Important information: this site is currently scheduled to go offline indefinitely by end of the year.

Search found 61 matches

by GameZelda
Wed Aug 12, 2009 4:33 am
Forum: Compressed files and methods
Topic: PSP Mai-HiME Bakuretsu! unknown compression
Replies: 2
Views: 1623

Re: PSP Mai-HiME Bakuretsu! unknown compression

I have almost uncompressed this, but I haven't been able to figure out this completely. (Anything is little endian). Header 4 bytes: "Wb16" ASCII string 4 bytes: Uncompresed file size Custom-LZSS Compressed blocks (Come immediately after the header). 4 bytes: Compression flags. 32 * 2 byte...
by GameZelda
Fri Aug 01, 2008 8:40 am
Forum: Audio file formats
Topic: Mario Kart Wii (Sfx)
Replies: 2
Views: 2899

Re: Mario Kart Wii (Sfx)

The format looks like a expanded version of Nintendo DS WAV (SWAV). http://kiwi.ds.googlepages.com/sdat.html#swav Big endian byte order. RWAV (first) block: 4 bytes - "RWAV" (Revolution WAV?) 4 bytes - Magic (0xFEFF0102). 4 bytes - Filesize 4 bytes - Size of this structure 4 bytes - Number...
by GameZelda
Tue Jul 22, 2008 5:29 pm
Forum: Audio file formats
Topic: Guitar Hero On Tour *.hwas codec
Replies: 8
Views: 3670

Re: Guitar Hero On Tour *.hwas codec

Yes, it seems to be VOX ADPCM, and the header is 512 bytes (pretty simple, I've documented it in ScoreHero).

With sox, after removing the first 512 bytes, and decoding from VOX ADPCM, it sounds pretty good, there are some imperfections, but I guess that those are because of the low audio quality.
by GameZelda
Fri May 02, 2008 1:06 am
Forum: Audio file formats
Topic: Raw PCM scanning ?
Replies: 3
Views: 2125

Re: Raw PCM scanning ?

I think that there is no safe way except formats... every combination of audio values is valid, so it's impossible to do it with a 100% precision.

Also, a lot of games don't use PCM... in X360, there's XMA, and in PS2, there's XA ADPCM/VAG.

You can also try with some format detector tool...
by GameZelda
Thu Jan 17, 2008 2:43 am
Forum: Graphic file formats
Topic: Messed up looking textures/images?
Replies: 3
Views: 1900

EDIT: I didn't see the sample. Looking at it now EDIT 2: Nothing. It wasn't it. I converted the sample manually right Probably, you've started to get the palette from a wrong place. It starts at offset 272, it's 1024 bytes long. The image seems to have blue and red colors swapped according to the &q...
by GameZelda
Wed Jan 16, 2008 8:26 am
Forum: Graphic file formats
Topic: Old game with .cg files
Replies: 1
Views: 1527

It doesn't sound like a known format, probably it's a format specific from a game/company

In that case, something must be designed especially for it.
by GameZelda
Sun Jan 13, 2008 12:02 pm
Forum: Graphic file formats
Topic: Namco Tales of Eternia Online files...
Replies: 10
Views: 3847

I have no idea about how to convert the BND entries to TGA (they're images, right? I will seem completely retarded if they aren't :roll: ). Here's what I have now :oops: struct bnd_image_header { int unknown1; int unknown2; int unknown3; int size_image_data; int unknown4; int entries_palette; } __at...
by GameZelda
Thu Jan 10, 2008 7:35 pm
Forum: Graphic file formats
Topic: 16-bit palette (a small problem).
Replies: 3
Views: 1964

Well, finally solved it (thanks to Wikipedia: http://en.wikipedia.org/wiki/Highcolor ) It's just 5 bits for red, 6 for green and 5 for blue. Here's my swapping formula. Notice that palette[] is an array of integers, so I'm swapping 2 colors at the same time. palette[i] = (palette[i] & 0x07E007E0...
by GameZelda
Thu Jan 10, 2008 7:02 pm
Forum: Graphic file formats
Topic: 16-bit palette (a small problem).
Replies: 3
Views: 1964

No. It's a 16-bit (color depth) palette (this means, 2 bytes per entry/color), with 256 entries (with a total of 2*256=512 bytes). I just want to know, of each entry, what bits are green, what are red, what blue, and what alpha (not sure if there's alpha). For example, in a 32-bit palette the colors...
by GameZelda
Wed Jan 09, 2008 7:51 pm
Forum: Graphic file formats
Topic: 16-bit palette (a small problem).
Replies: 3
Views: 1964

16-bit palette (a small problem).

I'm trying to convert the GH3 image files but I have a little problem with some files with a 16-bit palette. Apparently they have the palette messed up, in 32-bit, the order is "BGRA" instead of the normal "RGBA". I can view the 16-bit images now, but I can't figure out how to ch...
by GameZelda
Sat Jan 05, 2008 11:23 am
Forum: Graphic file formats
Topic: Namco Tales of Eternia Online files...
Replies: 10
Views: 3847

I'm not an expert in graphics, but the "bkn" header seems to be: (char[4]) "BKND" (magic) (int) version (int) number of entries (40 bytes * number of entries) entries Each entry (int) filesize (int) offset (32 bytes) identifier? No idea about the files inside it. I think that the...
by GameZelda
Fri Jan 04, 2008 6:23 pm
Forum: Graphic file formats
Topic: Namco Tales of Eternia Online files...
Replies: 10
Views: 3847

Here's an small unpacker (in C). The file names are just obtained from the 4 first characters of every file. I think that the section after the file names is encrypted, too. If you go to the the part after it, there's something like: (8 byte) ??? (int) Size of something (probably the filename) (File...
by GameZelda
Fri Jan 04, 2008 5:14 pm
Forum: Graphic file formats
Topic: Namco Tales of Eternia Online files...
Replies: 10
Views: 3847

Here there are the basic file details about PKD files. They're used to store files (probably, it means PacKeD)... File header: (all field are little endian) (char[4]) magic "PKDF" (int) reserved? (int) version? (int) number of entries (int) size of the file table - 4 (not sure what it's us...
by GameZelda
Sun Dec 23, 2007 11:52 pm
Forum: Compressed files and methods
Topic: Unknown encryption file
Replies: 6
Views: 4223

Are you sure that they're exactly the same file?

I haven't looked at it too much, but both files seem to have a unencrypted header, at least. The data doesn't look encrypted anyway. It seems an image.
by GameZelda
Wed Dec 05, 2007 6:51 pm
Forum: Game Archive
Topic: new AION .pak file format.need help!
Replies: 131
Views: 79450

john_doe wrote:Yes, that would be good.
I checked, and the bytes used to XOR against are different for each file. I guess it's calculated via one or more values from the file header.
EDIT: Solved :oops: