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Search found 41 matches
- Sun Feb 19, 2012 6:06 am
- Forum: Graphic file formats
- Topic: What is CULT?
- Replies: 10
- Views: 3304
Re: What is CULT?
the clut files that virtual on uses with its pvr files are used to save space because multiple textures use the same colors and the color space is small. the SVP fileswere ripped from the Ninja containers. There is an issue with texture coordinates or something though and the objects don't look corr...
- Thu Sep 15, 2011 3:14 am
- Forum: 3D/2D models
- Topic: Extract Naruto ultimate ninja 5 [Eng] (PS2) ?????
- Replies: 6
- Views: 3465
Re: Extract Naruto ultimate ninja 5 [Eng] (PS2) ?????
The CVM header in this game is encrypted. The files in the CVM look as though they are probably compressed also. There's a reference in the eeMemory.bin from PCSX2 that suggests they may be gzipped but this is just a wild guess. I'll look at it here in a few mins and see what I can see... This is al...
- Wed Aug 31, 2011 10:48 am
- Forum: Game Archive
- Topic: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM
- Replies: 46
- Views: 22689
Re: PS2 .CVM archive extraction
Some, not all, CVM have an encrypted table of contents. My workaround is for those files. I should note that my math is not quite right for calculating the final offset and I'll update as soon as I remember what I did exactly :) As for a script/tool to automate it; I could write one to handle the wo...
- Sun Aug 21, 2011 10:31 pm
- Forum: 3D/2D models
- Topic: Looking for a Xenogears sprite exporter/viewer.
- Replies: 3
- Views: 1332
Re: Looking for a Xenogears sprite exporter/viewer.
I swear its like Square goes way out of their way to make everything a gigantic pain in the ass D:
- Fri Aug 12, 2011 7:20 am
- Forum: Game Archive
- Topic: (PS2) Naruto Shippuden: Ultimate Ninja 4 .CVM
- Replies: 46
- Views: 22689
Re: PS2 .CVM archive extraction
I have a work around solution for the encrypted TOC problem in newer ROFS files. I wanted to do some work on Virtual On:MARZ for PS2 but it has one of these encrypted TOC, what a pain. So I ran the game in PCSX2 and made a save state after things got running. I opened the state(they are zip files) a...
- Mon Jul 18, 2011 7:53 am
- Forum: 3D/2D models
- Topic: [PS2]Wipeout Fusion
- Replies: 0
- Views: 635
- Thu Jun 16, 2011 8:16 am
- Forum: 3D/2D models
- Topic: Blender .OBJ Texture Map Export Issue
- Replies: 4
- Views: 3660
Re: Blender .OBJ Texture Map Export Issue
Check the mtl file and make sure that all the definitions are pointing at valid paths and that the definition that causes the error in particular even exists at all. It might not hurt to cross reference with the obj file and make sure there isn't just naming weirdness that causes it to explode. I've...
- Tue Jun 07, 2011 5:42 am
- Forum: 3D/2D models
- Topic: Could it be, Metal Gear?!
- Replies: 11
- Views: 3120
Re: Could it be, Metal Gear?!
Wicked news. Hey, are object/character models stored in the same format as levels? I'm guessing they would be at least slightly different, but could you shed some light on it? Yeah they're all the same. There is separate animation data and script data also but all the models are the same. Only prob...
- Mon Jun 06, 2011 3:31 pm
- Forum: 3D/2D models
- Topic: Could it be, Metal Gear?!
- Replies: 11
- Views: 3120
Re: Could it be, Metal Gear?!
So I was revisiting MGS tonight after I had an idea about textures while investigating something else. It turns out they are storing data in the NULL reserved section of the PCX header. This is at least referencing the VRAM x,y location of the texture and of its associated CLUT entry. It doesn't alw...
- Sat May 14, 2011 9:51 am
- Forum: 3D/2D models
- Topic: Otomedius
- Replies: 9
- Views: 2421
Re: Otomedius
The PC version is actually the arcade version. There is no official PC release. The arcade uses CAB files, the 360 uses xbcompress. The container format for both is the same.
- Fri May 13, 2011 4:57 am
- Forum: 3D/2D models
- Topic: Otomedius
- Replies: 9
- Views: 2421
Re: Otomedius
No changes. It just works. However, not everything works properly and some dont load at all. Looking at a disassembly it looks like they may be using a bit of custom loading.
- Thu May 12, 2011 6:46 am
- Forum: 3D/2D models
- Topic: Otomedius
- Replies: 9
- Views: 2421
Re: Otomedius
Anyway... ![Image](http://i55.tinypic.com/34flafp.png)
![Image](http://i55.tinypic.com/34flafp.png)
- Thu May 12, 2011 5:06 am
- Forum: 3D/2D models
- Topic: Otomedius
- Replies: 9
- Views: 2421
Re: Otomedius
Yeah I'm sure I can, but I hate to reinvent the wheel if I don't have to. Pretty sure the facilities for loading them exists in the sdk anyway.
- Wed May 11, 2011 11:12 am
- Forum: 3D/2D models
- Topic: Otomedius
- Replies: 9
- Views: 2421
Re: Otomedius
I'll put up a sample later today if anyone is really that interested. You're probably right about the model quality, its not a very good game anyway. It was kind of silly how they did it, a bunch of CAB files and some simple container format inside. Besides that the textures are DDS, easy enough.
- Wed May 11, 2011 10:32 am
- Forum: 3D/2D models
- Topic: Otomedius
- Replies: 9
- Views: 2421
Otomedius
So I ripped Otomedius. I was wondering if anyone knows of a program that can read uncompressed binary X files that are version 0x0303 not 0x0302. The DxViewer provided in the DirectX SDK doesn't seem to be able to read them and it doesn't say why so its not really any help to me. http://4.bp.blogspo...