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by ikskoks
Tue Jun 20, 2023 6:53 pm
Forum: Graphic file formats
Topic: (psp) Gta Vice City Stories XTX file - japan rom
Replies: 5
Views: 532

Re: (psp) Gta Vice City Stories XTX file - japan rom

First, GAME.DTZ must be decompressed with offzip as you mentioned. Once it's done, you can search for coordinates. Everything you need to find font coordinates is explained here https://gtamods.com/wiki/Game.dtz#Font_Data So the article says that you have to go to offset 0xF4 to get to the array of ...
by ikskoks
Mon Jun 19, 2023 10:18 pm
Forum: Compressed files and methods
Topic: Railway Empire 2 (.res)
Replies: 1
Views: 331

Re: Railway Empire 2 (.res)

It's the same format as the one used for Port Royale 4 http://wiki.xentax.com/index.php/Port_Royale_4_RES Two years ago I wrote a script to export text from this kind of file. No reimport available. You can use it if you want: https://github.com/bartlomiejduda/Tools/blob/master/NEW%20Tools/Port%20Ro...
by ikskoks
Mon Jun 19, 2023 10:06 pm
Forum: Compressed files and methods
Topic: Freedom Wars - EAF archive
Replies: 2
Views: 349

Re: Freedom Wars - EAF archive

It looks encrypted compared to old EAF archive.
It should start with "#EAF" signature, but your sample doesn't have that.
Here is header structure https://github.com/CPkmn/Justice/blob/m ... ice/EAF.cs

Someone needs to find a way to decrypt it.
by ikskoks
Mon Jun 19, 2023 9:37 pm
Forum: Audio file formats
Topic: ObsCure II (PS2 EU - Audio Extraction)
Replies: 6
Views: 572

Re: ObsCure II (PS2 EU - Audio Extraction)

Ok, I've updated the script. Try this:

Code: Select all

# ObsCure II (PS2) BIN Audio files
# version 2

codec = PSX
interleave = 65536
sample_rate = 44100
channels = 2
start_offset = 0x00
num_samples = data_size
by ikskoks
Mon Jun 19, 2023 5:34 am
Forum: Audio file formats
Topic: ObsCure II (PS2 EU - Audio Extraction)
Replies: 6
Views: 572

Re: ObsCure II (PS2 EU - Audio Extraction)

Weird error. One way to fix this may be to use virtualenv . There are some tutorials on the web explaining how to set it up. Then you can run the script directly from PyCharm IDE. If that doesn't help you can try to rename file "constants.py" to something else like "constants_x.py&quo...
by ikskoks
Sun Jun 18, 2023 11:52 pm
Forum: Audio file formats
Topic: ObsCure II (PS2 EU - Audio Extraction)
Replies: 6
Views: 572

Re: ObsCure II (PS2 EU - Audio Extraction)

It's better to use my extractor for getting files from HVP archives. https://github.com/bartlomiejduda/Tools/tree/master/NEW%20Tools/ObsCure%202/ObsCure%202%20HVP%20Tools In most cases you will get files with proper filenames, but for STRMPACK.HVP from PS2 version hashes are still unknown. Once you'...
by ikskoks
Sun Jun 18, 2023 1:45 pm
Forum: Graphic file formats
Topic: (psp) Gta Vice City Stories XTX file - japan rom
Replies: 5
Views: 532

Re: (psp) Gta Vice City Stories XTX file - japan rom

does this file contain height and width parameters of characters? If so, how can it be modified? No, XTX /CHK files don't contain any coordinates, only image data is there. Easiest way to mod the font is to just replace some characters in XTX file (by editing image data) and then just use those cha...
by ikskoks
Sun Jun 18, 2023 6:16 am
Forum: Graphic file formats
Topic: (psp) Gta Vice City Stories XTX file - japan rom
Replies: 5
Views: 532

Re: (psp) Gta Vice City Stories XTX file - japan rom

XTX format is texture format used for Vice City Stories. There are two tools that are able to open this kind of file: GTA Stories Texture Explorer --> https://libertycity.net/files/gta-vice-city-stories/57785-gta-stories-texture-explorer-2.0.html GTA Stories Tex --> https://web.archive.org/web/20230...
by ikskoks
Fri Jun 16, 2023 5:24 am
Forum: Graphic file formats
Topic: TM2 File Questions
Replies: 1
Views: 316

Re: TM2 File Questions

You can check out PS2 SDK. Search for " PlayStation 2 July 2005 SDK (version 3.0.3) ". It's available on web archive. There are some tools and docs there that should help you with answering your questions. For example there is "swizzle.exe" executable that you may reverse enginee...
by ikskoks
Tue Jun 13, 2023 12:32 am
Forum: Game Localization
Topic: I am alive - help with translation
Replies: 8
Views: 1071

Re: I am alive - help with translation

Well, this game was made on Unreal Engine 2.5 (also referred as LEAD Engine). It seems that UMD archive has EPCK signature and it's encrypted with some kind of XOR Cipher. This format is shared with some other games e.g. Splinter Cell: Conviction There are some topics already about this format: http...
by ikskoks
Mon Jun 12, 2023 10:45 pm
Forum: General game tools
Topic: REZ Tool Pack
Replies: 7
Views: 11971

Re: REZ Tool Pack

This tool pack works also with "Arthur's Quest: Battle for the Kingdom". I've just checked it.

I've also added file format to the wiki for reference http://wiki.xentax.com/index.php/Jupiter_Engine_REZ
by ikskoks
Sun Jun 11, 2023 6:06 pm
Forum: Game Localization
Topic: Help me find how to translate Paradise Killer please
Replies: 11
Views: 1192

Re: Help me find how to translate Paradise Killer please

Editing fonts for this game is easy. All fonts are located in the " \ParadiseKiller\Content\Assets\Fonts " directory. Fonts have UFONT extension and they are in fact TTF fonts. So you can just change it for example from "Kargi.ufont" to "Kargi.ttf" and you can edit font...
by ikskoks
Sun Jun 11, 2023 2:50 pm
Forum: Game Localization
Topic: Help me find how to translate Paradise Killer please
Replies: 11
Views: 1192

Re: Help me find how to translate Paradise Killer please

if I ever need a bit of help , can I count you ? Sure ;) Do I have to rebuild the locres file with UnrealLocres tool and then rebuild the pak with UnrealPak ? Yes, that's the easiest way to do this. There are also some other methods for modding UE games (like using ModManager etc.) Everything is de...