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Search found 11 matches
- Sun Feb 01, 2015 11:47 pm
- Forum: Compressed files and methods
- Topic: PES 2014 TXP2 files
- Replies: 3
- Views: 3451
Re: PES 2014 TXP2 files
I'm pretty sure Konami use the prs compression like in the Phantasy Star Portable 1/2 nmll files. I tryed https://github.com/FraGag/prs.net to unpack it but it doesn't work. The first chunk works correctly but then i get an error because the lookBehindOffset is wrong. Has somebody informations about...
- Wed Jul 30, 2014 9:30 pm
- Forum: Compressed files and methods
- Topic: PES 2014 TXP2 files
- Replies: 3
- Views: 3451
Re: PES 2014 TXP2 files
After some break i take a closer look at these files. Unfortunately i still can't unpack these files. The important part (texture file) starts at TXDT. The first DWORD is the unpacked file size, the second one is the packed file size. (Big Endian) 0000h: 40 00 04 00 00 00 87 76 FF 54 58 44 54 00 01 ...
- Wed Nov 27, 2013 11:46 am
- Forum: Compressed files and methods
- Topic: PES 2014 TXP2 files
- Replies: 3
- Views: 3451
Re: PES 2014 TXP2 files
I have found some new Information.
Some guy on a forum shows an example of a decrypted file but don't tell how he do it.
He said the decrypted part is a simple bitmap array.
Image (encrypted file)
Image (decrypted file)
I have uploaded an example file, maybe somebody could take a look.
file
Some guy on a forum shows an example of a decrypted file but don't tell how he do it.
He said the decrypted part is a simple bitmap array.
Image (encrypted file)
Image (decrypted file)
I have uploaded an example file, maybe somebody could take a look.
file
- Thu Sep 26, 2013 12:06 pm
- Forum: Compressed files and methods
- Topic: PES 2014 TXP2 files
- Replies: 3
- Views: 3451
PES 2014 TXP2 files
Hey i try to unpack the txp2 files from the new pes2014. These files are packed with zlib. After unpacking they look like this: I think the first 20 bytes don't belong to the TXP2 file. 0000h: 00 00 00 01 00 00 00 08 00 00 00 14 00 06 C6 84 ..............Æ„ 0010h: 00 06 C6 98 54 58 50 32 00 01 04 02...
- Thu Aug 01, 2013 11:51 am
- Forum: Game Archive
- Topic: Cri *.cpk archive specifications
- Replies: 9
- Views: 15132
Re: Cri *.cpk archive specifications
thank,
i will try the debug mode.
Just a quick Question to the syntax. (Can't find informations in the readme)
"set query->offset long 0"
Is "query->" somthing like a list in .Net?
i will try the debug mode.
Just a quick Question to the syntax. (Can't find informations in the readme)
"set query->offset long 0"
Is "query->" somthing like a list in .Net?
- Thu Aug 01, 2013 9:57 am
- Forum: Game Archive
- Topic: Cri *.cpk archive specifications
- Replies: 9
- Views: 15132
Re: Cri *.cpk archive specifications
thanks for your reply.
I had already checked these scripts but had problems to understand whats going on.
I'am really surprised that there are no specification available for such a popular file format.
p.s. Is there a graphical debugger for bms scripts?
I had already checked these scripts but had problems to understand whats going on.
I'am really surprised that there are no specification available for such a popular file format.
p.s. Is there a graphical debugger for bms scripts?
- Wed Jul 31, 2013 3:59 pm
- Forum: Game Archive
- Topic: Cri *.cpk archive specifications
- Replies: 9
- Views: 15132
Cri *.cpk archive specifications
Hi there,
i know there are plenty ways to unpack cpk files but i can't find informations about the format specifications ?
Has anybody documents about how the format is build up or how to unpack?
thanks
i know there are plenty ways to unpack cpk files but i can't find informations about the format specifications ?
Has anybody documents about how the format is build up or how to unpack?
thanks
- Thu Sep 01, 2011 8:21 pm
- Forum: 3D/2D models
- Topic: Bones format
- Replies: 1
- Views: 858
Bones format
Hey,
i have a few Questions about bones.
Most of the time people extract bones from games they create a 4*4 Matrix with floats.
What represents these lines?
How can i used these informations with Blender? (for which propertys stand these lines?)
thx
i have a few Questions about bones.
Most of the time people extract bones from games they create a 4*4 Matrix with floats.
What represents these lines?
How can i used these informations with Blender? (for which propertys stand these lines?)
thx
- Thu Aug 11, 2011 4:48 pm
- Forum: 3D/2D models
- Topic: Wavefront Obj File and Texture Mapping
- Replies: 6
- Views: 2375
Re: Wavefront Obj File and Texture Mapping
I have another question about texture mapping. I have extracted a game Model (soccer ball). It's using 2 textures, one normal and one alpha texture. The problem is, that both use different texture coordinates(vt). Is it possible to use both textures with the obj fileformat? @finale00 thx for your hi...
- Sat Aug 06, 2011 2:38 pm
- Forum: 3D/2D models
- Topic: Wavefront Obj File and Texture Mapping
- Replies: 6
- Views: 2375
Re: Wavefront Obj File and Texture Mapping
I have read about the mdl file but it doesn't work for me. Maybe someone can help me. I think my example must look like: mtllib mat.mtl g Mesh 0 v 0.053712 0.020744 -0.039279 v 0.061784 0.008303 -0.013566 v 0.053478 0.007107 -0.034874 v 0.024713 0.154537 0.04836 vt 0.175401 0.654691 vt 0.169565 0.67...
- Sat Aug 06, 2011 12:44 pm
- Forum: 3D/2D models
- Topic: Wavefront Obj File and Texture Mapping
- Replies: 6
- Views: 2375
Wavefront Obj File and Texture Mapping
Hey everyone, i need some information about obj files. I was able to extract a model with textures from a game file. The extracted file looks like this. g Mesh 0 v 0.053712 0.020744 -0.039279 v 0.061784 0.008303 -0.013566 v 0.053478 0.007107 -0.034874 v 0.024713 0.154537 0.04836 vt 0.175401 0.654691...