking Neo ( PS2 ) .PAK file encryption/compresion

I think is better to ask here if anyone knows something about the compresion/encryption algorithm used at this files. Thx.

viewtopic.php?t=2641
by PaK
Fri Jun 08, 2007 12:26 pm
Forum: Game Archive
Topic: Sparking Neo ( PS2 ) .PAK files
Replies: 1
Views: 4723

This is what I found hexaeditng about its format: header(64 bytes) { UINT32 Tag = 0x03 UINT32 Version = 0x40 UINT32 IECS1_offset UINT32 IECS2_offset UINT32 TotalFileSize UCHAR8 dummy1[44] = 0x00 } @encripted/compresed data { ... } IECS1 { IECSsreV UCHAR8 Tag[8] ="IECSsreV" UINT32 Version =...
by PaK
Tue May 29, 2007 7:08 pm
Forum: Game Archive
Topic: Sparking Neo ( PS2 ) .PAK files
Replies: 1
Views: 4723

Sparking Neo ( PS2 ) .PAK files

Anyone knows how to decompress these pak files? I have tryed with dragon unpacker, xpert2, multiEx, game extractor, pakscape, game graphic studio and other stuff, and nothing.. seems no estandart way works.. At the end of each file are some signature tags like: IECSsreV, IECSdaeH, IECSigaV, IECSbteS...
by PaK
Tue May 29, 2007 6:52 pm
Forum: Graphic file formats
Topic: Sparking Neo ( PS2 ) texture files
Replies: 22
Views: 17257

Sparking Neo ( PS2 ) texture files

Im trying to extract the textures of this ps2 game. I have searched inside files to find any header, and I found that: http://personales.ya.com/paks/tmp/header.gif - red marks, are what I supossed as the header tags - blue marks, i didnt know still nothing about this.. - red marks, first & secon...