Can someone please point me to where I can download a version earlier than 3.0.0?
I have seen these version numbers:
1.3
2.2.1
2.3.4
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 15 matches
- Mon Dec 12, 2016 9:07 pm
- Forum: General game tools
- Topic: PS2 SDK
- Replies: 1
- Views: 1718
- Sat Oct 22, 2016 11:10 pm
- Forum: Game specific tools
- Topic: Silent Hill 2 extractor
- Replies: 3
- Views: 4513
Re: Silent Hill 2 extractor
It now supports the E3 demo.
- Mon Oct 03, 2016 1:16 am
- Forum: Game specific tools
- Topic: Silent Hill 2 extractor
- Replies: 3
- Views: 4513
Re: Silent Hill 2 extractor
Yes, it's for PS2 primarily. It's unlikely I'll ever support the Xbox versions, and if I recall correctly, the PC versions are already "extracted", right? Apart from adding support for the E3 Demo to the extractor (thus BIN/CD support as well), I don't really have anything else in the pipe...
- Tue Sep 27, 2016 8:50 pm
- Forum: Game specific tools
- Topic: Silent Hill 2 extractor
- Replies: 3
- Views: 4513
Silent Hill 2 extractor
I put together a tool to extract the filesystem residing in the main executable of Silent Hill 2. It pertains to all .mgf files in the /data folder. https://github.com/Nisto/sh2ex Currently it only supports the following versions: - SLPM-65051 (v1.50) - SLPM-65631 - Saigo no Uta - Konami Dendou Sele...
- Sun Jun 26, 2016 12:50 am
- Forum: Compressed files and methods
- Topic: Resident Evil Ø
- Replies: 11
- Views: 6476
Re: Resident Evil Ø
The last few days, I've been working on the original ALZ decompression tool I wrote, to also support compressing, since it's been requested once or twice. Now I truly understand the algorithm (and compression concepts in general. and have finally finished writing a successor with compression support...
- Fri Dec 04, 2015 2:57 am
- Forum: Audio file formats
- Topic: Konami KDT1 to MIDI converter
- Replies: 0
- Views: 990
Konami KDT1 to MIDI converter
I wrote a converter for Konami's KDT1 format (sequenced format used in games like Suikoden 2, Silent Hill 1-3 and others) a while ago, but never took the time to post it here at XeNTaX. https://github.com/Nisto/kdt-tool Please read the usage instructions and known issues at Github before asking/repo...
- Tue Apr 14, 2015 4:22 pm
- Forum: Game specific tools
- Topic: [PSX] Silent Hill - Tools
- Replies: 21
- Views: 24030
Re: [PSX] Silent Hill - Tools
Thanks for verifying, horrorx.
- Tue Feb 03, 2015 11:37 am
- Forum: Game specific tools
- Topic: [PSX] Silent Hill - Tools
- Replies: 21
- Views: 24030
Re: [PSX] Silent Hill - Tools
Any chance you can add an option to extract files to RAW format (with sector flags etc)? VGMToolbox requires this to convert XA to playable files. So basically you can't do much with the files in the "XA" folder unless they contain all sector data. Also I noticed some files are smaller tha...
- Tue Jan 20, 2015 9:37 am
- Forum: Compressed files and methods
- Topic: Resident Evil Ø
- Replies: 11
- Views: 6476
Re: Resident Evil Ø
Small update for the people who aren't up to date with the hcs thread: for those who wants to mod the game, you can set the first byte to 0 and the size (offset 0x1) to the uncompressed size and mod the file using uncompressed data.
- Sat Jan 17, 2015 2:52 am
- Forum: Game specific tools
- Topic: Resident Evil Zero (Biohazard 0) text converter
- Replies: 0
- Views: 1720
Resident Evil Zero (Biohazard 0) text converter
Since the ALZ algorithm in RE0 has finally been figured out , the raw data of lots of files can finally be viewed. This has allowed me to write a converter for the text in the game. It is a Python script so you will need Python to run it. The reason for the enormous filesize of it is because each re...
- Sat Dec 27, 2014 8:00 pm
- Forum: Compressed files and methods
- Topic: Resident Evil Ø
- Replies: 11
- Views: 6476
Re: Resident Evil Ø
I see. Glad it worked for you.
I don't know if there are any tools for the models yet. Maybe look at "biofat" by MarkGrass. I know that for the textures (tpl anyway) you can use "tplx".
I don't know if there are any tools for the models yet. Maybe look at "biofat" by MarkGrass. I know that for the textures (tpl anyway) you can use "tplx".
- Sat Dec 27, 2014 7:16 pm
- Forum: Compressed files and methods
- Topic: Resident Evil Ø
- Replies: 11
- Views: 6476
Re: Resident Evil Ø
Leave out the tags ( < and > ). Also please note that the tool is not intended for modding, which is what I assume you are trying to do. Valid example: alzdec.exe option_e.lz option_e_decompressed.bin <input> must be an original (unmodified) file from the game <output> is a file that the program wil...
- Fri Dec 26, 2014 6:17 pm
- Forum: Compressed files and methods
- Topic: Resident Evil Ø
- Replies: 11
- Views: 6476
Re: Resident Evil Ø
I took it upon me to reverse engineer the decompression routine in the game since I guess no one else was going to do it. Anyone interested can get a decompressor and a text converter here:
http://hcs64.com/mboard/forum.php?showt ... showpage=2
http://hcs64.com/mboard/forum.php?showt ... showpage=2
- Sun Dec 07, 2014 8:08 pm
- Forum: Compressed files and methods
- Topic: Resident Evil Ø
- Replies: 11
- Views: 6476
Re: Resident Evil Ø
I think it's a form of LZ compression. Here is my guess on the structure:
u8: version/type/level
u32: decompressed length
You can definitely see a pattern when comparing files.
Anyone got any ideas?
u8: version/type/level
u32: decompressed length
You can definitely see a pattern when comparing files.
Anyone got any ideas?
- Sun Dec 07, 2014 11:07 am
- Forum: Compressed files and methods
- Topic: Resident Evil Ø
- Replies: 11
- Views: 6476
Re: Resident Evil Ø
Has anyone managed to figure this out yet? I finally found a way to properly disassemble the main executable in IDA Pro, but these Gekko ops are really complex and I'm not even sure if I understand how it handles function arguments. What type of operations should I be looking for?